r/SourceEngine

Image 1 — The Ultimate Lucy model
Image 2 — The Ultimate Lucy model
Image 3 — The Ultimate Lucy model
Image 4 — The Ultimate Lucy model
Image 5 — The Ultimate Lucy model
Image 6 — The Ultimate Lucy model
Image 7 — The Ultimate Lucy model
Image 8 — The Ultimate Lucy model
Image 9 — The Ultimate Lucy model
Image 10 — The Ultimate Lucy model
Image 11 — The Ultimate Lucy model
Image 12 — The Ultimate Lucy model
▲ 124 r/SourceEngine+3 crossposts

The Ultimate Lucy model

Steam Workshop::(TF2) The Ultimate Lucy the bun

she's like a little bunny, scurryin' around eating all her lettuce and veggies

Lucy the Bun is back (AGAIN) with a brand new enhanced model for use in Sourcefilmaker

Model Updates Include

Multiple Body groups for stuff such as her headgear and voodoo curse soul parts. with her clothes also being body groups to encourage customization (Please use this power I have given you responsibly
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flexes have been updated and have been moved to unknown

the eyes and mouth don't move together now

the face also includes bones to move it around
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speaking of bones she also now has JIGGLE BONES (for the ears) and extra bones to move her headgear and tail

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her uber also doesn't flash (1 sec fix btw keep up workshop)
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NEW STUFF!

Gibs

mvm bot

(thats it)
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This model is meant to be your go to and if it isn't then dammit, I failed. But I'm 99% Sure it will be because it was made by someone who enjoys lucy unironically

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Ok copypasta over you can start downvoting now

u/MishaSFM — 17 hours ago

anyone knows what are these squares in hlmv++? they are in zombie_climb_end sequence, and i noticed that it has these squares unlike my ported animations.

pretty sure it has something to do with the walkframes, but i'm new to the animations on source and stuff. also is it okay if i use the non-valve.biped rig? like, can i still make a functional npc or should i just try to port all of the anims to their rig?

u/Axie_The_Axolotl — 17 hours ago

Why aren't my materials showing up?

I have this viewmodel that is basically a recreation of the v_hands viewmodel. The diagram shows the differences between Blender and HLMV/HLMV++/in-game and my frustration about this problem. I checked the materials and the .qc file but it's still a load of garbage. Thank you for helping me!

im making item asylum on source. kinda.

so uhh, i'm working on a multiplayer mode for asylum-life (hl2 mod i made inspired by item asylum). it's gonna be called asylum-life deathmatch. it'll be more item asylum like, even limiting you to having 3 weapons at a time (one melee, one ranged, and one misc weapon). It also has a ton of new weapons.

here's all the maps i've made for it:

dm_asylum

dm_coast_bridge (based on d2_coast_08)

dm_combine_post (based on d1_canals_08)

dm_crossroads

dm_mines (based on d1_town_04)

dm_spiketop

dm_train

u/This-Chemical-4103 — 1 day ago

Deadlock in goldsrc

Has anyone tried making deadlock in goldsrc? Had an idea to do something similar and was wondering if anybody has tried something/tried to take source2/source games and put them in goldsrc

reddit.com
u/Large-Crow6433 — 3 days ago

Availability of tools

Lately, I've been thinking about migrating my entire workflow to Linux, and I wanted to know how stable the Source tools are (VTFEdit, VPKEdit, Hammer, CompilePal, etc.) I'd also like to know the same about the GoldSrc tools.

I've been looking into this online, but I wanted to hear about your experiences if you've been through something like this.

reddit.com
u/Koruxn — 4 days ago

Would it be possible to make host_timescale a non-cheat command?

I have a source 2013 singleplayer mod with custom achievements, and in one of my maps I'd like to speed up the game at a certain point with host_timescale but doing so requires sv_cheats 1 which then disables achievements. Is making host_timescale a non-cheat something you can do? Thanks in advance

reddit.com
u/yeenenjoyer — 4 days ago

MANNager: easily create, manage and run Source Engine dedicated servers

Hi!

I’ve been developing SourceMod plugins since around 2020, and one of the main hurdles I noticed for beginners getting into server hosting and/or plugin development is the very first step: setting up a server.

Not everyone is tech savvy enough at the start, and using a command-line interface can feel scary. There is a GUI tool called TF2 Server Manager, but it only works on Windows and, as the name suggests, is only limited to Team Fortress 2.

A few years ago, after switching to Linux, I realized there wasn’t really a good alternative available. That's when I decided that I might give it a shot myself.

A couple of years later ( working on and off, mostly off due to being busy with university, and laziness of course ), the app is in a state where I'm happy to showcase it: MANNager ( yes, the name is based on MANN CO. from TF2 ).

MANNager is a cross-platform & open-source app that easily allows you to manage, install, configure, update, and launch Source Engine dedicated servers through a GUI. You can download SourceMod right from the app, and you can automatically port forward ( or use SDR if available ) right from a toggle. You can interact with the server's console right from the GUI with a native terminal.

Originally I was making it for my needs, so mainly TF2, but expanding it to more Source games was a no brainer, and straight forward. The games supported for now are:

  • Team Fortress 2
  • Half Life 2: Deathmatch
  • Left 4 Dead 1
  • Left 4 Dead 2
  • Counter-Strike: Source
  • Counter-Strike: Global Offensive
  • Counter-Strike 2
  • Deadlock
  • No More Room In Hell

Additional games can be requested through Github issues.

The repo is here: https://github.com/tsuza/mannager-source; and the website is: https://apps.tsuza.net/mannager

Here is just an overview image to give an idea ( for additional screenshots, check the website ):

Server creation on the left, server list ( main view ) in the middle, and server terminal on the right

reddit.com
u/Yrthur — 5 days ago
▲ 24 r/SourceEngine+2 crossposts

A tool for making Soundscapes easier.

Hello guys, FILipKOS here!

Today (as for writing this), I come to Source Engine community yet again with another tool!

This tool.. is a soundscape creator! Why does it exist?

This tool was created in mind with people who might be struggling with creating Soundscape file manually or getting frustrated.

Now, "does that tool supports all Source games?"

Yes! It supports all Source games, from leaked build of HL2 to modern Source games, I personally made sure that the tool will forever stay free, just like my other tool.

I hope this tool will save some people time with Soundscapes.

Link to the tool: https://filipkos-gacha.github.io/website/soundscape/index.html

reddit.com
u/FILipKOSreddit — 7 days ago

what are these red boxes. there messing with my ragdoll and they don't show up on my physics model in blender

u/MishaSFM — 7 days ago
▲ 5 r/SourceEngine+1 crossposts

Need help with "too many vertex format changes..." on my own little Half-Life 2 'remaster'

Hello everyone! I am quite frustrated! I am doing my own little 'remaster' of Half-Life 2. Basically, porting it over to Mapbase and adding a ton of vanilla friendly details (like improved brushwork, etc), custom models to the maps (like turning 2D brush textures to 3D models) things like parallax corrected cubemaps, dynamic render-to-texture shadow angles, projected texture shadows, parallax occlusion mapping on selected textures, improving vanilla models, and more. But I am almost on my way cancelling the project because I keep hitting the 'too many vertex format changes in frame' issue in maps. It would be sad to abandon this project because I've been working hard on it. I've read all I could on what causes this message to happen and part of the world not rendering. I know it's because of the detailed brushwork (like the windows of buildings I add) that causes it. I try and convert or create a lot of details as models rather than brushes but with the brush details I want to add to buildings I keep hitting this limit. Any experienced people out there that could tell me if there is ANY way I could add the details I want but not hit this limit? A kind of a workaround? I also tried moving over to VBSP++, VRAD++ VVIS++ but still no success.

Thanks in advance and here's a little taste of d3_c17_03 in Half-Life 2 and what I am working towards:

https://preview.redd.it/k68lrl9vnz0h1.jpg?width=2560&format=pjpg&auto=webp&s=f153b002ebb8df0ba5a6a50fcc0606ff56c58eba

https://preview.redd.it/ai4gsg9xnz0h1.jpg?width=2560&format=pjpg&auto=webp&s=c6394ef9a9a8defcbd21db499dc85453ccb6febe

https://preview.redd.it/wc5om1jynz0h1.jpg?width=2560&format=pjpg&auto=webp&s=0bf2768097488b14213762dcfc312e47ddcb6622

https://preview.redd.it/kue2iomznz0h1.jpg?width=2560&format=pjpg&auto=webp&s=18e4633ef4a68ddc3ff9f3b53acf0a4fc05bda35

reddit.com
u/InterestingTrick5882 — 9 days ago
▲ 39 r/SourceEngine+2 crossposts

A useful tool for Source Engine modders (and mappers).

Hello! My name is FILipKOS.

Today, I want to present a tool that I've made for people who like to mess around in Source Engine and in games made for that engine.

The tool is a sound converter. Now, it may sound as a typical sound converter website you'd find on google, but I made sure that it won't sound like that.

My tool allows users to upload a sound file and converts it to a Source Engine compatible format. While this sounds cool and helpful, there might be a question of.. "What about GoldSource?"

Previously, GoldSource wasn't supported, but soon I've added the support for it, allowing people from that community to also use the tool!

Now, unfortunately since I don't want to spend money monthly on website hosters, I decided to host the tool on my Github website.

Link is below (same with the picture of how the website looks):
https://filipkos-gacha.github.io/website/converter/index.html

https://preview.redd.it/xqzcs8jmvi0h1.png?width=707&format=png&auto=webp&s=ef61d3d4643413ad264086e5971a40c09aafa014

reddit.com
u/FILipKOSreddit — 11 days ago
▲ 60 r/SourceEngine+1 crossposts

(URGENT) NEED HELP FINDING THIS MAP

I have a video if you want more, but i have been trying to find this map of some shitty machinima i made in 2022 when i was a wee child. It seems to be a science facility, but if you want the video, i can send it. PLEAASE help me find this. I don't know if it's deleted or not.

u/NolanRedditNR — 13 days ago