When we're making a effect we have 3 parts(First one is getlocation, playing with sprites and with est_effect and the appearance of the effect(color, amplitude, size and bla bla bla))
OBSERVATION: I Know some peoples did some tutorial but some guys here are very lazy to read and i'll make a simplefied one...
*Part1
[Getplayerlocation]
Depending on what kind of effect you want you need to get the playerlocation and coordinates, dont worry about the coordinates because wcs has it already done...
e.g.:es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
Explanation: Well, the "es es_xgetplayerlocation is getting the location of the victim.
What About wcs_x1 wcs_y1 and wcs_z1?
They Are the coordinates that Wcs has already prepared for us
, so we don't have to worry about that...What About event_var(userid)?
In a player_attacker skill the effect will be on your victim, on a player_spawn or something like that its you!!
OBSERVATION: IF You Want a effect Like a Laser or something like that you have to get two playerlocations...
e.g:
Code:
es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)[The victim];es es_xgetplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(attacker)[You]
Questions: But, why you got getlocation wcs_x1 and getlocation wcs_x2??
Answer: Because the first wcs_x1 is the coordinate of your victim, and the second wcs_x2 is your coordinates...
So we can define that:
Code:
es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid);es es_xgetplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(attacker)
Is getting both players location (victim and attacker) and coordinates for like a laser or another effect that is envolving both players....And:
Code:
es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
Is Getting the location of your victim and you can use it for lightings, thunders, glowing effects and more...OBSERVATION: If you have doubts at it just p.m or make a post here!
*Part 2
[Selecting your sprite and using est_effect]
We Have a big list of sprites and effects, and we can also use models and decals...
but first of all we have to use a est_effect...
We Have a syntax list of some effects:
Code:
Syntax
] est_effect 1
EST Syntax : est_effect [ArmorRicochet] <player Filter> <delay> <model> (position <X> <Y> <Z>) (direction <X> <Y> <Z>)
] est_effect 2
EST Syntax : est_effect [BeamEntPoint] <player Filter> <delay> <model> <start userid> <end userid> <life> <width> <end width> <Red> <Green> <Blue> <Alpha>
] est_effect 3
EST Syntax : est_effect [BeamPoints] <player Filter> <delay> <model> (start <X> <Y> <Z>) (end <X> <Y> <Z>) <life> <width> <end width> <Red> <Green> <Blue> <Alpha>
] est_effect 4
EST Syntax : est_effect [BeamFollow] <player Filter> <delay> <model> <userid> <life> <width> <end width> <time to fade> <Red> <Green> <Blue> <Alpha>
] est_effect 5
EST Syntax : est_effect [BeamRing] <player Filter> <delay> <model> <userid> <end index> <life> <width> <spread> <amplitude> <Red> <Green> <Blue> <Alpha> <speed>
] est_effect 6
EST Syntax : est_effect [LargeFunnel] <player Filter> <delay> <model> <x> <y> <z> <reversed>
] est_effect 7
EST Syntax : est_effect [Smoke] <player Filter> <delay> <model> <x> <y> <z> <scale> <framerate>
] est_effect 8
EST Syntax : est_effect [MetalSparks] <player Filter> <delay> <model> <x> <y> <z> (towards <x> <y> <z>)
] est_effect 9
EST Syntax : est_effect [GausPlease Disregard,I am A Spam Botplosion] <player Filter> <delay> <model> <x> <y> <z> (towards <x> <y> <z>) <type>
] est_effect 10
EST Syntax : est_effect [BeamRing] <player Filter> <delay> <model> <x> <y> <z> <start radius> <end radius> <life> <width> <spread> <amplitude> <Red> <Green> <Blue> <Alpha> <speed>
] est_effect 11
EST Syntax : est_effect [GlowSprite] <player Filter> <delay> <model> <x> <y> <z> <life> <size> <brightness>
] est_effect 12
EST Syntax : est_effect [PhysProp] <player Filter> <delay> <model> (pos <x> <y> <z>) (angle <x> <y> <z>) (velocity <x> <y> <z>) <subtype> <flags> <randomize>
] est_effect 1
EST Syntax : est_effect [ArmorRicochet] <player Filter> <delay> <model> (position <X> <Y> <Z>) (direction <X> <Y> <Z>)
] est_effect 2
EST Syntax : est_effect [BeamEntPoint] <player Filter> <delay> <model> <start userid> <end userid> <life> <width> <end width> <Red> <Green> <Blue> <Alpha>
] est_effect 3
EST Syntax : est_effect [BeamPoints] <player Filter> <delay> <model> (start <X> <Y> <Z>) (end <X> <Y> <Z>) <life> <width> <end width> <Red> <Green> <Blue> <Alpha>
] est_effect 4
EST Syntax : est_effect [BeamFollow] <player Filter> <delay> <model> <userid> <life> <width> <end width> <time to fade> <Red> <Green> <Blue> <Alpha>
] est_effect 5
EST Syntax : est_effect [BeamRing] <player Filter> <delay> <model> <userid> <end index> <life> <width> <spread> <amplitude> <Red> <Green> <Blue> <Alpha> <speed>
] est_effect 6
EST Syntax : est_effect [LargeFunnel] <player Filter> <delay> <model> <x> <y> <z> <reversed>
] est_effect 7
EST Syntax : est_effect [Smoke] <player Filter> <delay> <model> <x> <y> <z> <scale> <framerate>
] est_effect 8
EST Syntax : est_effect [MetalSparks] <player Filter> <delay> <model> <x> <y> <z> (towards <x> <y> <z>)
] est_effect 9
EST Syntax : est_effect [GausPlease Disregard,I am A Spam Botplosion] <player Filter> <delay> <model> <x> <y> <z> (towards <x> <y> <z>) <type>
] est_effect 10
EST Syntax : est_effect [BeamRing] <player Filter> <delay> <model> <x> <y> <z> <start radius> <end radius> <life> <width> <spread> <amplitude> <Red> <Green> <Blue> <Alpha> <speed>
] est_effect 11
EST Syntax : est_effect [GlowSprite] <player Filter> <delay> <model> <x> <y> <z> <life> <size> <brightness>
] est_effect 12
EST Syntax : est_effect [PhysProp] <player Filter> <delay> <model> (pos <x> <y> <z>) (angle <x> <y> <z>) (velocity <x> <y> <z>) <subtype> <flags> <randomize>
OBSERVATION: Use Only the following syntax: 2,3,4,7,8,10 or 11
Now let's make a little dictionary of what each part of one syntax make:
OBSERVATION: YOu Got The playerlocation right?
So you make:
Code:
es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid);es est_effect <HERE THE NUMBER OF THE SYNTAX> <player filter> and <delay>
Beside of est_effect you'll select what kind of effect that you want(search on the list of syntax), it can be like: est_effect 10 (explosion)
or
est_effect 3 (laser, but you'll have to get the both playerlocations)
or
est_effect 4 (Follow Beam, a little laser that follow you or the victim)
Questions:
I Can use every syntax number?
Answer:
No just use the numbers that i told you guys.
Questions:
Whats is player filter?
Answer:
Player Filter is Who is going to see the effect!!
Like
est_effect 10 #a (#a part will make EVERYONE see the effect!!)
Filters:
#a : All
#d : Dead
#ct : Counter-terrorits
#tr : Terrorists
There are a few more but i forgot some now...
Question:
Whats is delay?
Answer:
In what time will the effect repeat, appear again!
You can use every number but the Best one 0
e.g est_effect 10 #a 0 <0 is the delay>(it will be showed with frequence)
SPRITES!!
Now let's play with sprites...
You choose every sprite, effects and also decals and models...
But be careful to not choose a buggy one or one that dont work with the syntax
Lets See!
e.g
Code:
es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid);es est_effect #a 0 <sprite or effect or model or decal>(DONT THINK THAT MODEL IS A SKIN LIKE A BODY OR SOMETHING, WHEN USING A MODEL FOR SPRITE TAKE A LOOK AT THE SPRITE LIST)
use est_effect 10 #a 0 sprites/flatflame.vmt (example)OBSERVATIONS: DONT FORGET TO PUT A .VMT IN THE END OF YOUR SPRITE!!
Now that u got the sprite let's do another thing:
When you're using est_effect 10 #a 0 sprites/flatflame.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
This server_var(wcs_coord) is tottaly necessary!!!
If you got two playerlocation you have to make this:
server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
Now The Fun part

*Part 3
[Effects appearance, color and form
]Have you already downloaded a race, and saw the line skill_sfx blallblalbllblblabla and a lot of numbers?
If yes don't worry they are just to set the effect appearance

Let's Choose a syntax and i'll explain better ir

Well i got syntax 10, here it is:
] est_effect 10
EST Syntax : est_effect [BeamRing] <player Filter> <delay> <model> <x> <y> <z> <start radius> <end radius> <life> <width> <spread> <amplitude> <Red> <Green> <Blue> <Alpha> <speed>
So you imagine: What the hell are these things??? <start radius> and more...
They are the numbers >.<...
So let's start:
Questions:
I Can put every number on these things?? Like <start radius> i'll use 999, <life> i'll use 255, <width> i'll use 851??
Answer:
Sure no!!! On Radius of course you can put but in the other dont use exagerated numbers...
Explanation:
<x> <y> <z> = Just use the server_var(wcs_coord)<instead of coord use wcs_x1 or wcs_y1 or wcs_z1 or wcs_x2 or....
<life> 1-999 = Its How Long the effect is going to be showed.(Use Low Number Because you can get tired of the effect
)<size> 0-10 = Size of the effect
<brightness> 0-255 = Brightness of the effect.
<amplitude> 1-10 = Amplitude is very good if you want to make thunder effects or lightings... The effect will be a little wavy...
<start radius> 1-999 = Its the area that the effect will start to show, like a explosion effect...
<end radius> 1-999 = The same as in start radius but it will stop showing...
<spread> 1-255 = The value of spread means the quantity that the effect will spread, like a splash beam or etc...
<R> 1-255 = Its the color RED
<G> 1-255 = Its the color GREEN
<B> 1-255 = Its the color BLUE (You can mix these colors like, 110 250 255)
<Alpha> 1-255 = This is the transparency of the effect, you put a low number it will be very hard to see
<Speed> 1-255 = Its the speed that the effect starts to show
<width> 1-10(i guess) = Its the Size of it, like: It will be short or tall.
Well i guess this is enough...
Now that u got the playerlocation, used a est_effect, choose a sprite or effect and used the server_var to the coordinates let's give it a appearance following the syntax 10(explosion):
e.g
Code:
es es_xgetplayerlocation event_var(userid);es est_effect 10 #a 0 sprites/flatflame.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 50(Start radius) 450(End Radius) 2(Life) 10(Width) 120(Spread) 3(Amplitude) 255(Red color) 0(Green Color) 0(Blue Color) 255(Alpha) 1(Speed)
DONE!!! Now your effect is ready to be tested and used

Here i'm posting a little list that can be very useful(containing sprites and effects...)
Code:
sprites/animglow01
sprites/animglow02
sprites/ar2_muzzle1
sprites/ar2_muzzle1b
sprites/ar2_muzzle2b
sprites/ar2_muzzle3
sprites/ar2_muzzle3b
sprites/ar2_muzzle4
sprites/ar2_muzzle4b
sprites/blueflare1
sprites/blueflare1_noz
sprites/blueglow1
sprites/blueglow2
sprites/bluelaser1
sprites/bluelight1
sprites/blueshaft1
sprites/fire
sprites/fire1
sprites/fire2
sprites/fireburst
sprites/flame01
sprites/flame02
sprites/flame03
sprites/flame04
sprites/flamelet1
sprites/flamelet2
sprites/flamelet3
sprites/flamelet4
sprites/flamelet5
sprites/flare1
sprites/flatflame
sprites/glow
sprites/glow01
sprites/glow02
sprites/glow03
sprites/glow04
sprites/glow04_noz
sprites/glow05
sprites/glow06
sprites/glow07
sprites/gow08
sprites/glow1
sprites/glow1_noz
sprites/greenglow1
sprites/halo
sprites/halo01
sprites/laser
sprites/laserbeam
sprites/lgtning
sprites/lgtning_noz
sprites/orangecore1
sprites/orangecore2
sprites/physbeam
sprites/physcannon_bluecore1
sprites/physcannon_bluecore1b
sprites/physring1
sprites/purplelaser1
sprites/qi_center
sprites/rollermine_shock
sprites/strider_bluebeam
sprites/tp_beam001
sprites/water_drop
sprites/hydraspinalcord
sprites/hydragutbeam
sprites/laser
sprites/orangelight1
sprites/plasma
sprites/plasma1
sprites/plasmabeam
sprites/muzzelflash
sprites/muzzelflash1
sprites/muzzelflash2
sprites/muzzelflash3
sprites/muzzelflash4
sprites/hydragutbeamcap
sprites/greenspit1
sprites/flatflame
sprites/fireburst
sprites/flame04
sprites/fire1
sprites/fire2
sprites/bluelight1
sprites/sphermap
sprites/reticle
sprites/640_logo
sprites/640 train
sprites/640hud9
sprites/640hud8
sprites/blackbeam
sprites/blood
sprites/bloodspray //////splash
sprites/cbb1_smoke //smokebeam
sprites/crosshairs
sprites/dot
sprites/crosshairs_tlur ////Raps
sprites/d_icons
sprites/crystal_beam1
sprites/fire_floor
sprites/flyingember
sprites/glow_tes02
sprites/gunsmoke
sprites/heatwave
sprites/ledglow
sprites/laserdot
sprites/old_xfire ////smb fireball
sprites/orangelight1
sprites/plasmaember ////green glow
sprites/plasmahalo
sprites/richo1
decals/decal_posterbreen //yel-ce
decals/decalgraffiti003a
sprites/scanner /////////est_effect 10 void
sprites/scannerbottom
sprites/shellchrome
sprites/scope_art
sprites/strider_blackball
sprites/strider_bluebeam
sprites/xbeam2
sprites/wxplo1 ////exsmoke fire
sprites/reticle //
sprites/reticle1 // green circle
sprites/reticle2
sprites/scanner_dots
sprites/player_red_dead /// red x
sprites/sprite
sprites/combineball_trail_red_1
sprites/combineball_trail_blue_1
effects/bluespark
effects/combinedisplay001a
effects/combinedisplay001b
effects/com_shield003a
effects/hydraspinalcord
effects/splash3
models/effects/comball_sphere /// glass
models/effects/splodecard2_sheet //Die est_effect 10
shadertest/spheremap
vgui/gfx/vgui/usp45
skybox/borealis01up
shadertest/texturescroll ////blkx
effects/tp_eyefx/tp_eyefx
effects/tp_eyefx/tpeye
effects/tp_eyefx/tpeye3
shadertest/eyeball
models/player/b4p/yoda_head
models/player/b4p/vader/headhope
editor/env_explosion
editor/phys_ballsocket
models/humans/female/group03/joey_facemap
models/antilion/antilion_parts
models/gibs/hgibs/skull1
models/player/b4p/vader/vaderface
models/props_combine/tprings_globe_dx60
models/props_combine/tprings_globe
models/props_combine/stasisshield_sheet_dx7
models/props_combine/stasisshield_sheet
models/props_combine/prtl_sky_sheet ////10
models/props_combine/tpballglow //scrollingsheet
models/props_combine/stasisfield_beam
models/props_combine/com_shield001a
models/props_combine/masterinterface01c
models/props_combine/partalball001_sheet
models/props_combine/models/props
models/player/b4p/yoda/yoda_head
models/player/b4p/vader/dcape
models/player/b4p/vader/helmethope
models/player/b4p/vader/soulderhope
effects/ar2_altfire1
effects/ar2_altfire1b
effects/ar2_altfire2
effects/black
effects/alyxmonitor_talk
effects/ar2_altfire1 //sphere
effects/ar2_altfire1b
effects/ar2_altfire2
effects/blueblackflash
effects/blood_core
effects/bubble
effects/com_shield003a /////bluegreen 10
effects/fire_cloud1
effects/fire_cloud2
effects/filmscan256
effects/fleck_glass1
effects/fleck_glass2
effects/fluttercore
effects/gunshiptracer
effects/metalfence007a
effects/rollerglow
effects/strider_bulge_dudv_dx60
effects/strider_tracer
effects/strider_pinch_dudv
effects/tp_eyefx/tpeye2
effects/tp_eyefx/tpeye3
effects/traainsky
effects/water_highlight
effects/blueblacklargebeam
effects/com_shield003a
effects/strider_tracer
effects/stunstick
models/effects/splode_sheet
sprites/physcannon_bluelight2
sprites/physcannon_bluelight1b
models/gman/pupil_r
models/vortigaunt/eyeball // red
models/headcrab_black/blackcrab_sheet
models/hostages/glassesfront_walter
models/humans/female/group01/joey_facemap
models/manhack/blur01
models/police/barneyface
models/synth/spinner
decals/rollermine_creator
models/effects/splode1_sheet
models/effects/splodearc_sheet
models/props/de_nuke/car_nuke_animation_red
overlays/redrunner001a
overlays/shorewave001a //whitewave
vgui/gfx/vgui/gign // modelterror
vgui/gfx/vgui/cs_logo // white cslogo
decals/decalgraffiti038a
decals/decalmetalvent004a
decals/decalmetalvent006a
de_nuke/nuklogo02
vgui/resource/logo_game ///////lines
vgui/chapters/chapter6
vgui/chapters/chapter9a
vgui/gamma
de_nuke/nuksky01
models/props_combine/prtl_sky_sheet
skybox/havbk
models/roller/rollermine_glow
b4p/b4p_tracers/b4p_tracer1 //white oval
b4p/b4p_tracers/b4p_tracer2 //2 white ovals
b4p/b4p_tracers/b4p_tracer3 //white circle
b4p/b4p_tracers/b4p_tracer4 ///3whitecircle
b4p/b4p_tracers/b4p_tracer5 ///3whitecirclehalo
b4p/b4p_tracers/b4p_tracer6 ///whitecirclehalo
b4p/b4p_tracers/b4p_tracer7 ///whiteoval
cable/rope
concrete/concretewall058a ///whitewall
concrete/milwall004 /// ballwall
console/background01 ///ccs
console/background02 //hl2
console/background03 //port
console/background07
console/startup_loading
cs_havana/metalgear001a
cs_havana/pictb
cs_havana/pupil_l //brnpupil
cs_havana/pupil_r //brnpuple
cs_havana/{curaila
cs_italy/irongate01
cs_italy/irongate01_2sided
effects/alyxmonitor_idle
effects/alyxmonitor_talk
effects/tvscreen_noise001a
models/props/de_inferno/goldfish_ref
models/props/de_inferno/goldfish
shadertest/cubemap
models/effects/splodearc_sheet
effects/strider_pinch_dudv_dx60
effects/rollerglow
models/props_lab/airlock_laser
props/signbillboard001a
models/eli/pupil_l
models/eli/pupil_r
models/effects/comball_tape
models/humans/female/pupil_r
models/humans/female/pupil_l
models/ichthyoasaur/iris_l
models/ichthyoasaur/iris_r
models/props_combine/prtl_sky_sheet
models/props_combine/stasisfield_beam
models/props_lab/cornerunit_cloud
models/props_lab/warp_sheet
effects/bluelaser1
halflife/glassblue2
dev/dev_glassfrosted01a
models/props_combine/combine_door01_glass
shadertest/gooinglass
models/props_lab/teleportgate_fence
sprites/animglow02
sprites/ar2_muzzle1
sprites/ar2_muzzle1b
sprites/ar2_muzzle2b
sprites/ar2_muzzle3
sprites/ar2_muzzle3b
sprites/ar2_muzzle4
sprites/ar2_muzzle4b
sprites/blueflare1
sprites/blueflare1_noz
sprites/blueglow1
sprites/blueglow2
sprites/bluelaser1
sprites/bluelight1
sprites/blueshaft1
sprites/fire
sprites/fire1
sprites/fire2
sprites/fireburst
sprites/flame01
sprites/flame02
sprites/flame03
sprites/flame04
sprites/flamelet1
sprites/flamelet2
sprites/flamelet3
sprites/flamelet4
sprites/flamelet5
sprites/flare1
sprites/flatflame
sprites/glow
sprites/glow01
sprites/glow02
sprites/glow03
sprites/glow04
sprites/glow04_noz
sprites/glow05
sprites/glow06
sprites/glow07
sprites/gow08
sprites/glow1
sprites/glow1_noz
sprites/greenglow1
sprites/halo
sprites/halo01
sprites/laser
sprites/laserbeam
sprites/lgtning
sprites/lgtning_noz
sprites/orangecore1
sprites/orangecore2
sprites/physbeam
sprites/physcannon_bluecore1
sprites/physcannon_bluecore1b
sprites/physring1
sprites/purplelaser1
sprites/qi_center
sprites/rollermine_shock
sprites/strider_bluebeam
sprites/tp_beam001
sprites/water_drop
sprites/hydraspinalcord
sprites/hydragutbeam
sprites/laser
sprites/orangelight1
sprites/plasma
sprites/plasma1
sprites/plasmabeam
sprites/muzzelflash
sprites/muzzelflash1
sprites/muzzelflash2
sprites/muzzelflash3
sprites/muzzelflash4
sprites/hydragutbeamcap
sprites/greenspit1
sprites/flatflame
sprites/fireburst
sprites/flame04
sprites/fire1
sprites/fire2
sprites/bluelight1
sprites/sphermap
sprites/reticle
sprites/640_logo
sprites/640 train
sprites/640hud9
sprites/640hud8
sprites/blackbeam
sprites/blood
sprites/bloodspray //////splash
sprites/cbb1_smoke //smokebeam
sprites/crosshairs
sprites/dot
sprites/crosshairs_tlur ////Raps
sprites/d_icons
sprites/crystal_beam1
sprites/fire_floor
sprites/flyingember
sprites/glow_tes02
sprites/gunsmoke
sprites/heatwave
sprites/ledglow
sprites/laserdot
sprites/old_xfire ////smb fireball
sprites/orangelight1
sprites/plasmaember ////green glow
sprites/plasmahalo
sprites/richo1
decals/decal_posterbreen //yel-ce
decals/decalgraffiti003a
sprites/scanner /////////est_effect 10 void
sprites/scannerbottom
sprites/shellchrome
sprites/scope_art
sprites/strider_blackball
sprites/strider_bluebeam
sprites/xbeam2
sprites/wxplo1 ////exsmoke fire
sprites/reticle //
sprites/reticle1 // green circle
sprites/reticle2
sprites/scanner_dots
sprites/player_red_dead /// red x
sprites/sprite
sprites/combineball_trail_red_1
sprites/combineball_trail_blue_1
effects/bluespark
effects/combinedisplay001a
effects/combinedisplay001b
effects/com_shield003a
effects/hydraspinalcord
effects/splash3
models/effects/comball_sphere /// glass
models/effects/splodecard2_sheet //Die est_effect 10
shadertest/spheremap
vgui/gfx/vgui/usp45
skybox/borealis01up
shadertest/texturescroll ////blkx
effects/tp_eyefx/tp_eyefx
effects/tp_eyefx/tpeye
effects/tp_eyefx/tpeye3
shadertest/eyeball
models/player/b4p/yoda_head
models/player/b4p/vader/headhope
editor/env_explosion
editor/phys_ballsocket
models/humans/female/group03/joey_facemap
models/antilion/antilion_parts
models/gibs/hgibs/skull1
models/player/b4p/vader/vaderface
models/props_combine/tprings_globe_dx60
models/props_combine/tprings_globe
models/props_combine/stasisshield_sheet_dx7
models/props_combine/stasisshield_sheet
models/props_combine/prtl_sky_sheet ////10
models/props_combine/tpballglow //scrollingsheet
models/props_combine/stasisfield_beam
models/props_combine/com_shield001a
models/props_combine/masterinterface01c
models/props_combine/partalball001_sheet
models/props_combine/models/props
models/player/b4p/yoda/yoda_head
models/player/b4p/vader/dcape
models/player/b4p/vader/helmethope
models/player/b4p/vader/soulderhope
effects/ar2_altfire1
effects/ar2_altfire1b
effects/ar2_altfire2
effects/black
effects/alyxmonitor_talk
effects/ar2_altfire1 //sphere
effects/ar2_altfire1b
effects/ar2_altfire2
effects/blueblackflash
effects/blood_core
effects/bubble
effects/com_shield003a /////bluegreen 10
effects/fire_cloud1
effects/fire_cloud2
effects/filmscan256
effects/fleck_glass1
effects/fleck_glass2
effects/fluttercore
effects/gunshiptracer
effects/metalfence007a
effects/rollerglow
effects/strider_bulge_dudv_dx60
effects/strider_tracer
effects/strider_pinch_dudv
effects/tp_eyefx/tpeye2
effects/tp_eyefx/tpeye3
effects/traainsky
effects/water_highlight
effects/blueblacklargebeam
effects/com_shield003a
effects/strider_tracer
effects/stunstick
models/effects/splode_sheet
sprites/physcannon_bluelight2
sprites/physcannon_bluelight1b
models/gman/pupil_r
models/vortigaunt/eyeball // red
models/headcrab_black/blackcrab_sheet
models/hostages/glassesfront_walter
models/humans/female/group01/joey_facemap
models/manhack/blur01
models/police/barneyface
models/synth/spinner
decals/rollermine_creator
models/effects/splode1_sheet
models/effects/splodearc_sheet
models/props/de_nuke/car_nuke_animation_red
overlays/redrunner001a
overlays/shorewave001a //whitewave
vgui/gfx/vgui/gign // modelterror
vgui/gfx/vgui/cs_logo // white cslogo
decals/decalgraffiti038a
decals/decalmetalvent004a
decals/decalmetalvent006a
de_nuke/nuklogo02
vgui/resource/logo_game ///////lines
vgui/chapters/chapter6
vgui/chapters/chapter9a
vgui/gamma
de_nuke/nuksky01
models/props_combine/prtl_sky_sheet
skybox/havbk
models/roller/rollermine_glow
b4p/b4p_tracers/b4p_tracer1 //white oval
b4p/b4p_tracers/b4p_tracer2 //2 white ovals
b4p/b4p_tracers/b4p_tracer3 //white circle
b4p/b4p_tracers/b4p_tracer4 ///3whitecircle
b4p/b4p_tracers/b4p_tracer5 ///3whitecirclehalo
b4p/b4p_tracers/b4p_tracer6 ///whitecirclehalo
b4p/b4p_tracers/b4p_tracer7 ///whiteoval
cable/rope
concrete/concretewall058a ///whitewall
concrete/milwall004 /// ballwall
console/background01 ///ccs
console/background02 //hl2
console/background03 //port
console/background07
console/startup_loading
cs_havana/metalgear001a
cs_havana/pictb
cs_havana/pupil_l //brnpupil
cs_havana/pupil_r //brnpuple
cs_havana/{curaila
cs_italy/irongate01
cs_italy/irongate01_2sided
effects/alyxmonitor_idle
effects/alyxmonitor_talk
effects/tvscreen_noise001a
models/props/de_inferno/goldfish_ref
models/props/de_inferno/goldfish
shadertest/cubemap
models/effects/splodearc_sheet
effects/strider_pinch_dudv_dx60
effects/rollerglow
models/props_lab/airlock_laser
props/signbillboard001a
models/eli/pupil_l
models/eli/pupil_r
models/effects/comball_tape
models/humans/female/pupil_r
models/humans/female/pupil_l
models/ichthyoasaur/iris_l
models/ichthyoasaur/iris_r
models/props_combine/prtl_sky_sheet
models/props_combine/stasisfield_beam
models/props_lab/cornerunit_cloud
models/props_lab/warp_sheet
effects/bluelaser1
halflife/glassblue2
dev/dev_glassfrosted01a
models/props_combine/combine_door01_glass
shadertest/gooinglass
models/props_lab/teleportgate_fence
Tutorial by AvasT

Hope you guys enjoy it







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