• Register


The Source Engine is a 3D game engine developed by Valve Corporation. Its unique features include a large degree of modularity and flexibility, an artist-driven, shader-based renderer, accurate lip sync and facial expression technology, and a powerful, efficient and completely network-enabled physics system.

The Source engine was first shown to the world by being the power-horse behind the hugely anticipated Half-Life 2 which was released in late 2004. Since then the Source Engine has been upgraded with the release of such titles as Half-Life 2: Lost Coast, Team Fortress 2 and the Left 4 Dead series to name a few.

Whilst it has been years since the release of the Source Engine they haven't yet unveiled a 'next-generation engine' as the Source engine is always updating and is just as relevant in the gaming world today if not more than when it debuted in 2004. It has been aided by the release of the free Source Development Kit (SDK) which include such features as HDR for developers to use in their projects. Hence the reasons stated we have yet to see 'Source Engine 2'.

On July 10th 2012, Valve released the 'Source Filmmaker' - a freeware client to allowed anyone to make movies inside the Source Engine. More information on the Source Filmmaker can be found here.

Below you can find a list of amazing features that the Source Engine boasts:

Renderer

  • Version 2.0 (and below) shaders, bump mapping, LOD on models and world
  • Author shaders with HLSL
  • Cube and environment mapping
  • Dynamic lights, vertex lighting and light maps, many light types including flickering, pulsing etc.
  • High-Dynamic Range lighting
  • Water with refraction and fresnel effects
  • Advanced particle system that can emit sprites or models
  • Projected shadows allow for a large number of characters per scene
  • Occluder entities for visibility blocking
  • Indoor/Outdoor environments
  • Deformable terrain
  • 3D skyboxes extend the horizon and add parallax on distant objects
  • Dynamically rendered organics (grass, trees etc)
  • Subdivision surfaces, diffuse & specular bump maps
  • Real-time radiosity lighting
  • Effects include but are not limited to: particles, beams, volumetric smoke, sparks, blood, environmental effects like fog and rain
  • Scalability
  • Dx6-Dx9 hardware supported

Materials System

  • Instead of traditional textures, Source defines sets of materials that specify what the object is made from and the texture used for that object. A material specifies how an object will fracture when broken, what it will sound like when broken or dragged across another surface, and what that object’s mass and buoyancy are. This system is much more flexible than other texture only based systems.
  • Materials can interact with objects or NPCs such as mud or ice for vehicles to slide/lose traction on.

Multiplayer Network Code

  • Time and gamer tested by millions of gamers around the world
  • Support for both LAN based multiplayer and Internet based multiplayer games
  • Prediction analysis for interpolating collision/hit detection
  • Optimizations for high-latency, high-packet loss 56k connections

Advanced Characters

  • Detailed and believable characters
  • Realistic eyes
  • Focus on player/object, not simply parallel views
  • Proper eye “bulge” for realistic eye reflections
  • Simulated musculature provides outstanding emotions, speech and body language
  • Language independent speech, characters can naturally speak in many languages
  • Skeletal/bone system for animation
  • Layered animation system can synthesize complex animations out of several pieces
  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Related Articles

The previous part of the article is accessible here.

By the way, we are looking for an animator who is capable of making high quality 3rd person animations for Lost Squad. The work is not paid, but in the future (and if we really like your work) you may recieve something like a paid offer for an other Source Engine game. PM DmitRex or write to dmitrex@dmitrex.com if you are interested.

Today we going to finish reviewing weapons from Lost Squad:

  • SMG-1
  • SPAS-12
  • Crossbow
  • AR2

SMG-1

Render


In-game screenshot


Questionable one. That is because Valve took real-like H&K MP7, gave it an ability to spit out under-barrel grenades, but didn’t include under-barrel itself. Instead, they included extra barrel, equal to the main one through thickness. Let’s say that this barrel is under-barrel grenade launcher, but how can a fatty patty get out from such a thin hole? Of course I could ask experienced proctologist, but instead I decided to think positively and search for images of real prototype.

Double barrel on original models


Strange part - there is a hole on the under-barrel place on the real prototype, but nothing sticks out from it. I got accustomed with documentation, searched for drawings, and to my surprise realised, that this hose is not used at all.

Maybe I am wrong and there is some use to it, but I looked at videos of assemble/disassemble and it looks like there is nothing behind this hole. I spent a lot of time thinking what to do with it - because if you remove second barrel, that appearence of the weapon will lose its implication to HL2, and real attachable under-barrel grenade launchers for this rifle were never manufactured.


After some really hot discussions with some citizens simpathizing with my problem, our own design for under-barrel grenade launcher was developed collectively, which would be attached to the body so that the movable handle is not obstructed and remains in the perpendicular position. But a question of second barrel remained opened, and a genius thought came to my mind - to take similar detail from AK-47. Because why not? It came out funny: we have under-barrel, though not very convenient, and somewhat justified appearance of second barrel.

Highpoly with under-barrel grenade launcher and piece of AK-47


As for the rest - the body of the machine rather strongly copies the real prototype, with the exception of the Picatinny rail (it is best seen from the first-person perspective, so I left its design similar to the version from the HL2 model). Retractable butt is also left with a smaller size, unlike the original. In addition, I modeled the magazine and the cartridges, and the model of the machine itself was made so that, if desired, you can safely remove the grenade case, leaving only a movable handle that can also be turned.

Comparison of View-, World- and my model


Shotgun

Render


In-game screenshot


Semi-automatic shotgun from HL2 based on real SPAS 12. The differences from the prototype lie mostly only in width, and the difference between the V-model and the W-model HL2 in length - the model that the npc is holding in its hands is noticeably shorter than what we see from the first person. Moreover, the handle is not made on the same V-model, since it is out of view of the camera.


When I started to create my version, I relied on the scale of the V-model, and after completing the simulation and compiling the game, I was surprised to notice that the model was too big, almost half the height of npc, after which I had to forcefully change the scale .

As for adding details, here I decided not to invent anything, I just took them from a real prototype - safety switch, the front part of the pipe in which the shells are stored.


By the way, since we are talking about this "pipe", then we should mention a funny fact: in HL2, a shotgun can shoot both a single shell as the main attack, and two shells at once during an alternative attack.


The latter is fundamentally contrary to logic - shotguns of this kind (as well as any other kind) cannot shoot two cartridges at once. Of course, it is not necessary to find fault with this so much, because the HL2 is far from a militaristic simulator, and this feature can be taken for game convention. You can also assume that the shells are fired one at a time, not immediately. Why am I telling all this - on the front of the pipe at the W-model you can see a black hole. Maybe it's just a curved texture, and maybe Valve really believed that a second cartridge could fly out… Anyway, in my model this pipe is “magazine”, as on the real prototype.



Crossbow

Render


Ingame screenshot


Crossbow from HL2 is a very interesting thing. Careless, built from what came to hand, besides shooting parts of fitments, previously heated to a scarlet glow with the help of electricity.

Missing right part on original V-model


It is noteworthy that on the original V-model there is no right part of the tensioning mechanism (most likely it was removed in order to optimize and reduce the number of polygons). The fact is that HL2 was developed quite a long time ago, in those immemorial times, when monitors with a 4:3 aspect ratio were in use. In this case, this defect will not be visible, but now, if you play on a 16:9 monitor, then these “stumps” on the right are very well visible and make you sad.


When creating my model, I had to learn how the tension system works on real crossbows. It was necessary to initially think over everything in detail, so that later, in the process of animation, there was no need to change anything on the model itself. Below is an example of a simple rig system that simplifies the animation process:


There was a question about what the shoulders are made of. It was supposed that from the automobile spring, however, I didn't understand what are the diagonal stripes over the entire surface (I did not find a single spring made in a similar way). Without thinking twice, I listened to the advice of people helping me and decided to let this part be made of some kind of composite, like carbon.

Minor little details - the weld seam, electrical tape on the handle (the handle, by the way,
is borrowed from a 9mm pistol, with a modified texture), traces of anodizing in the guide groove.


AR2

Render


Ingame screenshot


Extremely unusual gun in its design. A kind of symbiosis of human and alien technologies.

The main attack is shooting with a burst of pulsed charges whose cartridges are kept in a large horn-shaped mag. Each such cartridge contains thirty charges extracted by an external percussion mechanism. After the cartridge is exhausted, it is removed from the emitter, is ejected, and a new one is substituted in its place from the store with the help of a special mechanism. The logic here, to put it mildly, is very strange - if the player is given the maximum ammunition in the amount of 90 charges (3 rounds), then why do we need such a large magazine, and the fact that the ammunition being picked up for this weapon looks like a separate magazine? At the same time, the mag on V-model is never removed and worn.

For Lost Squad, it was decided to change the principle of the rifle. The main attack will work as follows: the mag contains 30 rounds. 1 cartridge - 1 charge. When the cartridges in the mag run out, the mag is separated from the case and replaced with a new one.

An interesting fact: initially this weapon was planned as an incendiary rifle, this is indicated by the pre-release HL2 gameplay videos in which you could literally set enemies on fire with this weapon, as well as the model name in the game resources (irifle, which means incendiary rifle). The firing speed was significantly lower, but 1 cartridge - 1 charge.

An alternative attack is a shot of a dark energy ball, bouncing off the walls like a skipjack and instantly splitting into atoms all organic creatures that are in its path. With this type of attack there is a small nuance - the picked up ammunition looks like a kind of cylindrical cage with a glow inside. There was no place for mounting such a “cartridge” on the weapon itself. I don't know whether it was a flub or not, however, in my version such a place is provided. The cartridge is located below the main attack system and is connected with the second emitter.

Highpoly


Lowpoly


I had to mess alot with the creation of my own variation of the pulse rifle. The original models technically look very strange. It was necessary to slightly change the main body so that the mag could be easily removed without catching anything, and there was a place for attachment for the cartridge of the alternative attack. It was important not to lose the original authentic look of weapon. Thanks a lot to several people who helped me put all this together - the result turned out to be very efficient.

Original models


In search of all sorts of small details that would be able to make a bit of diversity in the design, I looked at a lot of arts of various sci-fi weapons, took some ideas from there. As for the original models from the HL2, in addition to the V and W models, I also looked at the W model from the leaked version of the HL2. That model is markedly different from the one in the final version.

The process of creating textures was also not easy - a lot of manual drawing and dreary matching the color shades, so that it looked like the original.

Texturing process

Conclusion

Here is such a long story, I haven't written that much since defending my diploma work. I will be brief from now on. Summing up, I should say that I am very pleased with what I have done: in the process of work I gained invaluable experience, and bumped into all sorts of mistakes, which I quickly found ways to solve, collected knowledge of where and how to do it right.

Of course, there is still a lot of work to be done - in some places to fix the geometry, or to improve some textures. It took a lot of time to create a highpoly - at first it seemed that it was just me being slow as a snail. And only after some time I learned that building hardsurfaces is a very thoughtful process, and speed comes only with experience, when you put a good hand on this. In the future I plan to finally learn Zbrush, at least at the level of simple use of Pro Boolean’s, in order to further reduce the time to build highpoly.

Taking this opportunity, I express my deep gratitude to the honorable gentlemen from the Half-Life Project Beta community, in particular Kysss, OddDoc and alek - for their help, criticism and pictures of jokes. And of course, thanks to DmitRex for that we're all here together today.



Hope you enjoed!

Original Article by T-braze

Translation by Reinghord

Lost Squad Weapons Creation Part 2.1

Lost Squad Weapons Creation Part 2.1

Lost Squad 6 comments

In last part we took a look at basic moments of modeling and texturing of weapons. Now let's talk about creation of each model separately.

Lost Squad Weapons Creation Part 1

Lost Squad Weapons Creation Part 1

Lost Squad 6 comments

In this article I will tell you about the creation process of weapons for Lost Squad. Also, the basic principles of creating 3D content for video games...

Previewing Day of Infamy's Flakturm Update

Previewing Day of Infamy's Flakturm Update

Day of Infamy 1 comment

Take a look at whatโ€™s coming in our last free update this year!

The King is dead - long live the King!

The King is dead - long live the King!

TI: Reloaded 9 comments

Our campaign didn't work out due to our lack of experience with these things. So, we contacted experts and cancelled it, and then designed a fresh one...

Add game Games
Halo: Unto dawn Cancelled

Halo: Unto dawn Cancelled

First Person Shooter

Prequel to Halo Alpha short mini mod you play as Agent Kelly on the Remains of the UNCS Sunrise What will you do?

Halo: Alpha Cancelled

Halo: Alpha Cancelled

First Person Shooter

Spartan code name Silver-6705 Part of Hydra squad.

Lost Squad

Lost Squad

First Person Shooter

Lost Squad - is Source Engine based game about what happened to Barney Calhoun after Half-Life 2: Episode One events and why he didn't show up in Half-Life...

Team Fortress 2 Invasion

Team Fortress 2 Invasion

First Person Shooter

source code was released in the 2003 leak, the game was worked on by Team gabeN but their work has yet to be released. but the TFI Team are the newest...

Lost Story: The Last Days of Earth

Lost Story: The Last Days of Earth

First Person Shooter

Lost Story: The Last Days of Earth - is a sci-fi action first person shooter set in the Half-Life universe, which allows you to witness the events set...

Day of Infamy

Day of Infamy

Tactical Shooter

Experience intense close-quarters battles in iconic WWII settings. Day of Infamy is a teamwork-oriented shooter which aims to be a continuation and evolution...

Tundra

Tundra

First Person Shooter

Tundra is a fan made Half-Life game based off of "Epistle 3", Episode Three's story which was leaked a few years ago by Marc Laidlaw. We currently have...

Garry's Mod

Garry's Mod

First Person Shooter

Garryโ€™s Mod is a sandbox mod for the Source Engine. Unlike normal games there aren't any predefined aims or goals. Players are given tools and are left...

Bipolo

Bipolo

Real Time Shooter

shoot with the cursor use the portals to go fight YOU CANNOT SHOOT IN THE MAIN WORLD

Resurgence

Resurgence

First Person Shooter

Resurgence deploys you in shoes of a young resistance member, who have escaped from Nova Prospekt thanks to one free man, and is willing to find his old...

Comments  (0 - 10 of 338)
sofokl3lodei
sofokl3lodei

Hi, how i can found people for work with battle royale on source engine?

Reply Good karma Bad karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Dosman94
Dosman94

To bad this engine was not coded to count beyond the number three.

Reply Good karma Bad karma+6 votes
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

shitty_kitty
shitty_kitty

man, i love source :3

Reply Good karma Bad karma+1 vote
Guest
Guest

can anyone link me an up to date tutorial on how to make mods for the source engine beyond going into source sdk and clicking create a mod the best link I have found so far is the my first mod article in the valve developer community however for the prepare the solution section I got very confused as the only version of visual studio I have is 2015 but it only goes up to 2012

Reply Good karma Bad karma+1 vote
bm_killer10
bm_killer10

check crimewarssource youtube vids

Reply Good karma Bad karma+1 vote
Guest
Guest

anyone know what engine i should use to make my own game

Reply Good karma Bad karma-1 votes
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Argoon
Argoon

That is a stupid question because no one can know what engine is the best for "your game", all we can do is suggest the engine we like the most, but sometimes what we like is not "the best".
The only way for you to know, what is the best engine for your game, is for you to experiment with them, and imo the best engine for any game, is the engine we as a developer/moder know the best, trying to find a engine perfect for your game is stupid and is the reason that many wannabe game developers never release anything.

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Platforms
Windows, VR, X360, XBOX, PS3
Company
Valve
Contact
Send Message
Licence
Commercial
Release date
Engine watch
Follow
Share
Community Rating

Average

9.6

1069 votes submitted.

You Say

-

Ratings closed.

Highest Rated (19 agree) 10/10

Even tho it is aging and it is beginning to show its weakness comparred to other more modern engines, it is still my most preferred engine and the only one I was able to get into succesfully. And with all of the updates Valve is giving it, I think the source engine will be with us for a long time. I wouldn't really recommend this for a commerical product, just because there are so many more modern engines out there that will be a lot easier in the long run (like UDK), but all of the commercial games…

Nov 16 2010 by Half_Kill

Twitter

Latest tweets from @steam_games

๐Ÿ”น DAILY DEAL ๐Ÿ”น Save 50% on Black Desert Online ๐Ÿ” Learn more: Store.steampowered.com #SteamDeals T.co

11hours ago

๐Ÿ”น MIDWEEK MADNESS! ๐Ÿ”น Save 50% on Injusticeโ„ข 2 ๐Ÿ” Learn more: Store.steampowered.com #SteamDeals @wbgames T.co

Nov 13 2018

๐Ÿ”น MIDWEEK MADNESS! ๐Ÿ”น Save 20% - 90% in the Games from Norway sale ๐Ÿ” Learn more: Store.steampowered.comโ€ฆ T.co

Nov 13 2018

๐Ÿ”น MIDWEEK MADNESS! ๐Ÿ”น Save 75% on Crusader Kings II ๐Ÿ” Learn more: Store.steampowered.com #SteamDealsโ€ฆ T.co

Nov 13 2018

๐Ÿ”ท Now Available - Hitman 2 ๐Ÿ”ท ๐Ÿ” Learn More: Store.steampowered.com #NewOnSteam @IOInteractive @Hitman @wbgames T.co

Nov 13 2018

๐Ÿ”น DAILY DEAL ๐Ÿ”น Save 70% on This War of Mine ๐Ÿ” Learn more: Store.steampowered.com #SteamDeals @11bitstudios T.co

Nov 13 2018

๐Ÿ”น DAILY DEAL ๐Ÿ”น Save 87% on Galactic Civilizations III Gold! ๐Ÿ” Learn more: Store.steampowered.com #SteamDealsโ€ฆ T.co

Nov 12 2018

๐Ÿ”น DAILY DEAL ๐Ÿ”น Save 25% on Breathedge ๐Ÿ” Learn more: Store.steampowered.com #SteamDeals T.co

Nov 11 2018

Happy #DayoftheDevs! ๐Ÿ” Browse & wishlist games featured on the showfloor: Store.steampowered.com @DoubleFineโ€ฆ T.co

Nov 11 2018

๐Ÿ”น FREE WEEKEND ๐Ÿ”น Play Squad, Post Scriptum and Onward for free until Monday @ 10am PT. Save up to 50% when you buyโ€ฆ T.co

Nov 9 2018

Tags
Embed Buttons
Link to Source by selecting a button and using the embed code provided more...
Source
Statistics
Rank
7 of 799
Last Update
Watchers
1,242 members
Games
51
Files
103
Articles
509
Reviews
106
You may also like
GameMaker Studio
GameMaker Studio Commercial
Adventure Maker
Adventure Maker Commercial
Intersect
Intersect GPL
Unity
Unity Commercial
Doom Engine
Doom Engine GPL
2D Fighter Maker 2nd
2D Fighter Maker 2nd Commercial