/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

8,869 Subscribers

3

Blender keeps saying error when I try to compile my model

For context I use blender 3.3.1 and blender source tool 3.3,when I hit compile it says "error failed to compile) I am still very new to model making so please help

2 Comments
2024/10/05
22:44 UTC

2

What are my options for a weapons mod?

I have been making an "aim trainer" custom map in TF2 (hammer map editor). I find myself needing a hitscan weapon with no spread and a fast fire-rate. Console commands (addcond 91 and 96) have gotten me close but are not ideal.

I started looking into modding to accomplish my goals. There are some tutorials for editing "items_game.txt", but I've seen discussions suggesting this has not worked for years. I have also found a tutorial on how to create an entire new game into which I could insert .cpp files for a new gun, but that seems like overkill given I just need to tighten the hipfire on the stock revolver or increase the firerate on the stock sniper.

Does anybody more familiar with modding have some suggestion on what might be a good way to get what I need?

2 Comments
2024/10/05
18:10 UTC

7

Getting "Started" with Half-Life 2 modding.

First of all, I hope however that is reading this has a nice day, Anyways, 3 months ago, I figured out a half life 2 story and so I want to make a mod out of it, but due to my little free time, I can only document my ideas since, And once I have a school break, I started looking into Half-Life 2 modding and source SDK for about a week. And for a few days, I have been installing source SDK and stuff, create a mod. viewing codes, and oh boy, it was a messy start. Errors something everywhere, I don't think I follow some of the instructions on the official website properly. Right now, I am basically the opposite of jack of trades, I have extremely vague knowledges in every field, coding(a few years of coding lua in gmod, a few weeks of C++), blender modeling and animating except map making and hammer; I have so much more to learn but idk which one. I searched all those "getting started guide" on various websites, but looking at my current state, i think it's more like getting it together.

3 Comments
2024/10/05
02:53 UTC

0

Steam Group About Source Engine Movement

If you find this interesting, join.

https://steamcommunity.com/groups/source-engine-movement

if you don't trust links look for a group called Source Engine Movement

1 Comment
2024/10/04
15:31 UTC

2

How would I implement an HTML main menu

I am using Source SDK 2013 (Multiplayer) and i would like to know how can i implement an HTML menu to a sourcemod

4 Comments
2024/10/04
08:57 UTC

1

VIDE on linux?

image

When I try to open VIDE on linux mint it does this, any help?

3 Comments
2024/10/04
00:51 UTC

1

Are there any Alyxgun and Annabelle viewmodels for mods?

Don't feel like making my own viewmodels for these two weapons from scratch. has anyone done it before and they allow them to be used in mods?

2 Comments
2024/10/03
20:00 UTC

1

problems with hammer editor lighting

https://preview.redd.it/by2f17fv7ksd1.png?width=953&format=png&auto=webp&s=11021c82b288661be5216d03da2601a86c900ff0

hello everyone.so few days ago i made a map on hammer ++ but the light doesnt seem to work. this is the compille log(ignore the missing textures and models.i dont have them on gmod but i have them on sfm where i want to use the map):

Running command:

"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\kastanoylhs\desktop\animating helping stuff\maps\fnaf2noevents_doof_002"

Valve Software - vbsp.exe (Sep 23 2024) - Garry's Mod Edition

4 threads

materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials

Loading c:\users\kastanoylhs\desktop\animating helping stuff\maps\fnaf2noevents_doof_002.vmf

material "de_train/train_metalceiling_02" not found.

Material not found!: DE_TRAIN/TRAIN_METALCEILING_02

material "freddys/blacktile" not found.

Material not found!: FREDDYS/BLACKTILE

material "tf_fnaf2/wall_texture" not found.

Material not found!: TF_FNAF2/WALL_TEXTURE

material "freddys/freddybath" not found.

Material not found!: FREDDYS/FREDDYBATH

material "wood/infwoodfloor007a" not found.

Material not found!: WOOD/INFWOODFLOOR007A

material "metal/prodventa" not found.

Material not found!: METAL/PRODVENTA

material "freddys/blackdoor" not found.

Material not found!: FREDDYS/BLACKDOOR

material "freddys/switchbase" not found.

Material not found!: FREDDYS/SWITCHBASE

material "de_train/train_largemetal_door_01" not found.

Material not found!: DE_TRAIN/TRAIN_LARGEMETAL_DOOR_01

material "fnaf2/menu" not found.

Material not found!: FNAF2/MENU

material "de_cbble/grassfloor01" not found.

Material not found!: DE_CBBLE/GRASSFLOOR01

material "tf_fnaf2/blackdoor" not found.

Material not found!: TF_FNAF2/BLACKDOOR

material "bg/bm/asphalt_highway2" not found.

Material not found!: BG/BM/ASPHALT_HIGHWAY2

material "de_nuke/nuke_metalfloor_01" not found.

Material not found!: DE_NUKE/NUKE_METALFLOOR_01

material "freddys/mapscreen" not found.

Material not found!: FREDDYS/MAPSCREEN

fixing up env_cubemap materials on brush sides...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

Processing areas...done (0)

Building Faces...done (0)

Chop Details...done (0)

Find Visible Detail Sides...

Merged 126 detail faces...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing c:\users\kastanoylhs\desktop\animating helping stuff\maps\fnaf2noevents_doof_002.prt...

Building visibility clusters...

done (0)

material "skybox/sky_citynight01rt" not found.

Can't load skybox file skybox/sky_citynight01 to build the default cubemap!

Can't load skybox file skybox/sky_citynight01 to build the default cubemap!

Finding displacement neighbors...

Finding lightmap sample positions...

Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10

material "tf_fnaf2/poster_gang2" not found.

material "decals/italy_poster2" not found.

material "decals/dust_poster3" not found.

material "decals/offcorkboarda" not found.

material "fnaf2/spookymandrawing02" not found.

material "fnaf2/newfazbeardrawing01" not found.

material "fnaf2/foxydrawing01" not found.

material "fnaf2/newchicadrawing01" not found.

material "fnaf2/newfazbeardrawing02" not found.

material "fnaf2/spookymandrawing01" not found.

material "fnaf2/foxydrawing02" not found.

material "fnaf2/goldendrawing01" not found.

material "fnaf2/bonnie2poster" not found.

material "fnaf2/chicaposter3" not found.

material "fnaf2/chicaposter2" not found.

material "decals/decalmetalgrate025a" not found.

material "decals/wires03" not found.

material "decals/wires04" not found.

material "tf_fnaf2/toy_mangle_poster" not found.

material "fnaf2/freddyposter" not found.

material "fnaf2/freddyposter2" not found.

material "fnaf2/celebrateposter2" not found.

material "fnaf2/characterposter" not found.

material "fnaf2/poster1" not found.

material "fnaf2/rules1" not found.

Building Physics collision data...

done (0) (182765 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Compacting texture/material tables...

Reduced 655 texinfos to 509

Reduced 54 texdatas to 53 (1154 bytes to 1132)

Writing c:\users\kastanoylhs\desktop\animating helping stuff\maps\fnaf2noevents_doof_002.bsp

5 seconds elapsed

Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64"

Running command:

"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\kastanoylhs\desktop\animating helping stuff\maps\fnaf2noevents_doof_002"

Valve Software - vvis.exe (Sep 23 2024) - Garry's Mod Edition

4 threads

reading c:\users\kastanoylhs\desktop\animating helping stuff\maps\fnaf2noevents_doof_002.bsp

reading c:\users\kastanoylhs\desktop\animating helping stuff\maps\fnaf2noevents_doof_002.prt

619 portalclusters

1723 numportals

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)

PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (48)

Optimized: 496 visible clusters (0.32%)

Total clusters visible: 153067

Average clusters visible: 247

Building PAS...

Average clusters audible: 496

visdatasize:93680 compressed from 99040

writing c:\users\kastanoylhs\desktop\animating helping stuff\maps\fnaf2noevents_doof_002.bsp

48 seconds elapsed

Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64"

Running command:

"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64\vrad.exe" -both -final -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\kastanoylhs\desktop\animating helping stuff\maps\fnaf2noevents_doof_002"

Valve Software - vrad.exe SSE (Sep 23 2024) - Garry's Mod Edition

Valve Radiosity Simulator

4 threads

[Reading texlights from 'lights.rad']

[45 texlights parsed from 'lights.rad']

Loading c:\users\kastanoylhs\desktop\animating helping stuff\maps\fnaf2noevents_doof_002.bsp

PREP OK

Setting up ray-trace acceleration structure... Done (0.08 seconds)

2811 faces

3 degenerate faces

2515116 square feet [362176704.00 square inches]

0 Displacements

0 Square Feet [0.00 Square Inches]

2808 patches before subdivision

4954 patches after subdivision

sun extent from map=0.000000

15 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)

BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)

transfers 277543, max 443

transfer lists: 2.1 megs

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #1 added RGB(109, 145, 163)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #2 added RGB(1, 1, 1)

Build Patch/Sample Hash Table(s).....Done<0.0012 sec>

FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)

FinalLightFace Done

0 of 0 (0% of) surface lights went in leaf ambient cubes.

ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)

Writing leaf ambient...done

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness

models 13/4096 624/196608 ( 0.3%)

brushes 483/16384 5796/196608 ( 2.9%)

brushsides 3290/163840 26320/1310720 ( 2.0%)

planes 1962/65536 39240/1310720 ( 3.0%)

vertexes 4296/65536 51552/786432 ( 6.6%)

nodes 1348/65536 43136/2097152 ( 2.1%)

texinfos 509/16384 36648/1179648 ( 3.1%)

texdata 53/8192 1696/262144 ( 0.6%)

dispinfos 0/0 0/0 ( 0.0%)

disp_verts 0/0 0/0 ( 0.0%)

disp_tris 0/0 0/0 ( 0.0%)

disp_lmsamples 0/0 0/0 ( 0.0%)

faces 2811/65536 157416/3670016 ( 4.3%)

hdr faces 0/65536 0/3670016 ( 0.0%)

origfaces 1809/65536 101304/3670016 ( 2.8%)

leaves 1362/65536 43584/2097152 ( 2.1%)

leaffaces 3232/65536 6464/131072 ( 4.9%)

leafbrushes 1043/65536 2086/131072 ( 1.6%)

areas 5/1024 40/8192 ( 0.5%)

surfedges 20821/512000 83284/2048000 ( 4.1%)

edges 12369/256000 49476/1024000 ( 4.8%)

LDR worldlights 15/8192 1320/720896 ( 0.2%)

HDR worldlights 0/8192 0/720896 ( 0.0%)

leafwaterdata 0/32768 0/393216 ( 0.0%)

waterstrips 205/32768 2050/327680 ( 0.6%)

waterverts 0/65536 0/786432 ( 0.0%)

waterindices 3765/65536 7530/131072 ( 5.7%)

cubemapsamples 0/1024 0/16384 ( 0.0%)

overlays 58/8192 20416/2883584 ( 0.7%)

LDR lightdata [variable] 60228/0 ( 0.0%)

HDR lightdata [variable] 0/0 ( 0.0%)

visdata [variable] 93680/16777216 ( 0.6%)

entdata [variable] 961031/393216 (244.4%) VERY FULL!

LDR ambient table 1362/65536 5448/262144 ( 2.1%)

HDR ambient table 1362/65536 5448/262144 ( 2.1%)

LDR leaf ambient 1829/65536 51212/1835008 ( 2.8%)

HDR leaf ambient 1362/65536 38136/1835008 ( 2.1%)

occluders 0/0 0/0 ( 0.0%)

occluder polygons 0/0 0/0 ( 0.0%)

occluder vert ind 0/0 0/0 ( 0.0%)

detail props [variable] 1/12 ( 8.3%)

static props [variable] 1/12 ( 8.3%)

pakfile [variable] 54/0 ( 0.0%)

physics [variable] 182765/4194304 ( 4.4%)

physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 7867

Writing c:\users\kastanoylhs\desktop\animating helping stuff\maps\fnaf2noevents_doof_002.bsp

7 seconds elapsed

Valve Software - vrad.exe SSE (Sep 23 2024) - Garry's Mod Edition

Valve Radiosity Simulator

4 threads

[Reading texlights from 'lights.rad']

[45 texlights parsed from 'lights.rad']

Loading c:\users\kastanoylhs\desktop\animating helping stuff\maps\fnaf2noevents_doof_002.bsp

PREP OK

Setting up ray-trace acceleration structure... Done (0.09 seconds)

2811 faces

3 degenerate faces

2515116 square feet [362176704.00 square inches]

0 Displacements

0 Square Feet [0.00 Square Inches]

2808 patches before subdivision

4954 patches after subdivision

sun extent from map=0.000000

15 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)

BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)

transfers 277543, max 443

transfer lists: 2.1 megs

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #1 added RGB(92, 85, 58)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #2 added RGB(2, 1, 1)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #3 added RGB(0, 0, 0)

Build Patch/Sample Hash Table(s).....Done<0.0011 sec>

FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)

FinalLightFace Done

0 of 0 (0% of) surface lights went in leaf ambient cubes.

ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)

Writing leaf ambient...done

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness

models 13/4096 624/196608 ( 0.3%)

brushes 483/16384 5796/196608 ( 2.9%)

brushsides 3290/163840 26320/1310720 ( 2.0%)

planes 1962/65536 39240/1310720 ( 3.0%)

vertexes 4296/65536 51552/786432 ( 6.6%)

nodes 1348/65536 43136/2097152 ( 2.1%)

texinfos 509/16384 36648/1179648 ( 3.1%)

texdata 53/8192 1696/262144 ( 0.6%)

dispinfos 0/0 0/0 ( 0.0%)

disp_verts 0/0 0/0 ( 0.0%)

disp_tris 0/0 0/0 ( 0.0%)

disp_lmsamples 0/0 0/0 ( 0.0%)

faces 2811/65536 157416/3670016 ( 4.3%)

hdr faces 2811/65536 157416/3670016 ( 4.3%)

origfaces 1809/65536 101304/3670016 ( 2.8%)

leaves 1362/65536 43584/2097152 ( 2.1%)

leaffaces 3232/65536 6464/131072 ( 4.9%)

leafbrushes 1043/65536 2086/131072 ( 1.6%)

areas 5/1024 40/8192 ( 0.5%)

surfedges 20821/512000 83284/2048000 ( 4.1%)

edges 12369/256000 49476/1024000 ( 4.8%)

LDR worldlights 15/8192 1320/720896 ( 0.2%)

HDR worldlights 15/8192 1320/720896 ( 0.2%)

leafwaterdata 0/32768 0/393216 ( 0.0%)

waterstrips 205/32768 2050/327680 ( 0.6%)

waterverts 0/65536 0/786432 ( 0.0%)

waterindices 3765/65536 7530/131072 ( 5.7%)

cubemapsamples 0/1024 0/16384 ( 0.0%)

overlays 58/8192 20416/2883584 ( 0.7%)

LDR lightdata [variable] 60228/0 ( 0.0%)

HDR lightdata [variable] 60228/0 ( 0.0%)

visdata [variable] 93680/16777216 ( 0.6%)

entdata [variable] 961031/393216 (244.4%) VERY FULL!

LDR ambient table 1362/65536 5448/262144 ( 2.1%)

HDR ambient table 1362/65536 5448/262144 ( 2.1%)

LDR leaf ambient 1829/65536 51212/1835008 ( 2.8%)

HDR leaf ambient 1352/65536 37856/1835008 ( 2.1%)

occluders 0/0 0/0 ( 0.0%)

occluder polygons 0/0 0/0 ( 0.0%)

occluder vert ind 0/0 0/0 ( 0.0%)

detail props [variable] 1/12 ( 8.3%)

static props [variable] 1/12 ( 8.3%)

pakfile [variable] 54/0 ( 0.0%)

physics [variable] 182765/4194304 ( 4.4%)

physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 7867

Writing c:\users\kastanoylhs\desktop\animating helping stuff\maps\fnaf2noevents_doof_002.bsp

6 seconds elapsed

Running command:

copy "c:\users\kastanoylhs\desktop\animating helping stuff\maps\fnaf2noevents_doof_002.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\fnaf2noevents_doof_002.bsp"

Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod"

Running command:

"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe" -dev -console -allowdebug -hijack -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "fnaf2noevents_doof_002"

12 Comments
2024/10/03
15:28 UTC

0

How do I add my own voice lines to my mod?

I have searched for videos and tutorials but none of them were for the correct game.

8 Comments
2024/10/02
08:49 UTC

8

What source mods still have an active playerbase?

Kinda got nostalgic to when i used to play The Hidden, Zombie Master etc. Any multiplayer mods still alive?

8 Comments
2024/10/01
20:12 UTC

0

cant find crowbar compiled models

compiled just fine.

isnt there???

for some reason when i compile a file it just didnt appear. it clearly registered as compiled but when i look in the folder its just not there.

3 Comments
2024/10/01
11:10 UTC

3

Is it possible to add Thexa4’s PBR shader to Half-Life 2/its episodes?

There’s a guide on how to add it to your own mod but nothing on if it can be done to an existing game. After experimenting with PBR in Strata Source I thought it looked cool and that uses a version of Thexa4’s shader

4 Comments
2024/10/01
04:29 UTC

10

Portal: System Failure - Teaser Trailer 1

0 Comments
2024/09/30
21:56 UTC

2

How to view material proxy results?

Hi everyone,
I'm pretty new to Source modding, and I'm currently experimenting with material proxies to create a scrolling texture. I'm a 3D modeler, so I’m not using Hammer or any other Source tools...
I just use Crowbar for decompiling and recompiling models.

I believe I've done everything correctly, but when I open the HL model viewer, I can't see the animated texture. I even tried using an existing material from the engine, but still no luck seeing the animation.

I suspect the issue might be with the model viewer itself. Does anyone know how I could properly view the result of the material proxies? Any advice would be appreciated!

2 Comments
2024/09/29
17:36 UTC

0

How do I replace the Half-Life 2 pistol animation for my Sourcemod?

Text.

17 Comments
2024/09/29
13:33 UTC

3

How do I get Microsoft Visual Studio 2013?

I can't find it anywhere.

5 Comments
2024/09/29
07:46 UTC

33

I made the Deadlock intro.

9 Comments
2024/09/29
05:28 UTC

1

How does TF2 seemingly not have .vmt files for its textures?

I’ve been trying to make PBR textures for the different TF2 assets in Strata Source and I extracted the textures vpk file but there’s only textures and no VMTs to go with them. In contrast, when I did PBR for some HL2 materials, the texture VPK included VMTs with them

2 Comments
2024/09/29
05:08 UTC

3

Source games crashing instantly

I need some help, today i triend to launch some games like Tf2, Garry's mod, Half life 2 and all of them crash when i launch them only play the Valve intro for one second and then Crash without any error

I tried to verify and didn't solve anything Can someone pls tell me how i can fix this issue

EDIT: I fixed Was a issue with the Xbox Game Bar

12 Comments
2024/09/28
15:45 UTC

3

Model material appears as chequerboard

My files

My QC file

My vmt file

My model in hlmv++

Why is this? I've tried almost everything

4 Comments
2024/09/28
15:34 UTC

2

triggering the score board

where would i find where triggering a kill on a player would be sending the kill to the score board. i want to add this to the npcs and add that to the score board so npc kills can be recorded as well in 2013 multiplayer

4 Comments
2024/09/28
15:18 UTC

3

What's the best way to remove the HEV suit from my mod?

I'm working on a mod with the Mapbase SDK. It doesn't use Half-Life 2's HEV suit, but the suit appears to be somewhat deeply integrated into the game.

What's the safest and cleanest way to remove the suit, while still giving the player access to functionality such as the HUD, weapon switcher, sprinting, etc.? I would also like to remove AUX power as it serves no purpose in my mod.

I'm also trying to make it where the player sprints by default, and has an option to slow down using the "walk" key, which is mapped to shift by default in my mod (usually it's mapped to alt in most other Source games, but mine is different).

What's the cleanest way to do all of this? Thanks in advance for the help!

2 Comments
2024/09/28
07:32 UTC

3

How can I add the Half-Life 2 Citizens to my Black Mesa map?

Text.

2 Comments
2024/09/27
18:51 UTC

4

How does a nodegraph work?

I'm making a game in a different engine and I'm looking at various pathfinding systems, and the nodegraphs from older source games look like they could be useful from what I'm trying to do in my own game,, but I don't really know how they work in some aspects.

I understand how the nodes are connected, that is documented well on the nodegraph page on the VDC. However, I can't find any information on how the npc itself uses these links to decide which nodes to follow to get to it's goal. If I'm just missing a page on it somewhere or if someone could explain how that works, that could help me alot.

1 Comment
2024/09/27
17:24 UTC

2

Flex Files (Blender to Gmod)

For flexes in blender, I've seen in the QC how each flex is designated a specific "frame", do I need to have that flex fully expressed in blender on that specific keyframe? Are there any guides for this regarding exporting?

0 Comments
2024/09/26
14:43 UTC

2

Seq. Boxes

Which .qc command controls this?

4 Comments
2024/09/26
12:41 UTC

2

Creating custom material surface types for Garry's Mod.

I've been trying to create custom footstep sounds for a set of materials in my Garry's mod map, but I've been having some trouble getting them to work. Usually I would go about this by replacing one of the default footstep sounds in [mapname]_level_sounds.txt, but for this instance I would like to make the sounds entirely unique to a select few textures, since replacing base HL2 sounds would also be replacing the sounds for props that the player spawns.

I've tried creating a surfaceproperties_[mapname].txt along with a [mapname]_level_sounds.txt, but the game doesn't seem to recognize them. By removing the map name from the surfaceproperties text file I made, I did get the sounds to work but it seems to override the default HL2 surface types which I don't want. Is there something I'm missing, or is this feature not possible to utilize in Gmod addons?

Any help is appreciated.

4 Comments
2024/09/26
11:45 UTC

0

Stupid question but where do i find the source engine .cpp files

I need to change the movement speed so where do i find the .cpp files? Do i use crowbar or GCFScape to access it?

7 Comments
2024/09/25
11:29 UTC

1

Modify Server Plugin To Work With Portal 2?

Can anyone comment on how much work it would be to modify this server plugin

https://github.com/jooonior/SourceRes

to work with Portal 2? I'm pretty familiar with C++ but I've never touched anything related to the Source engine before. This plugin works great with Portal but fails to load on Portal 2. It fails at line 22 in the SourceRes.cpp file (https://github.com/jooonior/SourceRes/blob/bbffc1ec0f2052302c4070ace21fc464d65eb1f4/src/SourceRes.cpp#L22) because the call to the interfaceFactory function (of type CreateInterfaceFn) returns NULL.

8 Comments
2024/09/25
00:22 UTC

2

Run a ConCommand on Game Startup?

Does anyone know if there's a way to tell a Source game engine to run a specific ConCommand (ie: dev console command) on startup? I'm using a game mod which needs a specific console command to activate it and I would like to make this happen automatically every time I start the game.

2 Comments
2024/09/24
23:49 UTC

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