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Half-Life props

  • D3ads
  • April 24, 2006 at 9:28 PM
  • D3ads
    • April 24, 2006 at 9:28 PM
    • #1

    I know there's a lot of HL2 prop stashes dotted about the Internet but are there any for HL1? I'm gathering lots of props to reskin and use for maps and since I cannot model myself I'm kinda limited, I'd rather not have someone making new props if it can be helped.

    Cheers.

  • Minos
    • April 24, 2006 at 10:16 PM
    • #2

    lol

    have you tried http://www.mapping-area.com ? They used to have lots of props.

  • D3ads
    • April 24, 2006 at 11:15 PM
    • #3

    Never heard of that site, awesome resource. More is appreciated

  • mawibse
    • April 25, 2006 at 9:49 AM
    • #4

    Don't be silly, if you can map you can model, your just chicken to learn a proper 3D program.

  • D3ads
    • April 25, 2006 at 3:03 PM
    • #5

    I have little enough time as it is, plus I have no interest in modelling.

  • Zacker
    • April 25, 2006 at 4:55 PM
    • #6
    Quote from mawibse

    Don't be silly, if you can map you can model, your just chicken to learn a proper 3D program.

    I have tried a bunch of modelling programs but never found anyone which were nearly as effective as Hammer.

  • csharp
    • April 25, 2006 at 5:04 PM
    • #7
    Quote from Zacker

    I have tried a bunch of modelling programs but never found anyone which were nearly as effective as Hammer.

    too bad, it would be fun

  • mabufo
    • April 29, 2006 at 10:41 PM
    • #8
    Quote from mawibse

    Don't be silly, if you can map you can model, your just chicken to learn a proper 3D program.

    For me, it's that I'm too poor to buy one.

  • ReNo
    • April 29, 2006 at 11:46 PM
    • #9

    You don't have to buy one or pay thousands. Blender is free, XSI (at least the mod tool version) is free, GMax is free, Maya Personal Learning Edition is free (I think?), Milkshape is free for 30 days (and after that it's a not-quite-bank-breaking $20 or something)... You have plenty of options available if you really want to take the plunge, and these days, level designers really really should.

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