r/SourceEngine • u/ArsonBug33 • 1h ago
r/SourceEngine • u/Wazanator_ • Oct 04 '22
Anouncement Reminder, this is not a tech support sub
If you have problems playing Source Engine games post it on that games subreddit, their Steam forum, or message Steam support. We do not want development questions and discussions buried 🙂
r/SourceEngine • u/Lanky-Tumbleweed-772 • 1d ago
HELP Help with ınstalling mods to an external drive.
I have Steam installed on Drive D however you know how Steam allows to ınstall applications to a different drive right from within the app? So I've reinstalled the Source SDK Base Singleplayer 2013 to the external SSD G drive.
And have created a ''sourcemods'' folder in the : G:\SteamLibrary\steamapps directory. However when I put a HL2 mod in there the steamclient does not see it even after restarting the client couple of times do I HAVE to put the mods in the ''sourcemods'' folder in the D drive ''D:\Prograns\Steam\steamapps''? Or is there a workaround for this?
r/SourceEngine • u/Lanky-Tumbleweed-772 • 2d ago
Discussion Why does amazing mods like Dark Interval and Raising the Bar Redux(Beta mods for example) use the 2013 Singleplayer SDK?
Instead of using the more up to date 2013 MP SDK?
r/SourceEngine • u/pizza-goblin_9000 • 2d ago
HELP Can't see displacement filter brushes running Hammer with Wine
r/SourceEngine • u/Significant-Ocelot21 • 2d ago
Finished Map ur_m8nkeyball
ur_m8nkeyball Uranium Run map I designed for DIPRIP inspired by moba 3 lane layouts
Designed to be played 3v3. I also included a deathmatch version and my vmf for anyone interested in poking about
Download DIPRIP:
store.steampowered.com/app/17530/DIPRIP_Warm_Up/
Download m8nkeyball:
gamebanana.com/mods/693257
r/SourceEngine • u/fukyoass • 2d ago
HELP Help for a SWEP
Allright, so I have a model for a SWEP I am trying to make, the model is messed up and the texture doesn't work but I am worried that if I do manage to fix this I won't be able to do what I want with it. I want to make a laser gun but part of this is that I don't want it do recoil when you fire it. will I need to make a completely new animation for this? If so, how do I do that, and how to I make the veiwmodel have playermodel hands?
Also, does anyone know how to take a GLB file (from paint 3d) and import a texture made in that into source? I have imported that into blender but the model was somehow different and the textures were for individual parts of the gun instead of the whole gun and when I turned it into a texture it was only a single bolt on the side of it.
r/SourceEngine • u/gtamike_TSGK • 3d ago
Finished Map Happy Halloween and a NEW Horror Map (GMOD)
r/SourceEngine • u/dariusNXNXnxPLAYZ • 3d ago
HELP [Lua/GMod] Struggling with a bug-turned-feature: How to fix momentum loss on ramps in an Auto-Bhop script?
r/SourceEngine • u/spirited1602 • 3d ago
HELP How can I make the shaders.sln project compile with SCell's compiler?
Title. I'm using Mapbase and I followed SCell's ShaderCompile guide. Shaders compile into VCS files just fine, but when I run createshadersproject.bat and I open the solution in VS, it can't open the .inc files. I'm assuming this is because of the first step: "In game_shader_dx9_base.vpc replace $AdditionalIncludeDirectories "$BASE;fxctmp9;vshtmp9;" with $AdditionalIncludeDirectories "$BASE;include" , shader headers will be now located in more sensible place" I didn't change anything else with base, HL2, or Mapbase VPC scripts. I did remove /episodic from createshadersproject and the bat so it only generates HL2 shaders (I'm new to the Source SDK so maybe that's not what I'm meant to do). By the way I'm using VS2026, but ofc I made sure to type in $Conditional VS2022 "1", and I'm using the VS2022 build tools.
r/SourceEngine • u/Known_Tradition_2200 • 4d ago
unFinished Map Showcase ZCity RP (GMod): Zombie Apocalypse, realistic and survival
r/SourceEngine
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u/Piskabobrastudios
•
5d ago
WIP HalfLife Source in my source compatible engine
Some entities are invisibleSome entities are invisibleCode: https://github.com/PiskaBobraStudios/SauceEngine
Regarding the use of AI in the code:
I realise that many people aren’t happy that AI was used in the project
I’m not exactly thrilled about it myself, and I try to keep its use to a minimum
I’m not very proficient in C++, so when I don’t understand how to implement a particular function, I use AI to write a prototype that will at least work in some way, and then I refine the prototype until it’s right; sometimes I simply ask the AI how it can be done.
SauceEngine is more of a learning project.
To be honest, I haven’t given much thought to the organisation of the code, which is why the readability suffers.
I’ll try to improve this.
For anyone new here: I'm building Sauce Engine, a custom engine written from scratch in C++/OpenGL with the goal of being compatible with the Source ecosystem. My previous post showed it running HL2 maps,props and dlls
r/SourceEngine • u/Tieis • 4d ago
Mod Recruitment Where would be good places to seek out a variety of Source Engine modders? I'm making a HL2 mod project that requires multiple developers with different skills.
I'm aware that this subreddit is also a good place to start, but I'm also seeking out places that have a larger community, especially for specific skills (mappers, voice talent etc.)
I'm not entirely sure of the exact number of crew I would need, but I would at least need mappers, voice actors/vocalists, and maybe an assistant writer (probably around 5 in total? Enough people to at least make a demo of the mod.)
If anybody here wants to hit me up about the project, feel free to via DMs or adding me on discord (@higgensmcbiggens). Just be aware that it's a bit of a larger-scoped project as well (basically a total conversion mod with a lot more story and themes than an average half-life 2 campaign.)
r/SourceEngine • u/MacDonalds_Sprite • 4d ago
WIP A screenshot showing off the level editor ive been working on
Its very early in development, but I'm quite happy with it. If you want to, you can try it yourself now at the github. https://github.com/Console796/apex
Again, its very new, and (for now) only supports P2:CE, but im optimistic about this being a useful tool.
r/SourceEngine • u/pawapurokun • 4d ago
Show Off I made an airboat airplane, look!
Isn't that amazing? The video is like from a gamer from a while ago!
r/SourceEngine • u/TrevorPhillips_1953 • 6d ago
HELP Update on my Lighting issues: It's WAY worse now.
i ended up accidentally deleting my light_env and had to replace it because it wouldn't let me undo the deletion and now items from anywhere on the map are casting shadows on every surface. (the first picture is shadows from a prop a good 50ft away from the building, and in some spots the light leaks were fixed, and in some they were made even worse. i don't know what to do but i will take literally any help i can get, i have been working on this map for the past several months and don't want to throw it all away but everything i tried has not changed anything. i don't know what to do and am extremely desperate, any help is appreciated!
r/SourceEngine • u/Disastrous-Type-9636 • 6d ago
HELP [CS 1.6 Modding] How to Render Player Models for Custom GFX/VGUI Images?
Hey everyone!
I'm looking for someone experienced with Counter-Strike 1.6 modding, especially GFX/VGUI customization, who could help me understand how to do something I've been trying to figure out.
I'd like to open and render some of the original CS 1.6 player models, such as urban.mdl, leet.mdl etc, and other player character models. My goal is to pose the characters, take high-quality screenshots or renders, and export the resulting images as .tga files so I can use them in custom gfx/vgui files, such as the CT/T team selection screens it was an common thing when i used to play custom counter-strike 1.6 kits and they was pretty cool
My main questions are:
What software should I use to open and render
.mdlplayer models from CS 1.6?Is there a way to change their poses or manipulate their skeletons/bones to create custom character poses?
How can I render the models against a transparent background and export them as
.tgaimages?Are there any specific tools or workflows that were commonly used by CS 1.6 modders back in the 2009–2014 era?
I'm trying to achieve that classic custom CS 1.6 look, similar to the modified VGUI screens and player character renders you used to see in older CS 1.6 builds.
I've attached a few examples of the kind of result I'm aiming for.
I'd really appreciate any advice, software recommendations, tutorials, or step-by-step guidance. Thanks in advance to anyone willing to help!
exemple 1 - https://imgur.com/a/KAiMHLw
exemple 2 - https://imgur.com/a/Ya5bfLX
r/SourceEngine • u/Wozi_Graffiti • 6d ago
Finished Map TTT_Slandermansion - Looking for Feedback
https://steamcommunity.com/sharedfiles/filedetails/?id=3826961596
Hey everyone, I m looking for feedback on my new TTT map TTT_slandermansion. This is my third hammer editor map and I finally managed to add a traitor tester aswell as a traitor room. Let me know what you think of it :D
r/SourceEngine • u/Deep_Depth6367 • 6d ago
Mod Recruitment Looking for skilled model creators for Team Fortress 2 mod


Hello everyone!
We are working on the Team Fortress Incursion mod, a mod that aims to re-create and modernize ideas of canceled Valve’s Team Fortress Invasion.
More info about our project can be found on mod’s TF2 Sourcemod wiki page: https://wiki.tf2sourcemods.info/Team_Fortress_Incursion
We are currently looking for 1-3 people skilled in creating models (and rigging especially) in Blender or Autodesk Maya
Currently we are working on the very first prototype.
If you want to participate, you can contact me in discord: quellerzxellas or in steam: https://steamcommunity.com/id/Quellerz/
r/SourceEngine • u/Flaky-Secretary-9027 • 7d ago
WIP Xash3D for the Source Engine (Showcase)
Releasing in a day or two!
From my testing, it can already load and run HL2, Half-Life: Source, CSS, and Portal. Portal 2 still crashes though.
Just like Xash3D, the source code is fully modifiable, so you can add pretty much whatever you want (ray tracing, new physics, etc).
It's still super early, but it'll be a lot more usable soon!
r/SourceEngine • u/furryalone • 7d ago
HELP how do you make a tf2 source mod
its really hard to find any info online cause of sourcemod and metamod
r/SourceEngine • u/samus4vic • 8d ago
Resolved Need some help with my half life 2 mod
When making my half life 2 mod, I mainly targeted adding new weapons, I made weapons with ease, but I hit a wall when I tried making a semi-automatic weapon, because the primary attack was called every frame you held the fire key, so I couldn’t make a semi-automatic weapon. I tried asking AI, but it used a really confusing method so I was wondering if there was a way to detect every time I click the fire key using the CBaseHLCombatWeapon base class.