r/SourceEngine • u/MishaSFM • 13h ago
r/SourceEngine • u/Wazanator_ • Oct 04 '22
Anouncement Reminder, this is not a tech support sub
If you have problems playing Source Engine games post it on that games subreddit, their Steam forum, or message Steam support. We do not want development questions and discussions buried 🙂
r/SourceEngine • u/AlbertFaubrein • 5h ago
Concept 🦑 GMOD: Big Squid Update – Giant Squid + Bigfin Squid [Aquatic Animals]
r/SourceEngine • u/MishaSFM • 22h ago
WIP Lucy the bun l4d2 port remaster (Size proportion tricked model) WIP
r/SourceEngine • u/TinyDeskEngineer06 • 20h ago
HELP 2D views not rendering properly on Linux
r/SourceEngine • u/Ok-Author-8676 • 1d ago
HELP (with gmod) Help with porting models and a possible request
r/SourceEngine • u/JackfruitDry3975 • 1d ago
HELP How to texture a TF2 model???
The way I've been doing it is by editing the model's texture sheet, importing it into my laptop (bc i edit the textures on my phone) and checking how it looks in SFM. It's incredibly tedious, but I don't know how else to do it. I have tried tinkering with Blender but I can't seem to get it working correctly. HELP!
r/SourceEngine • u/Confident-Stress957 • 1d ago
HELP How do you guys make mods on the leaked version of source engine from 2003?
I just have a question when I saw a mod called get your free christmas tree which running on the leaked version of source from 2003
r/SourceEngine • u/Most-Average-3261 • 2d ago
Discussion how powerful can the custom source engine tool be?
i recently found out you can make a custom tool for the source engine, on the valve deveoloper wiki this link at you could make your own tool for the source engine, but i could not find any more about it and was wondering if it was like a hidden gem or just a hidden piece of sh**?
r/SourceEngine • u/Ill-Transition5864 • 5d ago
HELP can anybody try to get the water in this map to work in sfm?
r/SourceEngine • u/Nikolai_Akula • 6d ago
HELP Mounting files from scripts folder of a mod
I have mounted some of my own content to garrys mod that includes some vcd files. The problem is that the voice files that the choreographed scenes play need to be referenced in one of the level_sounds text files. My standalone mod works fine, but if it's mounted to garrys mod, it doesn't work. I would guess that creating a new scripts folder in garrysmod and adding that file, as well as a modified manifest it would work, but if I wanted to bsp pack this for the workshop, it would stop working again. I also have a modified actbusy file as well, so it would be nice to get that working too. Anyone have experience with this? I tried searching around for a solution, but no luck.
EDIT: Literally solved it right after posting. If you put the custom level sounds file into your maps folder and rename it, "YOURMAPNAME_level_sounds.txt" it will work. Still don't know how to solve the custom actbusy file though.
r/SourceEngine • u/ExcitementNo9914 • 8d ago
Discussion I was playing with monitors in gmod and this happened
r/SourceEngine • u/Ok-Author-8676 • 7d ago
HELP gmod porting request
wondering if anyone could port the models from Sniper elite: 5 and resistance over to gmod
r/SourceEngine • u/Jealous_Relative_911 • 8d ago
Interest funny thing I saw in the Source SDK Base 2013
r/SourceEngine • u/iaVashik • 8d ago
News Area Lights in the 2011 Source Engine (Zero C++ Code)
r/SourceEngine • u/JCJenson-Branded-Pen • 9d ago
HELP Weird lines and alpha channel not working on custom vtf
I've searched up everything I can and nothing worked. The yellow extends too far and turns into stripes, while the alpha is appearing as white. Please help me 🙏
r/SourceEngine • u/DesperateGame • 9d ago
Source 2 Custom shaders or Screenspace shaders in Source 2
Hello,
I wonder, has anyone figured a way to create custom shaders or utilize the screenspace shaders system from Source 1 for custom maps?
This is what I mean for the screeenspace shaders:
https://github.com/ficool2/sdk_screenspace_shaders
I'd love to create custom effects, but I am unsure whether CS2/Deadlock allows it now.
Thanks!
r/SourceEngine • u/Black_Bronco_Prod • 10d ago
Show Off Half-Life 2: All Good Things | Vista Reveal Gameplay & Music
All Good Things is a mod for Half-Life 2: Episode Two, inspired by Marc Laidlaw's Epistle 3, and begins after the conclusion of Half-Life: Alyx. From the creator of Deep Down and Deeper Down, Jim Partridge, in association with BBP. Coming to the Steam Workshop this year.
ModDB Page: https://www.moddb.com/mods/half-life-2-all-good-things
r/SourceEngine • u/Maleficent_Risk_3159 • 10d ago
HELP How does this function work?
I have this thing that needs to check if the player already has this weapon in the Deploy(); function, and if the player does have the weapon (e.g. AK-47) then it doesn't do anything but otherwise it's supposed to do something. The function I'm referring to is pPlayer->GetWeapon(); .
The code block:
bool CBaseHLCombatWeapon::Deploy( void )
{
// If we should be lowered, deploy in the lowered position
// We have to ask the player if the last time it checked, the weapon was lowered
if ( GetOwner() && GetOwner()->IsPlayer() )
{
CHL2_Player *pPlayer = assert_cast<CHL2_Player*>( GetOwner() );
//if (pPlayer->GetWeapon() <--- right here ) {
//here be something
//}
if ( pPlayer->IsWeaponLowered() )
{
if ( SelectWeightedSequence( ACT_VM_IDLE_LOWERED ) != ACTIVITY_NOT_AVAILABLE )
{
if ( DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_VM_IDLE_LOWERED, (char*)GetAnimPrefix() ) )
{
m_bLowered = true;
// Stomp the next attack time to fix the fact that the lower idles are long
pPlayer->SetNextAttack( gpGlobals->curtime + 1.0 );
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
m_flNextSecondaryAttack= gpGlobals->curtime + 1.0;
return true;
}
}
}
}
m_bLowered = false;
return BaseClass::Deploy();
}
Thank you for your help!
r/SourceEngine • u/Axie_The_Axolotl • 10d ago
help needed anyone knows what are these squares in hlmv++? they are in zombie_climb_end sequence, and i noticed that it has these squares unlike my ported animations.
pretty sure it has something to do with the walkframes, but i'm new to the animations on source and stuff. also is it okay if i use the non-valve.biped rig? like, can i still make a functional npc or should i just try to port all of the anims to their rig?
r/SourceEngine • u/MishaSFM • 10d ago
Show Off The Ultimate Lucy model port showcase (technically not breaking the SFM rule because it's showing off a port to that version of the source branch not a animation)
galleryr/SourceEngine • u/Maleficent_Risk_3159 • 11d ago
Resolved Why aren't my materials showing up?
I have this viewmodel that is basically a recreation of the v_hands viewmodel. The diagram shows the differences between Blender and HLMV/HLMV++/in-game and my frustration about this problem. I checked the materials and the .qc file but it's still a load of garbage. Thank you for helping me!
r/SourceEngine • u/OkNinja8290 • 10d ago
HELP program crashes whenever i try to compile map/check for leaks. what is the issue and how can i fix it?
i am very new to this, but i think im beginning to get it. is XBLAH modding tool actually helpful once you know how to use it? because so far i have been able to use the default source programs and hammer++ for pretty much everything, and XBLAH crashes everytime i try and actually use it for something other than file organization and navigation. any advice is greatly appreciated. same goes for any more general tips you can give me. thanks.
r/SourceEngine • u/This-Chemical-4103 • 11d ago
Discussion im making item asylum on source. kinda.
so uhh, i'm working on a multiplayer mode for asylum-life (hl2 mod i made inspired by item asylum). it's gonna be called asylum-life deathmatch. it'll be more item asylum like, even limiting you to having 3 weapons at a time (one melee, one ranged, and one misc weapon). It also has a ton of new weapons.
here's all the maps i've made for it:
dm_asylum
dm_coast_bridge (based on d2_coast_08)
dm_combine_post (based on d1_canals_08)
dm_crossroads
dm_mines (based on d1_town_04)
dm_spiketop
dm_train
r/SourceEngine • u/Black_Bronco_Prod • 11d ago
