Crowbar weapon model for Half-Life.
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source unforeseen-consequences/tools#3: Fix multiple model texture convert. 2026-07-17 08:21:37 -04:00
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Stylized renders of the crowbar model against a technobabble-filled grungy background containing a lambda logo

Crowbar weapon model for Half-Life.

Downloading

Downloads are found on the releases page.

Screenshots

Half-Life

In-game screenshot with a red crowbar in hand In-game screenshot with a red crowbar in hand

Decay: Solo Mission

In-game screenshot with a blue crowbar in hand

Development

All development is done on Linux. While it is possible to get this working on Windows, I have no intention of spending time on that. Gaming on Linux is really good now, so why not join us?

Git submodules

When cloning this repository, make sure to use the --recurse-submodules (or --recurse) flag to also include Git submodules containing shared source files. You won't be able to compile if you skip this.

Requirements

  1. Make
  2. GNU Core Utilities (a.k.a. coreutils)
  3. Rsync
  4. Wget
  5. unzip
  6. ImageMagick 7 or newer

All but ImageMagick are pre-installed on nearly all flavours of Linux.

Git LFS

If you need to access the model and texture source files (such as Photoshop PSDs, etc.), you'll also need to have Git LFS installed for git to pull them. If you install it after checking out this repository, you'll need to open a terminal, navigate to the repo root, and run:

git lfs install
git lfs fetch
git lfs checkout

This will update the repository's hooks, then download and check out the LFS files, replacing the pointer files with their actual contents.

See git-lfs-install(1), git-lfs-fetch(1), and git-lfs-checkout(1).

Building

Open a terminal in root of this repostory and run:

make

This will automatically download and extract ModelTextureMaker and a compiled copy of the PrimeXT project's pxstudiomdl to the repository directory if they aren't found and then will build all models. The first build will be the longest, but subsequent builds should only build models whose source files have changed.

To automate this further, you can run:

make build-to-game

Warning: this will overwrite any model files with the same names in your Half-Life/valve_addon/models directory; other model files should be left as-is.

Building for other expansions/mods/games

By default, the build process builds for Half-Life/valve_addon with HEV suit arms, but can easily be run for other expansions, mods, or even games with other hands:

Opposing Force

make mod-dir=gearbox_addon arms-type=soldier

Blue Shift

make mod-dir=bshift_addon arms-type=security

Echoes

make mod-dir=echoes_addon arms-type=scientist

Decay: Solo Mission

This is an example of building for a different base game, while also specifying a different colour variation instead of the default red crowbar paint:

make base-game="Half-Life Decay Solo Mission Demo" mod-dir=decaysolodemo_addon arms-type=hev_hd_tan crowbar-paint-colour=blue

All at once

All of the above can be built all at once by running:

make build-all-games

and to do all of that plus copying to each mod or game:

make build-to-all-games

Choosing a paint colour

Stylized renders of the multiple crowbar models with different paint colours against a technobabble-filled grungy background containing a lambda logo

As you might have noticed in the previous section, you can even build with a different colour of paint. When invoking make, you can specify a crowbar-paint-colour value which replaces the default red for an alternate texture, e.g. make crowbar-paint-colour=blue. Available paint colours are blue, cyan, green, orange, pink, purple, red, yellow, or none (i.e. no paint, bare metal).


Please see the makefile for other targets you can invoke.

License

The content in this repository are licensed under the CC BY-NC 4.0 license. This means:

  • You can include the built content in your own non-commercial project.

  • You can adapt, alter, remix, and then release that derivative work. (Please use the source files and not decompiled models, however.)

  • You must link back to ambientimpact.com/unforeseen in your credits and/or readme.

  • You cannot use this as-is for a commercial project; if you wish to do so, please get in touch and we can work out an agreement and compensation.

Thank you

Thank you to the developer of ModelTextureMaker for creating such an invaluable tool, the PrimeXT project for their Linux build of pxstudiomdl, and thank you to the developers of ImageMagick for such a bonkers useful CLI tool they've built upon and maintained since (I kid you not) 1987.


No generative AI was used for any part of this project.