/r/SourceEngine
A place for users to get help with questions relating to Source Engine development, as well as to show off what they have done(levels, mods, models, etc).
This is not a tech support subreddit, use the Steam forums if you are having trouble playing a Source Engine game.
A place for users to get help with questions relating to the Source Engine development, as well as to show off what they have done(levels, mods, models, etc).
REMEMBER USE 2013 NOT 2007
Joke Subreddits:
If you have suggestions for more links here message the moderator team.
If you don't see something you posted showing up message the moderators and we'll look into it.
"I walk into a bar and say, "Hey baby, I make levels on hammer" and I never go home alone" -Earkham
/r/SourceEngine
I know its about eye adaptation and stuff. But, on the 1st one eyes seem to be adjusted better because player can see more ? On 2nd one we have the same lighting distribution, but able to perceive only more narrow slice of it. Light spots become lighter and dark corners darker. Like, the range got lower not higher, but its sliding now.
Hello, I need help (mappers for a mod)
So, I'm the creator of the "studio" Kulture, and recently I finally found the developers, and we started making a remaster of my mod. But when the enthusiasm faded, they stopped developing the mod with me..I just need someone who will help make a remaster of the maps and that’s all. Write to discord, send screenshots or examples of your maps.
discord - d5xd
Hi! I want to make my own game with Source Engine. I downloaded Source SDK 2013, but I don't understand how to use it. Can someone explain it?
I am making a mod with payday style assault system, but currently i'm stuck with editing monstermaker.cpp with a bool check to differer normal npc_maker's with assault spawns. But i don't want this, specifically for customization reasons since i wonder if it'd better to use VScripts than hard-coding everything in DLL with only slight customization trough convars.
Basically i wonder if it's possible to create that sort of payday-style assault system with during assault, enemies will spawn frequently, in wave breaks, there will be none (with occassional extraction team if you have hostages)
I think i might've picked something too complex for my first mod
I don’t know why this happens, I was porting a model from l4d2 workshop (downloaded via crowbar) to use as a custom citizen in my own source mod (using source 2013 single player with episode 2 binaries). I deleted most of the attachment
bones from the model within blender since they were unnecessary I got everything moved over, bodygroups, readding the vta to the smd and exporting that as dmx, and copying the original code snippets for eyes. Before moving over the VMT and vtf files and fixing the cdmaterials path. Than I added the $includemodel
bits for all the female anim files, and it suddenly crashes, comment out the include model lines: no crash. I’ve done this before for gmod player models and citizens for hl2 mods (non SDK base) without issue. I’ve tried copying the files over to my models directory (mimicking the structure within half life 2: humans/female_posture.mdl) and that didn’t work. Can anyone tell me the problem?
Idk what I did wrong, and all the tutorial videos are talking about things I don’t get (maybe my computer isn’t old enough) can someone plz help me with setting up source Sdk. Or plz tell me the steps it takes for making an hl2 mod? That would be a big help
Hi, I'm porting my mod (Desert Parable) from SDK 2013 to Portal 2 source build, and for some scenes and endings I need weapons from Half Life 2. I have not found the code Portal 2, tried to reconvert but could not. can anyone help?
I've been trying for quite a while porting this model to CS:GO, it's either a T-Pose, a completely broken skeleton, or a game freeze upon loading it
I've spent an entire week trying but I couldn't get it to work 😭, there are barely any tutorials online
Can somebody help/hint me in the right direction?
Hello everyone!
Some time ago, I made this map for GMOD Zombie Survival:
https://steamcommunity.com/sharedfiles/filedetails/?id=118861238
It never really got any large use except a couple servers because it was not optimized at all (first map).
I've been wanting to update this map for years, but all the textures I used were ripped from Call Of Duty 4 and ported into Source Engine. I definitely found these textures online, but haven't been able to find them since.
Was hoping someone here maybe somehow has come across them in the last couple of years (or has them)? I thought I remembered getting them from Game Banana in a huge pack, but haven't found them there.
Thanks!
As the title says, I'm trying to host a dedicated server in a custom sourcemod. But whenever I try to open MP2013 DS it comes up with a error saying: "x\gameinfo.txt missing 'game' key." I checked the gameinfo.txt it's there and there's no problem inside the text file. I have no other ideas to do in my head, could you guys help me?
There are other branches with more features, such as water flow mapping introduced in L4D, the improved dynamic shadows introduced through expanded env_projectedtexture capabilities from the Portal 2 branch onward, cascaded shadow mapping from CS:GO, and real time cloth simulation from when Dota 2 was still using Source 1.
I’m guessing the devs of Strata Source may have had a similar question to me because that branch has the features of the CS:GO and Portal 2 branches along with Source 2013 map support and new things like PBR, but unfortunately Strata’s SDK is private.
I know 2013 had some features back-ported from other branches but not some of the fancier features.
Edit: basically my question is “why did Valve choose 2013 to be the public branch with an SDK instead of one with more features”
Hello everyone! We’re creating a mod with our small, new team. It’s about a rebel who was forgotten by his friends during a train accident, and they left him behind. He tried to find his own way but took a wrong turn and ended up falling into an abandoned research complex—now occupied by the Combine.
We’re looking for a coder to help with new weapons and some additional features, and a modeler to create weapon models and props as well.
If you’re interested, feel free to DM me! My Discord is i_amvertex; send a friend request, and I’ll get back to you as soon as possible!
WE FOUND TWO CODERS, WE NEED ONLY A MODELER. IF YOU ARE INTERESTED, MESSAGE ME
I was thinking of adding an item labeled “enter hell” with a command of map hell
to my game menu.res file. Is something like this possible? Additional could any command be added to say an item structured like the difficulty menu (bubble selection) but it controls a different property?
https://github.com/telephrag/hoodie
Hoodie's main purpose is to reduce amount of repeating code by adding inheritance in face of reusable code blocks called traits. To start using hoodie take a look at README.md
and look through files inside example/
It's called hoodie because initially I though of making it primarily for making TF2 huds. It's more of a pre-release as, I only can sorta-guarantee that it'll work if you write code correctly and yet to write tests to make sure it produces correct output in all error-cases.
You can report bugs or make suggestions through Reddit or add me on https://steamcommunity.com/id/trofchik/
Example:
trait T {
T_k T_v
k v1
}
B T {
B_k B_v
k$tag v
k v2
}
Will compile into:
"B"
{
"T_k" "T_v"
"B_k" "B_v"
"k" "v [$tag]
"k" "v2
}
i want to add this mod for cs source, a mod if you can adjust the viewmodels, fov an other things of the guns in the game, how to add this mod in the game?
So basically I've created a TF2 server and I want to add in a a mod that I made that replaces the conga taunt animation and I want to install it on my server so everyone can see it without having them download and install the mod client side.
Maybe this would be better to put in r/blenderhelp , but for now I'm asking here.
I have an issue exporting using SourceOps where my animations are being messed up in the compile process. I would figure I'm doing something wrong and there's a remedy to this? I can share specifics of the blend file if needed but for now here's a comparison between the intended animation and the compiled result in hammer.
https://reddit.com/link/1gekjsc/video/0fbotzddylxd1/player
I've tried brute forcing this myself scrubbing through all sorts of videos. that's gotten me far, but i'm stuck right before the finish line. 3 days before the map contest deadline too.
So im working on porting gogeta model from SFM to GMod but (again) came across problem
https://i.imgur.com/TJpMLRf.jpeg
Does anyone have fix for it?
qc;
How do I combine the arms and the v_models in CSGO? In older source engine games, you have a v_model that has both of the arm and the gun but in newer source engine games, it’s different. The arm models differs by map/clan. I’m trying to port the CSGO models to a game like Half Life 2 (Source SDK 2013).
Thanks!
Hi, Source Engine fans. I have a little request for you guys. There's a one interesting model for me and I want to have it as a L4D2 survivor model. Heres the model: https://drive.google.com/drive/folders/1zb8r9tmHLaPtD-YanbuhlUuIRWDwYclc?usp=sharing
I want the custom arm model too. The goal is to port this model to Nick and Francis. I would be really greatful if someone did my request (I apologize for my bad English)
I tried making my own Source "games" a few years ago. I found it incredibly difficult. Then I found out that an update happened and now the exe files for Source games don't run like they used to or something? I'm sorry, I know I'm not well-informed.
I keep trying though. I tried doing the "sourcemods" folder thing where you make your mods there, but it doesn't feel real to me for some reason. Like my work isn't big enough. (I'm not trying to vent so sorry if it comes off that way.)
I copy and paste Half-Life 2 or Hl2 Deathmatch or something and I paste it in my common folder. I then mess with the stuff in the hl2 folder and platform folder so the game checks a new folder for my mod. But the issue is that it's so complicated. I end up having to look through different files, delete files, delete code, and just scramble around to get something small like weapon names not showing to work. It's really tedious to me.
And I do know that coding is difficult and tedious. But it feels like its more difficult this way. Have I been doing this wrong? I try looking for YouTube tutorials because I'm lazy and the source wiki doesn't have enough colors, but I can't really find any.
So what should I do? Should I do this stuff in the sourcemods folder or is this just the way it is? I'm fine with either. I just wanna see if I'm doing it the wrong way.
edit: changed steamapps to common.
https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/game/client/client_hl2.vpc
https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/game/server/server_hl2.vpc
I attempted to remove things for a total conversion mod, but I hade errors in VS. Can somebody help with this?
I'm rebaking lightmaps with simple `vrad -both -final` and get this cut after lights are lit by the script. Is there a way fix this? Same thing with and without bsp recompilation.
UPD: Re-did the brush and it works just fine. Awesome!
I tried tinkering with TF2's hud and was a bit buffled by how much you have to manually edit stuff that repeats itself in multiple places. So, I thought it would be nice to have inheritance so, that single edit could apply changes to all inheritors. Then compiler would convert it into usual KeyValues format.
Would something like this benefit causes other then making TF2 huds? If yes how could I account for it in my code if I'm to follow through with the project?
Does anybody know how to create textures for TF2-style environments? What does this workflow involve in itself? Has anybody had any experience making tf2 inspired materials? Much appreciated
this has been a problem for over several weeks repack vpk files to reduce on chunks crash my game im making i use vpk edit to create vpk file cus its useful every chunk is about 1200mb per chunk