Every want to make your own Half-Life Mod but never could find all of the right tools, or tutorials or even the models and prefabs you wanted to make it? Now you can in this small (about 350 mb or more) kit. This kit has every thing you need to make a simple or advance mod. The newest version contains modeling tools, reskining tools, texture making tools, map making tools, and much more. Also it updates every once in a while with new programs, models, tutorials, etc that I find around. The next version is even going to have custom dlls (engines) that you can use if your not a good coder, these will feature some new weapons, monsters, pickups etc. If you want to make a Half-Life mod you should really try this. If you do like it please review it and leave a comment, it is appreciated. It is very important to note though that I did not make most of this stuff, I mainly made the tutorials and coded the new dll, all the other stuff is made by truly remarkable people and they deserve the credit. Check out halflifemoddingkit.weebly.com for update news and more. NEW: I am slowly uploading the tutorials to halflifemoddingkit.weebly.com they are in a better format here and the code is color coded

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IRON SIGHT EXTRA: CREATE YOUR OWN IRON SIGHT

Weapons Modelling Tutorial 2 comments

OOKIE LETS GET STARTED(pistol only)

Choose the model you want. Open it with a model viewer and go to Weapon Origin.

You will see some numbers here:

kektus

Modify those number to get your ideal iron sight position.

Now decompile it. After you decompile it, open the qc file with notepad. Here is an example


/*
==============================================================================

QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.

v_colt.mdl

Original internal name:
"v_9mmhandgun.mdl"

==============================================================================
*/

$modelname "v_colt.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures


$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000


//reference mesh(es)
$body "studio" "hands_model_HEV"

$body "studio" "Colt"


// 2 attachment(s)
$attachment 0 "ber_body" -9.000000 2.800000 0.000000
$attachment 1 "ber_body" -3.000000 3.500000 0.000000

// 14 hit box(es)
$hbox 0 "base" -37.029636 -34.843513 -12.406800 0.000000 0.000000 12.406800
$hbox 0 "Bone L uparm" 0.000000 -4.380000 -2.860000 15.330000 2.790000 2.460000
$hbox 0 "Bone L lowarm" 0.000000 -3.400000 -2.570000 15.200000 2.590000 2.060000
$hbox 0 "Bone L hand" -0.060000 -1.120000 -2.220000 4.270000 1.550000 2.210000
$hbox 0 "Bone L thumbbase" 0.000000 -0.420000 -0.470000 2.260000 0.970000 0.700000
$hbox 0 "Bone L thumb mid" 0.000000 -0.690000 -0.460000 1.526287 0.570000 0.760000
$hbox 0 "Bone R uparm" 0.000000 -4.370000 -2.470000 15.330000 2.800000 2.850000
$hbox 0 "Bone R lowarm" 0.000000 -3.390000 -2.070000 15.200000 2.600000 2.560000
$hbox 0 "Bone R hand" -0.120000 -1.090000 -2.200000 4.190000 1.790000 2.220000
$hbox 0 "Bone R thumbbase" 0.000000 -0.500000 -0.560000 2.240000 1.010000 0.550000
$hbox 0 "Bone R thumb mid" 0.000000 -0.690000 -0.640000 1.420397 0.550000 0.570000
$hbox 0 "ber_body" -8.860000 -3.500000 -0.740000 2.040000 3.160000 0.760000
$hbox 0 "ber_mag" -1.240000 -3.870000 -0.590000 1.400000 1.980000 0.610000
$hbox 0 "ber_slide" -7.030000 -0.590000 -0.710000 2.850000 0.970000 0.730000

// 9 animation sequence(s)
$sequence "longidle" "longidle" fps 30
$sequence "idle_1" "idle_1" fps 30
$sequence "idle_2" "idle_2" fps 30
$sequence "fire1" "fire1" fps 30 { event 5001 0 "11" }
$sequence "fire_last" "fire_last" fps 30 { event 5001 0 "11" }
$sequence "reload_empty" "reload_empty" fps 32 {
{ event 5004 8 "weapons/glock_magout.wav" }
{ event 5004 30 "weapons/glock_magin.wav" }
{ event 5004 47 "weapons/glock_slideforward.wav" }
}
$sequence "reload" "reload" fps 31 { event 5004 8 "weapons/glock_magout.wav" } { event 5004 30 "weapons/glock_magin.wav" }
$sequence "deploy" "deploy" fps 30
$sequence "idle_3" "idle_3" fps 30

// End of QC script.


Under eyeposition add

$origin 0.000000 0.000000 0.000000

and change those zeros into your sight number.

Compile it, copy the model into another folder and decompile it again.

Now copy 1 idle animation, 1 fire animation and the qc file and rename the animations and paste it into your first decompile folder.

Open the qc and modify this part:


// 9 animation sequence(s)
$sequence "longidle" "longidle" fps 30
$sequence "idle_1" "idle_1" fps 30
$sequence "idle_2" "idle_2" fps 30
$sequence "fire1" "fire1" fps 30 { event 5001 0 "11" }
$sequence "fire_last" "fire_last" fps 30 { event 5001 0 "11" }
$sequence "reload_empty" "reload_empty" fps 32 {
{ event 5004 8 "weapons/glock_magout.wav" }
{ event 5004 30 "weapons/glock_magin.wav" }
{ event 5004 47 "weapons/glock_slideforward.wav" }
}
$sequence "reload" "reload" fps 31 { event 5004 8 "weapons/glock_magout.wav" } { event 5004 30 "weapons/glock_magin.wav" }
$sequence "deploy" "deploy" fps 30
$sequence "idle_3" "idle_3" fps 30

// iron sight anims

$sequence "sight_idle" "sight_idle" fps 30
$sequence "sight_fire" "sight_fire" fps 30
$sequence "sight_fire_last" "sight_fire_last" fps 30

// End of QC script.


Compile it and its done! YAYYYYY!!!!!


IRON SIGHT PART 2: CLIENT SIDE

IRON SIGHT PART 2: CLIENT SIDE

Client Side Coding Tutorial

Just read the summary of server side coding. PLACEHOLDER TEXT

IRON SIGHT PART 1: SERVER SIDE

IRON SIGHT PART 1: SERVER SIDE

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I was about to publish this article before but my FUCKING BROWSER JUST FUCKING CLOSED... so i will do this all over again. Iron sight for Python.

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In this tutorial we will learn how to add new Skill Health links to add to new custom monsters.

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Comments  (0 - 10 of 77)
cd5ssmffan
cd5ssmffan

I may be missing something but how do you compile the mod properly?

filecopy contains this:

p4 edit %~f2
copy %1 %~f2

this doesn't actually do anything

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employee426
employee426

I would like to get into modding and have literally no experience unless you count loving half life and all the mods around it experience. Would this be the right way to get into it?

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badsniper365 Creator
badsniper365

I think it’s a good way to get started and that’s why I made it. I started out the same way loving half life but no clue how to mod, what I would do is start with basic map making first and work your way to better mapping and possibly coding, modeling and other modifications

Reply Good karma+2 votes
Crestfall2nd
Crestfall2nd

I accidentally double posted.

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Crestfall2nd
Crestfall2nd

h t t p s : / / g a m e b a n a n a . c o m / t o o l s / 6 2 3 6

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Inepticus
Inepticus

There seems to be a problem with loading the Client.dll

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badsniper365 Creator
badsniper365

Which client.dll?

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Inepticus
Inepticus

The client.dll that comews with the "mod" folder. When I try to launch the mod it crashes and says that it could not load library and it points towards the cl_dlls\client.dll directory.

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badsniper365 Creator
badsniper365

It is possible that the client.dll got corrupted at some point in time. The dlls in the modding kit are just default valve dlls, just go to your halflife/valve folder and copy the client, I would also copy a new server dll (hl.dll)

Reply Good karma+1 vote
Inepticus
Inepticus

Alright, the default dll's work, I just thought this was a modified dll or something.
Also on your previous comment on adding opposing force weapons, there's really no need to go trough the hassle, I mostly wanted the npc's but that would be too much trouble to code when they're already done in the original dll's.
Plus I can live with the night vision, I was just curious when I asked about the flashlight.

Anyways thank you so much for the help :) <3

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Great Idea for helping the kids!

Jun 4 2016 by G.P.A

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