Full Util Links - Destro-/AMXXEditorV4 GitHub Wiki

Mirror for the303.org.

HL1/Goldsrc Scripting util Links:

Tools & Plugins:

Mapping Specific:

Modelling Specific:

Mapping:

If you are coming from a Source Engine background, this quick reference will show common equivalents:

func_brush -> func_wall
func_detail -> func_detail (loaded with zhlt.fgd)
I/O system -> multi-manager (turn off smartedit to add outputs)
prop_static -> env_sprite with model path or cycler_sprite or item_generic (OPfor, CZ & Sven entity)
prop_dynamic -> monster_generic (with scripted_sequence to activate animations)
nodraw, tooltextures, etc. -> zhlt.wad (get Vluzacn's Map Compile Tools). Also Nodraw = "NULL"

Models & Wads downloads:

Coding:

Some notes from various people:

  • Learn the basics of C/C++; most problems people have are basic C/C++ mistakes and not related to HL1.
  • Start small, go bigger. Beginners often want to turn HL1 into Unreal Engine 4 without knowing how to make a simple entity.
  • Have patience; you can't program a new weapon in 30 seconds and expect it to work as you'd like.
  • Avoid copying/pasting code blindly without understanding it.
  • Always make clean and documented code (don't be like Valve).
  • Use VCS if you know how to (git, SVN, Perforce...).
  • Making a MP mod? Support Linux for more dedicated servers.
  • Ideally, use CMake to manage project files; itโ€™s easier for cross-platform work.

Video Tutorials:

Communities:

Legacy Content:

Legacy modelling docs:

Legacy mapping docs:

Legacy Optimization docs: