r/SourceEngine 11d ago

Resolved Why aren't my materials showing up?

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101 Upvotes

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 Dec 18 '25

Resolved Why does this model not allow blood decals?

21 Upvotes

Both models are kitbashes made by me in Blender. For reference, both models use most of the same .qc with only changes in file directory and bodygroups. The .VMT and .VTF settings the the textures on both models are similar as well, yet only one model allows blood decals whilst the other only allows flesh wounds and nothing else. Curious how I can fix this. Any advice is appreciated. Thanks!!

r/SourceEngine Feb 18 '24

Resolved Guys, I think I did it!

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506 Upvotes

r/SourceEngine Mar 30 '26

Resolved Problem with mirroring models

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23 Upvotes

When i mirrored the model in blender (With "Mirror X global), textures are showed inside out. Earlier when i was mirroring other model this way, everything worked perfectly- But not now somehow. What should i do to fix or prevent this?

r/SourceEngine 22d ago

Resolved Weird error compiling a model for SFM - Submodels clashing

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4 Upvotes

Hi, I am trying porting an avatar model to SFM, setting some bodygroups for easy and fast outfit-swapping, and everything was going fine until I reached some especific models. I have compiled models for the Source Engine before (mainly TF2), but never making use of bodygroups or as complex as this one.

It's a bit messy to explain, but I'll try my best: Basically, if I inlude all the models I want in their respective bodygroups in the QC file, the compiling process breaks in one model. The error given is the "ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)", which can happen because of vertex having influence of more than 3 bones or excesive polycount of the model, for example, none of which are true for the models I am using for this project (I made sure).

The model in which the error occurs varies depending of the models included in the QC, but the weird part is that they are part of different bodygroups, and ON THEIR OWN each of them compile with no problem. So I am at a loss.

Here are some images that show what happens.

Images 1 - 2 show that the coats and the pants highlighted are incompatible, as the compiler throws the error.
Images 3 - 4 show that if only one of the coats (and yes, happens as well if the coat enabled to compile is the other one) is allowed to compile, then another model (blight_mask) causes the error.
Images 5 - 6 show that if both coats are omitted, the model compiles without problem.
Finally, images 7 - 8 show that if both coats are included, but the pants are omitted, the model also compiles without problem.

So, there is something in the models that makes them clash when compiled together, but supossedly it isn't the polycount, as they are part of different bodygroups. But it's been some time since the last time I worked with the Source Engine, and I don't fully know all its quirks.

Any help or insight is welcome, and sorry for the possibly confusing wall of text.

r/SourceEngine 18d ago

Resolved Need help with "too many vertex format changes..." on my own little Half-Life 2 'remaster'

5 Upvotes

Hello everyone! I am quite frustrated! I am doing my own little 'remaster' of Half-Life 2. Basically, porting it over to Mapbase and adding a ton of vanilla friendly details (like improved brushwork, etc), custom models to the maps (like turning 2D brush textures to 3D models) things like parallax corrected cubemaps, dynamic render-to-texture shadow angles, projected texture shadows, parallax occlusion mapping on selected textures, improving vanilla models, and more. But I am almost on my way cancelling the project because I keep hitting the 'too many vertex format changes in frame' issue in maps. It would be sad to abandon this project because I've been working hard on it. I've read all I could on what causes this message to happen and part of the world not rendering. I know it's because of the detailed brushwork (like the windows of buildings I add) that causes it. I try and convert or create a lot of details as models rather than brushes but with the brush details I want to add to buildings I keep hitting this limit. Any experienced people out there that could tell me if there is ANY way I could add the details I want but not hit this limit? A kind of a workaround? I also tried moving over to VBSP++, VRAD++ VVIS++ but still no success.

Thanks in advance and here's a little taste of d3_c17_03 in Half-Life 2 and what I am working towards:

r/SourceEngine 21d ago

Resolved [CRASH] After compiling dll's the game crashed.

1 Upvotes

Hello, after not entirely successful compilation of dll's, and replacing the original hl2 dll's with compiled ones, everything crashes. I use https://github.com/54ac/source-sdk-vs2022-deferred SDK

Log:

4>LINK : warning LNK4075: '/INCREMENTAL' ignored due to '/FORCE' specification

4>libucrtd.lib(hypot.obj) : warning LNK4006: _hypot already defined in particles.lib(particle_sort.obj); second definition skipped

4> Creating library .\Debug_mod_episodic\\client.lib and object .\Debug_mod_episodic\\client.exp

4>.\Debug_mod_episodic\\client.dll : warning LNK4088: Image created due to /FORCE option; The image cannot be started.

4>client_episodic.vcxproj -> C:\sdk2013deff\source-sdk-vs2022-deferred\sp\src\game\client\Debug_mod_episodic\client.dll

4>Publishing to ..\..\..\game\mod_episodic\bin\.

4>Files copied: 1.

4>Files copied: 1.

4>Build of project "client_episodic.vcxproj" completed.

=========== Rebuild all: success - 4, failure - 0, skipped - 0 ============

=========== Rebuild completed at 0:26 and took 01:11,219 minutes ===========

idl, what to do anymore. The shaders that came with the SDK were compiled.

r/SourceEngine Apr 18 '26

Resolved Bugged model

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10 Upvotes

I am trying to make a sign for my map but then the sign post looks like i can see through it, the difference is i can't see any texture on the top.

r/SourceEngine Apr 14 '26

Resolved Help with creating VTA file

3 Upvotes

So I am working on a model replacement for a Half-Life 2 character, and I'm at the point where I want the character to have facial expressions, blink, look around, etc. I know that is done through VTA files, but I don't really know where to start when it comes to creating one for my model, not to mention I think it may be different depending on the character you are replacing, but I could be wrong. Could anyone lead me to any tutorials or guides on how to do this? I am mainly using Blender source tools for my project.

r/SourceEngine Feb 13 '26

Resolved Why does this viewmodel look like this and why am I unable to pick up ammo?

3 Upvotes

I am making this little mod of mine but I noticed that when rapid-firing, the pistol seems to be very magical and not do the shoot animation. All I changed was the clip ammo and the viewmodel and worldmodel.

c_pistol.qc

$modelname weapons/c_pistol.mdl
$body studio "c_pistol_reference.smd"
$cdmaterials "weapons/c_pistol/"
$cdmaterials "weapons/c_hands/"
$origin 0 -2 0
$attachment "muzzle" "Bone.WeaponHandle.Flash" 0 0 0 rotate -90 0 0 rigid
$attachment 1 "Bone.WeaponHandle.Eject" 0 0 0 rotate 180 0 0 rigid
$sequence idle "c_pistol_anims/idle" loop fps 24 activity ACT_VM_IDLE 1 node 0
$sequence shoot1 "c_pistol_anims/shoot1" fps 24 snap activity ACT_VM_PRIMARYATTACK 1 {
event AE_MUZZLEFLASH 0 "PISTOL MUZZLE"
event 3014 5 
} node 2
$sequence reload "c_pistol_anims/reload" fps 24 activity ACT_VM_RELOAD 1 node Ready {
event 3017 0
event 3018 18
}
$sequence dryfire "c_pistol_anims/dryfire" fps 24 snap activity ACT_VM_DRYFIRE 1 node 2
$sequence draw "c_pistol_anims/draw" fps 24 snap activity ACT_VM_DRAW 1 node 2
$sequence holster "c_pistol_anims/holster" fps 24 snap activity ACT_VM_HOLSTER 1 node 2

weapon_pistol.txt

// Pistol

WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname""#HL2_Pistol"
"viewmodel""models/weapons/c_pistol.mdl"
"playermodel""models/weapons/w_pistol.mdl"
"anim_prefix""pistol"
"bucket""1"
"bucket_position""0"
"bucket_360""0"
"bucket_position_360""0"

"clip_size""17"
"primary_ammo""Pistol"
"secondary_ammo""None"

"weight""2"
"rumble""1"
"item_flags""0"

// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{

"reload""Weapon_Pistol.Reload"
"reload_npc""Weapon_Pistol.NPC_Reload"
"empty""Weapon_Pistol.Empty"
"single_shot""Weapon_Pistol.Single"
"single_shot_npc""Weapon_Pistol.NPC_Single"
"special1""Weapon_Pistol.Special1"
"special2""Weapon_Pistol.Special2"
"burst""Weapon_Pistol.Burst"
}

// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font""WeaponIcons"
"character""d"
}
"weapon_s"
{
"font""WeaponIconsSelected"
"character""d"
}
"weapon_small"
{
"font""WeaponIconsSmall"
"character""d"
}
"ammo"
{
"font""WeaponIconsSmall"
"character""p"
}
"crosshair"
{
"font""Crosshairs"
"character""Q"
}
"autoaim"
{
"file""sprites/crosshairs"
"x""0"
"y""48"
"width""24"
"height""24"
}
}
}

If anyone can help, I appreciate it!

r/SourceEngine Dec 20 '25

Resolved why is my custom background not appearing in game?

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26 Upvotes

i want this image to appear but it just doesn't appear for some odd reason and yes i did swap the old intro.vtf for the new one

r/SourceEngine Jan 05 '26

Resolved What the hell is wrong with this bones? NSFW

29 Upvotes

Hi, it's me again.

I want to make a fat version of Penna, but when I compile Fat Penna, and preview in hlmv, his arm rotates incorrectly. Why?

r/SourceEngine Feb 20 '26

Resolved What could I possibly add to this class?

4 Upvotes

In my last post, I asked how I'd be able to implement classes, and yesterday I pretty much got the private data part done, but still the public part remains empty.

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Gameplay Class
//
//===========================================================================//
#pragma once
#include <cbase.h>
enum CGameFactions {
FACTION_ANY = 0,
// very sensitive data
FACTION_NONE
};
class CGameplayClass : public CBaseEntity
{
public:
// TODO: implement stuff
private:
int m_iMaxHealth;
int m_iStartingArmor; // reserved for vulnerable classes
int m_iUsableFaction;
int m_iUsableTeam;
const char* m_szStandardLoadout[5]; //primary weapon, secondary weapon, melee weapon, 1st utility, 2nd utility, requires at least the primary weapon to be present or else it uses the default fallback
float m_flScoreMultiplier; // when capturing a point, or completing an objective, this gives extra and rounds it this way or that way but not less than 1
float m_flWeightMultiplier; // between 0 and 1 ALWAYS!!! affects movement speed
float m_flExtraStaminaTime; // can be negative and is between -3 and 3 otherwise reset to 0, affects stamina time, not useful at the moment
bool m_bCanRun; // for very heavy defensive units, not useful at the moment
};

I'd love to hear feedback and recommendations for the public section or the private data section! And I am happy to share this information for others to implement into their own projects! Thanks!

r/SourceEngine Mar 26 '26

Resolved The animorphing predator

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3 Upvotes

Im looking for a scarecrow model to replace hl2dm citizen human male 07. the player class can animorph into a crow and can fly, is immune to fall damage, can spawn up to 3 npc_manhacks, are ignored by npc_zombie class, have predator vision with color shaded health level detection, currently only wields melee and can cloak.
im open to mesh texture and concepts, eventually there will be a replacement for male 07; i use milk shape 3d

r/SourceEngine Mar 01 '26

Resolved Invalid Engine Path in Source Engine Tools

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7 Upvotes

so ive recently been trying out blender to port a model into sfm and im watching a tutorial using S.E.Ts but im stuck in this area. The tutorial says to put the engine path on sfms bin file path but for me it isnt working.

Any fixes?

r/SourceEngine Mar 21 '26

Resolved A Nights Haunting: Source Scarecrow beta

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2 Upvotes

some footage of my new beta player class for a nights haunting source. a new hardcoded team "zombie" do handle the main player class of the game. feature what will be a single player side team 1 person plays the scarecrow the rest try to kill the scarecrow. the scarecrow carries only a knife currently but i look to implement other features and attacks in the future. the main ingredients here is the player can leap into a crow transformation, spamming spacebar allows you to control the wings of the crow and control flight. the player manifests back to player model on landing. the scarecrow can also cloak but first initial cloak begins fly swarms that surround the scarecrow so the more you cloak the more flies surround the player giving away even your almost invisible appearance.

this is a custom coded player class so everything from model building on the engine level to animations in use are all hardcoded into the creation of the new player so its basically all from scratch implemented into hl2mp_player.cpp

r/SourceEngine Mar 10 '26

Resolved $texture group not working

2 Upvotes

I need help this is t working for some reason:

$texturegroup "skins"

{

{ Komadoros Komadoros_SV Komadoros_GD }

{ gold gold_SV gold_GD }

}

Complete project can be found herehttps://github.com/WolfEye939/spectrobesSFM

r/SourceEngine Feb 16 '26

Resolved VTF does not animate (Garry's Mod)

4 Upvotes

I have a skinned player model (skinned as in it has texture groups aka skins), two of which are supposed to use an animated VMT. The VMT i used was from another model i made a day ago which animates the material completely fine. The VMT uses VertexLitGeneric shader and $translucent=1. The VTF has about 30 frames of animation.

VMT:

"VertexLitGeneric"
{
    "$basetexture" "models/mchilletv3/chillet_eyes_anim"
    "$surfaceprop" "Flesh"
    "$translucent" 1
    "$model" 1

    "Proxies"
    {
        "AnimatedTexture"
        "animatedtexturevar" "$basetexture"
        "animatedtextureframenumvar" "$frame"
        "animatedtextureframerate" 6
        }
    }
}

I don't know if Source has a frame limit on animation frames inside of a VTF of if Point Sample flag or something else i set (no mipmaps, no LODs) is causing it not to animate.

No, the ragdoll spawned alone does not animate the material either.

Thanks!

r/SourceEngine Feb 24 '26

Resolved made a Item_ammo_cache entity

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3 Upvotes

supplies players with all available max ammos on pressing E, can be assigned any model, cool down for spam control, usage limit for tap count, team filter, start disable capable with hammer I/O via triggers and buttons etc.
basically the same thing as left 4 deads ammo can entity.

r/SourceEngine Feb 03 '26

Resolved playermodel's arms in the wrong place ingame

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16 Upvotes

hi, i made a playermodel of a model i rigged myself, and despite the rig being fine in blender, the model's arms are way off in the game. im unsure if i missed something while rigging (the rest of the model looks fine) or if its something game-wise. the model doesnt have clavicles bc there's nothing for them to be wheighted to, and i made another model without them and that one's arms didnt end up in the wrong place, i can try adding some later that arent rigged to anything maybe?

r/SourceEngine Jan 19 '26

Resolved Looking for an old Harvest Moon-like source SDK game

9 Upvotes

Does anyone remember an old source SDK game that was kind of like a Harvest Moon/Stardew Valley farm sim? I remember it had a farmhouse and you made watermelons and stuff, but I can't find it anywhere. I played it probably 10+ years ago.. If anyone knows what it could be I'd be so happy. Thank you!

r/SourceEngine Mar 09 '26

Resolved Source dedicated server color scheme

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4 Upvotes

finally took some time to personalize my source dedicated server vgui

r/SourceEngine Feb 15 '26

Resolved How do I put multiple reload animations and play each one depending on how much is loaded already?

4 Upvotes

I have a viewmodel that has 3 reload animations:

  1. Enter reload animation.
  2. Looping reload animation (e.g. TF2 rocket launcher or HL2 shotgun)
  3. Exit reload animation.

I'm open to suggestions on how I'd be able to implement my needs.

r/SourceEngine Feb 25 '26

Resolved Made an Item_weapon_locker entity

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3 Upvotes

i made a new hammer entity that allows any model to be assigned and on press E displays a vgui panel with num key menu to select all available weapons like a counter strike source plugin. currently in a nights haunting source you can disable item and weapon entity respawn after initial pick up. leaving placed weapon_ and item_ entities as temp entities. so my new item_weapon_locker and item_ammo_cache allow for access to unlimited weapons and unlimited ammo while still following the primary weapon limit bucket system replacing currently held weapons mark with identical weapons with the new weapon you selected leaving options 1 - 5 for 1 weapon each still, and switching a weapon in game to a item_ or weapon_ drops the current weapon in game to which another player could still pick up and use.

r/SourceEngine Jan 31 '26

Resolved How do I generate a QC file?

3 Upvotes

I know I might sound stupid as hell but might aswell shoot my shot. So, to clarify, I am lazy and I don't want to move back and forth between the mod and Blender, because I've got better things to do than make mistakes just to not make one bone misaligned from the rest. Any recommendations? If yes, thank you.