• Welcome!

    Welcome to Source Modding where you can learn how to use Valve's Source SDK or Half-Life SDK to modify the stock games or even create your own.

    You will find a wealth of useful information here, everything from in-depth tutorials from either myself or the ever generous Source Modding Community, to tools, community links and history regarding everything Valve related.

    The website and tutorials are an ongoing project of mine and i hope to keep them available to you as long as possible.

    Let me know via E-Mail if you have any suggestions, requests or ideas for improvements. Or Simply submit a Link here.

    The website is under active development, expect non critical bugs, half finished pages and some weird stuff here and there,

    I have just finished the Tools section and can now turn my attention to collecting tutorials from the community and creating my own.

    Thank you for visiting sourcemodding, I hope you find the service useful.
    Kind Regards

    Cathal McNally

    Tutorial Indexing Progress
    SFM Tutorials - 80%
    GoldSrc Tutorials - 45%
    Source Tutorials - 20%
  • Why Half-Life 3 will happen..


    It seems the pot has been well and truly stirred this week, at least for fans of Half-Life, the franchise which bears so much meaning to many of us. An article published over at Game Informer seems to have (whether intentionally or not) shattered the hopes and dreams of the very many fans longing for a continuation or finale to the series.

    The article is well written and comes from a highly regarded journalist within the gaming community. Some have pointed out that the interviewee on which the piece was based may have been fabricated to create a sensationalist story and ruffle some feathers on the way. Personally if I worked for VALVe and were willing to speak about matters concerning the elusive HL3 I too would like to preserve my career. I believe that this is in fact an interview with an actual VALVe employee who is also a fan of the series and undoubtedly frustrated and saddened by the state of affairs surrounding a sequel to Episode 2.

    Just because VALVe are (allegedly) not working on it right now or have no immediate plans to, doesn’t mean that the game will never re-enter development again or be released to see the light of day. The expectations Valve put on themselves let alone what is expected by the fans is an Everest of a task but certainly not impossible nor improbable.

    We need to sit back and take a look at the bigger picture here, VALVe make a really pretty penny through Steam, probably the shiniest in the whole industry and rightly so, they developed a platform for fun social interaction through the sale of their own titles and more importantly, everyone else’s. On top of that in recent years VALVe have been focusing on their free to play model through the hugely popular Dota 2, CSGO and TF2 each of which need considerable man power to manage and maintain. Last but not least VALVe alongside HTC have been pioneering in the field of Virtual Reality through the Vive.

    Do I even need to mention their other hardware endeavors the Steam controller, Steam Link and the push for Steam machines running Steam OS? All of this takes time through planning, development and execution. How a company could develop a game of any kind alongside this workload least of all one of Half-Life’s caliber is beyond me. The timing is just not right, VALVe need to settle before they can pursue the Half-Life problem, they need to steady their ship, come full circle and one day when it feels right, ask the questions, Are we there yet? Is it time?

    This could take years and by all means they should. There won’t be an Episode 3, the article was crystal clear on that and I agree. It’s something I have assumed for a long time, making episodic content at this point makes little to no sense. For it to fit both visually and ascetically they would need to develop it using the almost 10 year old Episode 2 version of the Source Engine. This would be a step backwards by all accounts as they have already poured much effort into developing a new set of tools and a successor Engine to Source.

    A sequel of any kind will come in the form of a standalone Half-Life 3 utilizing the latest in tech and tools, ready to wow us much like the jump from HL1 to 2. This is one of the major stumbling blocks VALVe will need to overcome. I am positive the story is complete and there is nothing there really to be changed, the issue is telling it or how they will tell it, and in what format?

    I don’t agree that the potential JJ Abrams Movie is the only thing that might breathe life back into the series. Half-Life is not dead, it never was, it continues to have droves of fans, communities continue to mod and develop for the series. All it would take would be an inkling of a sign or a message that the game is coming and the Internet will literally explode. I even get excited at the mere thought of it. And therein lies the biggest stopper that Half-Life faces, Expectations…

    It’s easy to play the blame game here and point the finger at VALVe for not producing a third episode when the wheel was turning back in 07. Personally I think they were right to stop when they did. They risked damaging the series by making something for the sake of finishing it, so rather quit while you are ahead and revisit it at a later date with replenished vigor, it doesn’t matter that it’s going to be over 10 years later. What needs to happen is that we all need to lower our crazy internal expectations of what this game should be and simply enjoy what it will be when it eventually comes to life, only then will the game truly succeed.


    Half-Life is part of a legacy, an unfinished one at that. Aside from the constant and relentless reminders from the community, I am positive Gabe, and many of those who worked on the original game have a small nagging feeling that this story is something that deserves an ending, that quite simply cannot be left untold. Most of us are familiar with that nagging feeling from something left unfinished or incomplete. That in itself will be enough to get the project in motion once the time is right.

    People are screaming for closure to the series, and I think that’s wrong. VALVe shouldn’t make a game to justify that, again that falls into the category of making a game for the sake of it. VALVe should rather make the game because they want to, because it feels right, because they have a story to tell and only they can tell it, only they are qualified to do so. The internal smaller Half-Life projects the article mentions where staff have tried to get a concept up off the ground in different forms is testament that VALVe themselves want to make the game. VALVe are smart and to eventually make Half-Life would be a smart move, it would please the fans, it would also please themselves and it would satisfy that longing hunger for a continuation to Gordons story.

    Call my views jaded, plaster me as a hopeless delusional fool, you might just be right but I will continue to have faith and believe that Gordon will come back, that his ever trusty crowbar will taste Combine Advisor flesh and in the end of course, get the girl. We need to step back and let VALVe do what they are best at, telling compelling stories in such an interactive way that you really do feel like you are part of it yourself. Stop baying for blood and give them a chance to do so. Practice patience and maybe some optimism that the game will arrive like the saying goes..

    Better late than never.

    Cheers.
    Cathal



  • The Archiver
    The Archiver

    The Archiver is a browser extension that lets you save a webpage to the top 3 popular Archival services available today.
    It also lets you check if the page has already been archived.

    Simply right click on a page and use the context menu to archive the page or check if the page has been previously saved.

    Save all the Internets! Check the Screenshots.

    If you are interested in developing the extensions further you can check them out on Github, Firefox, Chrome.
    Please do let me know via E-mail if you come across any bugs or if you have a feature request!

    Download!

  • Submit a Link
    Submit Link
    Sending
  • poppy1
    Where is Poppy

    This project aims to demonstrate the modding process in Goldsrc through coding, mapping, modeling, animation and the implementation of simple, fun game mechanics, I will do my best to guide you through the creation process of a simple mod from start to finish. Below you can read the High Concept which will lay the foundations, and is essentially where any mod/game should start.

    Jotting down your ideas on paper is to many the boring part of game design but it is probably one of the most important, simply because you are human, If you don’t you will forget your ideas (which may or may not come to you in the shower), you will lose interest faster and you will probably give up because you started modding from the get go with no clear indication of the direction you need to take.

    poppy2

    By clearly setting out the games characteristics, goals and story, and keeping it simple and not too fancy you paint a picture of what the game will look like, how it will play, and what makes it an enjoyable experience. The High concept is just that, a high level overview, a summary even of what your game will be. You do not write up a comprehensive digest of the game that specifies that Character X has more Mana than Character Y,

    These details are saved for the games Technical Design Document which will be developed later as the high concept is enough to get started with. Starting the Technical design document too soon in my experience has literally ruined game ideas because you get bogged down in technicalities and leave no room for the truly fun part, the modding process itself!

    Head over to the Project Page and read more about this endeavor.

Featured Tutorials
  • Get to grips with the setup of Visual Studio for programming in the Goldsrc engine.

  • This guide will teach you how to do basic three point lighting in the Source FilmMaker

  • A collection of the most useful stuff for Source Filmmaker

  • In this, the first part in the “Where is Poppy” modding tutorial series i highlight the steps required for setting up your GoldSrc Mod for its first run.

  • A generic tutorial covering the basics of the Perforce version control system which can be used to reliably store (and version) game assets and code

Services
Top Tools
  • Crowbar
    Lightbox Image

    Crowbar decompiles source-engine models (MDL and ANI file formats) and provides a convenient graphical interface to "studiomdl.exe", the command-line model compiler usually provided with each source-engine game.

    Visit the Tools Homepage for up to date releases and news.

    If the original download mirror fails you can download a copy here.

  • VTF Edit
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    VTF Edit is a GUI tool to assist you in the creation of Valve Materials(VMT) & the Valve Texture Format (VTF). It is a powerful tool built on VTFLib allowing you to convert between multiple image formats and the source specific ones.

    Visit the Tools Homepage for up to date releases and news.

    If the original download mirror fails you can download a copy here.

  • QC Mann
    Lightbox Image

    QC Mann is basically a tool to simplify the creation of QC files for Source Engine Models.
    It provides an easy to use interface for adding common properties to your models QC file in preparation for compilation

    Visit the Tools Homepage for up to date releases and news.

    If the original download mirror fails you can download a copy here.

  • Linux Game Server Managers
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    A command line tool for quick, simple deployment and management of various dedicated game servers

    This tool makes it easy to work with Steam CMD for setting up your dedicated game server.

    Check out the official homepage.

    If you need a copy you can download a version here.

  • BSP Source
    Lightbox Image

    BSPSource is a map decompiler for Source engine maps, written in Java.
    BSPSource is based on a reengineered version of VMEX 0.98g by Rof, which is no longer developed and lacks support for newer Source engine games.
    It decompiles .bsp map files back to .vmf files that can be loaded in Hammer, Valve's official level editor.

    Visit the Tools Homepage for up to date releases and news.

    If the original download mirror fails you can download a copy here.

  • Wally
    Lightbox Image

    This is a list of some of the basic features Wally offers:

    • Basic loading/viewing/saving/editing of Quake2, Quake1, Half-Life, and Build-engine game texture files.
    • Texture directory browsing
    • Converts PCX, BMP, and TGA files, both 8-bit and 24-bit
    • WAD file filters, drag/drop between WADs
    • Batch Conversion of any supported image to another
    • Support for custom JASC or LMP palette files
    If you need a copy you can download a version here.

  • Mod Maker
    Lightbox Image

    Mod Maker is primarily a Source mod and tool launcher with productivity features to make it easier to mod for Source including:

    • 2013 Mod Creation
    • Shortcuts for all your mod's important files and folders
    • Automatic Source SDK configuration
    • FGD editor / entity creator
    • Drag and drop model compiling
    • Mod Localization
    • and much more!
    Visit the Homepage for the latest version.

    If you need a copy you can download a version here.

  • Mesa
    Lightbox Image

    MESA 2.0 is a suite of MEL Scripts to export and import 3d models for the Valve Source Engine with Autodesk Maya. This is the short name for Maya Exporter for Source Absolute.

    MESA is Mel scripts bases exporter and importer Tools. This scripts are the rewritten / edited Scripts from Valve, and originally designed for maya 4.5.

    MESA is compatible with all recent version of Maya ( 2011/2012/2013/2014 with x86 and x64 bits ). Visit the homepage. If you enjoy the tool, support the developer by donating through Gumroad.

    If the original download mirror fails you can download a copy here.

  • DuctTape
    Lightbox Image

    A development integration and project building tool for Source Engine modders.

    • Build outdated files with the press of a button
    • Eliminate the need to work with batch files
    • Visually create script files, instead of typing them
    • Create and compile an SMD into an MDL
    • Build soundscape files using an intuitive interface
    Check out the official homepage.

    If you need a copy you can download a version here.

  • GCF Scape
    Lightbox Image

    GCFScape is an explorer like utility that enables users to browse Half-Life packages and extract their contents. GCFScape supports .bsp, .gcf, .ncf, .pak, .sga, .vpk, .wad and .xzp packages and runs independently of Steam

    Check out the official homepage.

    If you need a copy you can download a version here.

  • Half Life Model Viewer (HLMV)
    Lightbox Image

    HLMV is a tool packaged with Source & GoldSrc games for viewing and checking models compiled for the respective engines.

    It has a reputation (much like Hammer) for its buggy nature and random crashes but for the most part it serves its purpose well.

    HLMV comes along with the Valve games and you can find it in the games "/bin" folder in steam.

    If you need a copy you can download a version here.

    Keep in mind the games official viewer will work better than the above mirrored one.
  • Valve IDE
    Lightbox Image

    Valve Integrated Development Environment (VIDE) is a toolkit for the Source engine aimed at aiding mappers and modders alike.

    It features the following: Hammer Splitter Editor, Package Viewer, Particle Editor, VBSP Editor, VMT Editor, Mass VMT Editor, VTF Editor, Mass VTF Editor, BSP Info, Entity Lump Editor & Pakfile Editor.

    Check out the official homepage.

    If you need a copy you can download a version here.

  • Wallworm Model Tools
    Lightbox Image

    The Wall Worm Model Tools (WWMT) is a MAXScript utility to help you send your models from 3ds Max to Valve's Source Game Engine.

    With WWMT, there is no more need to write QC and VMT files in most circumstances. With WWMT and the VMF exporter, you can even output your models and level all at once! Visit the Homepage for up to date releases and support.

    If the original download mirror fails you can download a copy here.

  • Source Multi Tool
    Lightbox Image

    Source Multi-Tool is a tool created to replace Valve Source SDK Launcher with more features. You can find the latest version in the Release forums section on Steam Community.

    Check out the official homepage.

    If you need a copy you can download a version here.

  • Sledge
    Lightbox Image

    Sledge is a completely free and open-source replacement for Valve's Hammer Editor, with a focus on compatibility with both Goldsource and Source engines.

    The purpose of Sledge is to offer advanced editing features from later versions of Hammer and other editors and make them available to all users, regardless of which engine they choose to use.

    Check out the official homepage.

    If you need a copy you can download a version here.

  • Blender Source Tools
    Lightbox Image

    This is a list of some of the basic features the tool kit provides:

    • One-click export and import
    • SMD and DMX
    • Support for most Blender features
    • Export multiple objects to one file
    • Compile QCs automatically
    • Import complicated models by QC
    Visit the Homepage for the latest version.

    If you need a copy you can download a version here.

  • HL Tools: HLMV (Community Made)
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    Half-Life Model Viewer is a brand new tool based on HLMV 1.25 and Jed's Model Viewer 1.36 that provides an entirely rebuilt model viewer.

    Unlike previous model viewers, this tool uses a cross-platform GUI library, minimizes direct use of platform specific code, and is designed to allow for maximum code reuse.

    The Official download of this community model viewer can be found here.

    If you need a copy you can download a version here.

  • Source Shader Editor
    Lightbox Image

    This WYSIWYG editor allows the user to create, compile and implement new shaders easily into a source mod without any preliminary knowledge of HLSL.

    The shaders are based on nodes which are connected over bridges to finally compose a flowgraph for each, the vertex and pixel shader (similar to shader/material editors that you may know from other engines). Any shaders created this way can be referenced by a vmt file in a similar manner to shaders that have been created through code.

    Check out the official homepage.

    If you need a copy you can download a version here.

  • Softimage ModTool
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    Softimage ModTool (formerly XSI Mod Tool) is a free 3D modeling and animation package for creating non-commercial games and “modding” games. It features built in support for Source, XNA, CryEngine 2 and Unreal Engine 3.

    Create stunning 3D Models, animations and Maps for Source through this toolset. Unfortunately Softimage has been discontinued and thus there will be no further updates to the ModTool either.

    If the original download mirror fails you can download a copy here.

  • Zoners Half-Life Tools (ZHLT)
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    Zoner's Half-Life compile tools offer many improvements over the original map compiling tools for Half-Life.

    Improvements like better lighting quality, faster vis times, switchable texture based lighting, support for brush entities casting shadows, removal of "sticky" edges, support for 64-bit processors, and much more.

    Check out the official homepage.

    If you need a copy you can download a version here.

  • Crowbar
  • VTF Edit
  • QC Mann
  • LGSM
  • BSP Source
  • Wally
  • Mod Maker
  • Mesa
  • DuctTape
  • GCF Scape
  • HLMV
  • VIDE
  • Wallworm
  • SMT
  • Sledge
  • BST
  • HL Tools (HLMV)
  • SSE
  • ModTool
  • ZHLT

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