Man Spirit of Half-Life was a long time ago and was looking great at the time! 
Looks like the source code is still being worked on and is available here: 
http://www.moddb.com/mods/spirit-of-half-life

Date: Sun, 26 Jun 2011 21:33:19 +0100
From: daedalus...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] [GoldSrc/HL1] Tapping into the renderer (OpenGL)

I can't believe nobody replied to you... where did all the GoldSrc people go?

Anyway, I really only dabbled in the HL SDK so I certainly couldn't directly 
help you but I do remember the VERC having an article on bump mapping and it 
has some available source code on it. It's not exactly what you want but it 
might at least point you in the right direction...


http://web.archive.org/web/20061024220638/http://collective.valve-erc.com/index.php?doc=1091469531-97736200


Have a look in the HLbump_source.zip, it contains some code about the bump 
mapping routine which may be helpful.

TWHL has the whole VERC site archived (since it died a few years ago) and it 
has some other articles on coding there too. http://twhl.info/articulator.php


Hope this helps...

On 22 June 2011 01:27, Trevor 'Drak' <dhlco...@wowway.com> wrote:





If anybody has seen HLFX / Spirit of HL (HL1 based mods) they added some 
crazy effects.
Bump mapping / stencil shadows / water shaders.
 
I’ve messed with this tech/rendering methods in small opengl applications, 
but adding them to the HL1 engine is way over my head.
There’s bits and pieces I’ve managed to gather around the internet, but 
it’s not very helpful when it’s in a different language / incomplete. 
 
Does anybody know how to go about doing basic stuff / messing around with 
the HL1 renderer?
Even something as simple as changing a texture at runtime with OpenGL 
calls.

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