r/SourceEngine

Image 1 — (URGENT) NEED HELP FINDING THIS MAP
Image 2 — (URGENT) NEED HELP FINDING THIS MAP
Image 3 — (URGENT) NEED HELP FINDING THIS MAP
Image 4 — (URGENT) NEED HELP FINDING THIS MAP
Image 5 — (URGENT) NEED HELP FINDING THIS MAP
Image 6 — (URGENT) NEED HELP FINDING THIS MAP
▲ 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 — 5 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 — 3 days ago

Weird error compiling a model for SFM - Submodels clashing

Hi, I am trying porting an avatar model to SFM, setting some bodygroups for easy and fast outfit-swapping, and everything was going fine until I reached some especific models. I have compiled models for the Source Engine before (mainly TF2), but never making use of bodygroups or as complex as this one.

It's a bit messy to explain, but I'll try my best: Basically, if I inlude all the models I want in their respective bodygroups in the QC file, the compiling process breaks in one model. The error given is the "ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)", which can happen because of vertex having influence of more than 3 bones or excesive polycount of the model, for example, none of which are true for the models I am using for this project (I made sure).

The model in which the error occurs varies depending of the models included in the QC, but the weird part is that they are part of different bodygroups, and ON THEIR OWN each of them compile with no problem. So I am at a loss.

Here are some images that show what happens.

Images 1 - 2 show that the coats and the pants highlighted are incompatible, as the compiler throws the error.
Images 3 - 4 show that if only one of the coats (and yes, happens as well if the coat enabled to compile is the other one) is allowed to compile, then another model (blight_mask) causes the error.
Images 5 - 6 show that if both coats are omitted, the model compiles without problem.
Finally, images 7 - 8 show that if both coats are included, but the pants are omitted, the model also compiles without problem.

So, there is something in the models that makes them clash when compiled together, but supossedly it isn't the polycount, as they are part of different bodygroups. But it's been some time since the last time I worked with the Source Engine, and I don't fully know all its quirks.

Any help or insight is welcome, and sorry for the possibly confusing wall of text.

u/JohnnyMethadony — 4 days ago

What are the best Single-player -mods/tc's or fully fledged releases zsing Source 1 & ?

I've been out of the HL-game for too long

Any recommendations?

Ps: sorry, topic should've said ".... releases using Source 1 & 2 ?"

reddit.com
u/DoomAddict — 5 days ago
▲ 6 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 — 23 hours ago