you are now ready to put on your HMD and grab your motion controllers and play Half-Life 1 in VR!.
run vrutil_autostart 1 so that VR is automatically started after a map transition – otherwise you will have to manually start VR again every time!.
It’s entirely possible the features are also applied to the HL1 crowbar but since it isn’t specified I assume it’s not.
run hl1coop_weprepl_crowbar weapon_crowbar to replace the HL1 crowbar with the HL2 crowbar so that it utilizes the “VRMod improved HL2 weapons” features, allowing physical swings to be used as attacks.
This step is not required but I find the default model the gamemode gives you to be too low-poly for VR.
run hl1_coop_sv_custommodels 1 to enable playermodels and select the Gordon Freeman playermodel you downloaded earlier.
run mat_specular 0 to fix the specular rendering.
Start a new game – use the Half-Life Co-Op gamemode and the Half-Life Resized maps.
ensure that the mods are enabled and that Half-Life: Source and Half-Life 2 are both linked to Garry’s Mod.
Make sure you also follow the installation instructions from the VR mod:
install all the mods from the collection.
You must own Half-Life: Source and Half-Life 2 on steam and link them to Garry’s Mod for this to work! Since I had never completed Half-Life 1, I set out to see if I could give Half-Life Source the same treatment. First things first, I was inspired by which I found from Ben Plays VR on Youtube.