/r/SourceEngine

Photograph via snooOG

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.

Remember to launch Hammer from the 'bin' folder of the game you want to use! Join the /r/SourceEngine Discord chat

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).

Click to View Posting Rules

Current on-going contests and challenges

Useful links for level design

Useful for Modelers

Useful for programming

Fixed up code

REMEMBER USE 2013 NOT 2007

Source SDK 2013

How to use the Face Poser tool:

Other Source related subreddits

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

9,434 Subscribers

1

Help packing into a standalone mod

Im in need of like a team mate to which can help me figure out how to fully pack a source sdkbase 2013 multiplayer mod into a stand alone game with the sdk utilizing an appid configuration. does anybody have any experience with packing a base mod folder into the sdk?

0 Comments
2024/12/20
01:15 UTC

2

Help with dynamic scope

I'm trying to follow this guide to add a dynamic scope to the crossbow this guide: https://developer.valvesoftware.com/wiki/Adding_a_Dynamic_Scope

I'm struggling to follow some sections of the guide especially view.cpp and afterwards.

3 Comments
2024/12/18
17:59 UTC

1

How to fix Import Animation

0 Comments
2024/12/17
21:00 UTC

3

Updating map list crashes the game immediately

!Writing! commands like changelevel and map are killing process of the sourcemod when they try to update map list

1 Comment
2024/12/17
14:53 UTC

5

can you mod half life source?

So, I've been thinking of source modding at the time, and how fantastic it the source engine is! I want to mod the engine, and I love half life 1 and it's mod... but being serious here although it revolutionized a lot of things and is the base of the source engine... but no physics. No ragdolls. I love physics. Physics are EVERYTHING. Ragdolls are funny. And the source engine's just... It's the source engine. It's the fuckin source engine. So instead of modding a classic, beloved game, I want to mod the piece of shit that valve made by grabbing hl2, deleting the weapons and npcs, then grabbing the hl1 content, copy and pasting everything (also making it compatible with the source engine) and calling it a remaster. Then proceeding to neglect it forever. So I ask you, is Half Life Source moddable? thank you!!! :)

16 Comments
2024/12/16
22:04 UTC

10

Is it possible to make software that interacts with TF2?

^(I don't know if this is the right place to post this, but this is the first one I found)

I've had an idea to make TF2 interact with some code outside the game. (controlling a small 20x4 LCD screen via Python and Arduino)

But I can't get a clear answer. Maybe I didn't look well enough into this?

4 Comments
2024/12/15
17:11 UTC

3

Porting TTT to CSS

tl;dr: Trying to port TTT on CS:Source, the test server IP: 185.107.96.237:27015 and discord link where we plan gatherings https://discord.gg/snVjZJ2Ukp

https://preview.redd.it/hvhflp6su07e1.jpg?width=1920&format=pjpg&auto=webp&s=9979b6290b884f7471442957c5b55e36dda55020

-----------------------------

Hi everyone! I'm currently working to bring TTT mod to CS: SOURCE, The test server is already up and running and has all the basic features expected for a full TTT gameplay such as:

  • Traitors Team voice channel
  • Credits store with special items for every role
  • Quick messages
  • Corpse system
  • Grab objects system
  • DNA scan for detectives
  • Karma system ( saved between map changes )
  • Some fancy weapons

This is an iteration of TTT mod and doesn't have to be 100% identical to Gmod's TTT, There isn't one iteration of TTT on Gmod anyway, The design of the mod is that all players start with pistols, and weapons are scarce or nonexistent on the map and you can acquire a gun from the credits shop once you earn some credit, overall the gameplay is super user friendly and should be easy to get hold of quickly, rules are available in-game and can be seen with the !rules chat command. I have also added some extra features like a warmup round with RPG while waiting for the TTT mod to start, Though I consider the server in beta phase since I haven't tested out things extensively, Also there are a few more stuff that are on my TODO list:

  • Improving support for Gmod maps since some entities in Gmod don't exist on CSS ( right now there are 14 maps on the server and some come directly from Gmod )
  • Add tools for admins to inspect gameplay flow, like damage log ( though the Karma system should automatically punish rule breakers but there might be edge cases that admins need to take care of )
  • Some extra perks for VIPs that don't affect gameplay ( player skins, hats... etc )

This is the server IP if you want to check it out: 185.107.96.237:27015

I will be planning some gatherings and receiving bug reports/suggestions on Discord: https://discord.gg/snVjZJ2Ukp

If for any reason you couldn't join the server please let me know on Steam it could a misconfigured plugin on the server: https://steamcommunity.com/id/JustG0/

0 Comments
2024/12/15
14:24 UTC

3

Mat_Fullbright CS2

Hey everyone, I’m having a problem with visibility on my map. I still haven’t added cubemaps cause I’m still working on it and everything is constantly changing, but everything is visible with mat_fullbright 1 through the hammer editor itself. But then, when uploading it to the workshop to share an early version with friends, mat_fullbright 1 leaves basically everything not directly lit by the sun completely dark. Any idea why? Thanks all!

1 Comment
2024/12/15
10:41 UTC

5

Error trying to load custom model with custom material

it keeps giving me a missing texture with the error: "***ERROR*** Model Attempted to load with a VMT it can't find."

File structure for materials

snippet of the qc file

vmt file

materials in blender

i dont really know whats going on so... help.

3 Comments
2024/12/15
09:52 UTC

4

VIDE crashes when scanning. does anyone know how to fix that?

0 Comments
2024/12/15
04:10 UTC

6

source 2013 mp ironsights bug

with the help of TheMaster974 we were able to get this https://developer.valvesoftware.com/wiki/Adding_Ironsights tutorial to work on source sdk 2013 multiplayer. everything works client side with the respectable weapons both pistols the smg and shotgun sv_cheats 0. however. when finally live online running off of a source dedicated server when you click to ironsight it takes a few good seconds for the game and server to realize an issue and it crashes the server and drops the game back to main menu. on the client side it does not perform the ironsight movements like it does client side creating a local server and after 3 to 4 seconds the server hangs up losing connection and timing out. i think its relative to the fcvar flags but experimenting with it hasnt gotten me anywhere yet, so im looking for some help looking into this before i revert the changes back to not.

1 Comment
2024/12/15
01:00 UTC

2

Help launching debugging S13SP

EDIT: I realized I must select the solution itself in solution explorer and then hit debug to launch the game. The error below was because I had the Client selected.

I am trying to debug my mod from Visual Studio. I have been following a tutorial from the Developer Wiki, and can't launch the mod. I get this error.

https://preview.redd.it/snnt6gjuhs6e1.png?width=406&format=png&auto=webp&s=1a3412d9c4c155d83416bcfbb5c5251eb193af59

With an output that looks like this.

1>------ Build started: Project: mathlib, Configuration: Debug Win32 ------
2>------ Build started: Project: tier1, Configuration: Debug Win32 ------
3>------ Build started: Project: vgui_controls, Configuration: Debug Win32 ------
1>  Running VPC CRC Check - mathlib.vpc
3>  Running VPC CRC Check - vgui_controls.vpc
2>  Running VPC CRC Check - tier1.vpc
1>  mathlib.vcxproj -> C:\Program Files (x86)\Steam\steamapps\sourcemods\zombie_source\sp\src\mathlib\..\lib\public\.\mathlib.lib
2>  tier1.vcxproj -> C:\Program Files (x86)\Steam\steamapps\sourcemods\zombie_source\sp\src\tier1\..\lib\public\.\tier1.lib
3>  vgui_controls.vcxproj -> C:\Program Files (x86)\Steam\steamapps\sourcemods\zombie_source\sp\src\vgui2\vgui_controls\..\..\lib\public\.\vgui_controls.lib
4>------ Build started: Project: Client (HL2), Configuration: Debug Win32 ------
4>  Running VPC CRC Check - client_hl2.vpc
4>  client_hl2.vcxproj -> C:\Program Files (x86)\Steam\steamapps\sourcemods\zombie_source\sp\src\game\client\.\Debug_mod_hl2\client.dll
4>          1 file(s) copied.
4>          1 file(s) copied.
========== Build: 4 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========
1 Comment
2024/12/14
10:18 UTC

3

Very strange visual bug

When I transferred maps from my old mod, this strange visual bug appeared, it appears when I look to the left, it can turn white, etc. Not because of the video card drivers, since everything is fine in other games. When I turn on the flashlight, everything starts to flash in different colors, etc. Help please!

https://preview.redd.it/3p2f22aocg6e1.png?width=1666&format=png&auto=webp&s=dd022ad3d796d855e82dca943c1e2acd18b2e003

https://preview.redd.it/sy064cuocg6e1.png?width=1677&format=png&auto=webp&s=105983f6e843c50e792e662cc88b4781c4f789af

3 Comments
2024/12/12
17:25 UTC

6

whats the difference between default sdk 2013 and "upcoming" version?

literally the tittle

2 Comments
2024/12/12
15:23 UTC

6

Running Dedicated Servers

Looking to play some valve games with mates and spent the better half of four hours yesterday trying to get HLDS working, and finally managed to.

Today's task is setting dedicated servers for source games. Any way to get srcds running like HLDS?

https://preview.redd.it/jkg8uank476e1.png?width=547&format=png&auto=webp&s=d71a482d9f8fef95b06c7f480c2306ad0c5d64c0

I keep seeing images like this, showing it is a similar application, yet all tutorials I find talk about creating bat files and port forwarding for each specific game.

When I click srcds nothing happens, doesnt try open or crash or anything. Just sits there.

If anyone knows a way to get it to run like hlds with radmin I'd be very grateful!

4 Comments
2024/12/11
10:26 UTC

5

Half-Life 2: Vortal Vengeance Test Chapter 1 Part 6 - Into The Unknown

0 Comments
2024/12/11
04:28 UTC

5

EXCEPTION_ACCESS_VIOLATION when exporting a Blender model into SFM

As the title says, I'm trying to export a model I made for a friend into SFM. However, whenever I try to export it, I'm getting that error. I double-checked my QC file to make sure to include every single DMX that came out of the export and that the names and paths were correct. Here's some screenshots I took:

https://imgur.com/a/exception-access-violation-error-when-compiling-qc-file-uV3drZk

Now, something I noticed is that the compiling aborts by the time it gets to the "Boot L" bodygroup, but the DMXs that make part of it have a moderate polycount, so I'm not sure what could that be.

EDIT: The second picture with the QC has a few backslashes. I already replaced them with normal slashes so that must not be the problem.

9 Comments
2024/12/11
03:45 UTC

3

How can i mod Half life 2 viewmodel animations?

I've modded TF2 with my animations, however I would like to also make custom animations for Half-life 2 as well, i am willing to learn how to rig and such to achieve this goal.

5 Comments
2024/12/10
08:02 UTC

3

I can not change my FOV on any sourcemod

im currently on a play through of HL2EP2 with MMOD and cannot change my FOV. the command does nothing,the slider does nothing and changing it in the Config file dosent do anything either. does anyone know how to fix

0 Comments
2024/12/10
07:00 UTC

1

Port CS2 to CS:S

How hard would it be to import the CS2 maps, models and textures to the CS:S engine?

10 Comments
2024/12/09
17:27 UTC

16

I want to make a map about hiding manhacks inside of props. Is this something that's already been done?

6 Comments
2024/12/09
16:08 UTC

0

i sware to god easy vtf converter

broken vtf file in csgo

converting vtf files to any version is a risk of easy vtf converter breaking your vtf files

4 Comments
2024/12/09
01:06 UTC

2

how to set the NPC AI config to "predisaster" in the first stages of my mod?

I haven't gotten to that point yet, but I'd like to know now to avoid any problems in the future. I haven't investigated it in depth yet. But it's so that during the first stages the player can't ask the "Barneys" to follow them since the incident hasn't happened yet.

1 Comment
2024/12/07
17:02 UTC

2

ModelDoc issues

0 Comments
2024/12/07
12:51 UTC

5

enabling crash dumps

I know this is for Source but GoldSource should be the same - I'm working on a plugin for Half-Life and I'm not getting any crash dumps when my plugin crashes.

I've recently got a new Windows 11 computer so maybe there's a setting? https://learn.microsoft.com/en-us/windows/win32/wer/collecting-user-mode-dumps says that there is but this doesn't sound right - I definitely never set anything like this before.

1 Comment
2024/12/07
07:58 UTC

2

Only one working sequence in custom blender to source model

Basically I want to make a very simple model replacement for lamarr the headcrab, and I've pulled this off by removing the lamarr model from it's skeleton and added in a different model and adding a constraint to just one of the bones. I then went through the action editor and exported each of the skeleton's animations to their appropriate SMD file and the reference model. With everything set up (.qc file, "lamarr_anims" folder with all smds, ref model) I compiled with Crowbar, and the model compiles with only one warning that states "ConVarRef mat_specular_scalar doesn't point to an existing ConVar" not sure if this has anything to do with my issue though. I view the model with HL model viewer and the model itself is fine, however only one sequence plays out, which is "Idle01". Any other sequence leaves the model unanimated. I then tested to see if it was an issue with the qc file (it's practically a copy and paste from the original lamarr qc), I opened it in blender and it gives me four errors, stating "no such file or directory" for fps.dmx, loop.dmx, walkframe.dmx, and event.dmx (could this be the issue?) Despite this, I can view all the model's animations accurately play out with the action editor. Then I decided to run a test .qc that only includes one sequence "BarneyPounce" and compile. Going to view this test .mdl with the one sequence in model viewer, it actually plays out the same Idle01 animation despite being called BarneyPounce... in the main qc file, each sequence calls for its own correlating .smd (Idle01 calls for Idle01.smd, BarneyPounce calls for BarneyPounce.smd, etc.) I even open BarneyPounce.smd itself in blender and the skeleton plays out the correlating animation as it should.

To be honest I'm still pretty new to 3D stuff in general so it very well could be a user error, but if the problem is those missing dmx files that I mentioned how would I go about obtaining them? Decompiling lamarr.mdl does not give me these files. Any help appreciated

4 Comments
2024/12/06
22:13 UTC

34

I have absolutely insane stutters in source games for seemingly no reason (I have an RTX 3060, Ryzen 5 3600 and 16gbs of ram and HL2 is running on an SSD)

17 Comments
2024/12/06
18:50 UTC

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