r/SourceEngine • u/Sharp-Ad1074 • Oct 10 '24
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/Separate-Farmer5069 • Mar 07 '26
Source 2 Question for Source 2
Has anyone recreated the CS2 maps for S&Box?
r/SourceEngine • u/ThreatInteractive • May 13 '25
Source 2 Near Photorealism Driven By MSAA | Graphics Optimization By Devs Who Care
r/SourceEngine • u/condratiy_makarson • Jan 07 '26
Source 2 Minecraft map in CS2
How to porting Minecraft map to CS2?
r/SourceEngine • u/Asphaltian • Jan 03 '26
Source 2 Working Half-Life 2 mount for s&box
r/SourceEngine • u/Sharp-Ad1074 • Jul 27 '25
Source 2 Update on that roundabout thing
r/SourceEngine • u/Sharp-Ad1074 • Jul 18 '25
Source 2 Quick roundabout map/model, looks alright for about 3/4 hours of work (wip)
r/SourceEngine • u/RuukotoPresents • Mar 25 '25
Source 2 Can Source 2 handle 128 jiggle bones? In case they like port TF2 to Source 2 or make TF3 or something....
r/SourceEngine • u/ElamTheGreat • May 17 '25
Source 2 ModelDoc in Source2 stuck on compiling when attempting to compile an .smd file.
So, I'm trying to convert a model from regular Source Filmmaker to Source 2 to use that in Source 2 Filmmaker but I've run into a bit of an issue, everytime I try to compile the model it just gets stuck on "Compiling..." and it doesn't compile, I've looked for an answer everywhere and I've looked at every tutorial and every reddit or github page but to no avail. It also gives me an error called "Error: Bad content path: armor.smd" can anyone please help me solve this issue? I'm at a loss right now and I really need the model compiled for a Source 2 Filmmaker project.
r/SourceEngine • u/lnfo_player_start • Apr 11 '25
Source 2 How do you add custom skins to decompiled models?
I'm using CS2. The model comes with the game.
r/SourceEngine • u/Sharp-Ad1074 • Oct 22 '24
Source 2 Trying to create a GldSource styled map in Source 2, hard but kinda fun
r/SourceEngine • u/scrapchile • Feb 18 '25
Source 2 i need help with Vtex files.
I've managed to get my hands on the HL:A textures for a mod i'm doing for hl2, but the problem is that i have absolutely no idea on how to convert a Vtex_c into a Vtf, of course i know that i have to transform it into a png/tga first, but i have no idea on how to do so, anyone has an idea or any way to open a Vtex file? at least so i can do the crappy way and screenshot the textures, i know it's possible to port souce2 textures to source1. i just need that, thanks to whoever took their time to read this.
r/SourceEngine • u/Sharp-Ad1074 • Jan 05 '25
Source 2 Is this okay (I have not touched S2 in a few months)
r/SourceEngine • u/SorbetArtistic7041 • Oct 01 '23
Source 2 Valve needs to publish Hammer 2 so more Source 2 games can be made.
I've heard good things about Hammer 2's Brush tool and geometry editing being miles BETTER than Unreal and Unity's garbage level editor. It's so baffling that Hammer 2 doesn't require third-party level editor software because the brush tool is just that good.
r/SourceEngine • u/Sharp-Ad1074 • Oct 16 '24
Source 2 Is there a list of CS2 soundscapes? (as there isn't one in vdc)
Does anybody have a list of those, if not, how could I find a complete list myself?
r/SourceEngine • u/SeraFree • Jan 08 '24
Source 2 Selling source 2 games
With Source 1, we can't sell our games until we purchase the physics engine's license, which costs $50,000 USD – that's for Havok. Now, with Source 2, Valve uses its own physics engine: Rubikon. If Valve ever releases the Source 2 code, will we be able to sell games without paying money in advance? In other words, can we sell the game first and then pay Valve a certain percentage of the profit, similar to the procedure followed by Unreal Engine?
r/SourceEngine • u/A_Real_Pear • Oct 24 '22
Source 2 Dynamic Props not Casting Shadows
not sure why the dynamic props in my map for half life alyx arent casting shadows. im using one of the prefab environments, and i have light probe volumes, not sure why it isnt working. i dont know if im missing some entity, any help is appreciated
r/SourceEngine • u/GoodFishMan • Aug 21 '21
Source 2 Working on Day of Defeat: Source 2 - long way to go...
r/SourceEngine • u/H4ls • Oct 16 '23
Source 2 New to mapping - Meshes disappearing and reappearing.
So I've made a little aim map and was honestly having a blast learning Hammer, but somehow meshes started to bug in and out when moving around the map. And I have no idea if I did something to cause this or if it's a bug. Has this ever happened to you guys?
r/SourceEngine • u/cornishpasty7 • Feb 18 '24
Source 2 how can i open a .bsp in source 2?
ive been trying to port a source 1 map to source 2 but the map is a .bsp and not a .vmf or .vmap
is there a way to convert it to .vmap?
r/SourceEngine • u/hellakillz808 • Jan 05 '23
Source 2 source 2 sdk
Is it worth waiting for SDK for Source 2 this year? or at least some information about sdk?
r/SourceEngine • u/ThatCipher • May 03 '23
Source 2 [Newbie Question] About lighting in Source 2 (Keywords : Backface and Block Light Material)
Hi there!
I just bought HL:A to mess around in source 2 a little. I used to play arround with cs:s maps etc. so I'm very used to that "block brush" kind of way.
Currently I'm following the source 2 guide from "Eagle One Development Team" on Youtube.
They point out thats important to create maps in a more 3d-modeling way instead of using blocks etc. and now I'm on a Point where they show how to use block light.
Basically for interiors making the rooms inverted using the block light material without a face under the floor.
I mean it makes sense but this feels soooo much like a downgrade workflow wise. This cant be the right way to make everything painstakingly double just to prevent light to shine through backfaces.
This feels very time consuming and like a hurdle more.
So I want to ask the community - is there a better way? Is this the only and right way? Do they just teach bullshit?

