Source SDK

Source SDK

Squingus May 29, 2023 @ 4:43am
Source 2
Using source 2 hammer, using the inverted face method to make rooms, and im having problems with weird visleafs, how do I prevent this and fix it from happening?
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Showing 1-8 of 8 comments
StealthMode May 29, 2023 @ 6:13am 
I dunno. This is the Source SDK forum, not Source 2 Hammer forum.
Wont have that till CS2 is released.
Ask your beta group development team.
Infinite_Data May 29, 2023 @ 7:35am 
Originally posted by StealthMode:
I dunno. This is the Source SDK forum, not Source 2 Hammer forum.
Wont have that till CS2 is released.
Ask your beta group development team.
Source 2 Hammer has been out since 2020.

As for actually answering OP's question: I haven't used Source 2 myself, but if it still uses a BSP tree - which it clearly does if there are visleafs - most of the old rules should still apply. I don't quite know what "the inverted face method" is, but it sounds like you're doing something along the lines of creating a cube and inverting the normals of its faces so that the inside of the mesh becomes the "proper" side of it. Which doesn't really sound like a good idea to me. Is there any reason why you can't build the room out of separate walls, the old-fashioned way? It would probably avoid any problems you're facing.

That's the best advice I can give, but there is a Discord server that covers both Source and Source 2 discussion which you might want to check out. I imagine that's the best place to go for Source 2 answers right now.
StealthMode May 29, 2023 @ 8:02am 
Originally posted by Infinite_Data:
Originally posted by StealthMode:
I dunno. This is the Source SDK forum, not Source 2 Hammer forum.
Wont have that till CS2 is released.
Ask your beta group development team.
Source 2 Hammer has been out since 2020.

As for actually answering OP's question: I haven't used Source 2 myself, but if it still uses a BSP tree - which it clearly does if there are visleafs - most of the old rules should still apply. I don't quite know what "the inverted face method" is, but it sounds like you're doing something along the lines of creating a cube and inverting the normals of its faces so that the inside of the mesh becomes the "proper" side of it. Which doesn't really sound like a good idea to me. Is there any reason why you can't build the room out of separate walls, the old-fashioned way? It would probably avoid any problems you're facing.

That's the best advice I can give, but there is a Discord server that covers both Source and Source 2 discussion which you might want to check out. I imagine that's the best place to go for Source 2 answers right now.

I didnt buy HL:Alyx ( HL3 ), DOTA2, etc. And I dont use VR ( Source 2 was only for those with Alyx, DOTA2, or VR ).
So MOST wont be using it till CS2 is released. GL in researching your issue.

Reddit, Discord, etc. might be your best bet.
As well as the Develoeprs Wiki. Problem is Source 2 was marginally introduced. And has no true SDK or S2DK yet.

Source 2
Dota 2 Workshop Tools · SteamVR Workshop Tools · Half-Life: Alyx Workshop Tools · Counter-Strike 2 Workshop Tools (coming soon) <- Looking forward to this.

See how they did it though. Each game is getting its own Source 2 " Workshop ". Whereas in the past it was one easy to navigate SDK. Things are getting sloppy at Valve.

Good luck with your development.
Last edited by StealthMode; May 29, 2023 @ 8:08am
Infinite_Data May 29, 2023 @ 8:18am 
Originally posted by StealthMode:
I didnt buy HL:Alyx ( HL3 ), and I dont use VR ( Source 2 was only for those with Alyx ).
So MOST wont be using it till CS2 is released. GL in researching your issue.

Reddit, Discord, etc. might be your best bet.
As well as the Develoeprs Wiki. Problem is Source 2 was marginally introduced. And has no true SDK or S2DK yet.

Source 2
Dota 2 Workshop Tools · SteamVR Workshop Tools · Half-Life: Alyx Workshop Tools · Counter-Strike 2 Workshop Tools (coming soon) <- Looking forward to this.

See how they did it though. Each game is getting its own Source 2 " Workshop ". Whereas in the past it was one easy to navigate SDK. Things are getting sloppy at Valve.
HL: Alyx is not HL3. Even if you're referring to Valve's internal naming, HL:A was codenamed simply "HLVR". It was never intended to be a successor or replacement to either Episode 3 or HL3, nor is it a sequel to Episode 2.

Source 2 was first released to the public in 2015 with a major Dota 2 update.

SDK stands for "software development kit", so I have no clue what you mean by S2DK, but I'm fairly confident that's not a thing.

I don't think you know what the Workshop even is. It's a unified way of distributing user-made content via the Steam platform. It is not synonymous with, nor is it a replacement for, an SDK. Major Source multiplayer games (TF2, CS:GO, Dota 2, Gmod, L4D2) have had their "own" Workshops for ages. It's the same system, just tailored to each game's specific needs. Content for those games is still made roughly the same way in each case, the only possible exception being Portal 2, which received a unique optional in-game map-making tool as a simple alternative to Hammer. There is nothing "sloppy" about making a standardised content distribution system for multiple games.
Squingus May 29, 2023 @ 8:19am 
this isn't meant to be a post flaming each other, please stay on topic.
StealthMode May 29, 2023 @ 9:13am 
Originally posted by Infinite_Data:
Originally posted by StealthMode:
I didnt buy HL:Alyx ( HL3 ), and I dont use VR ( Source 2 was only for those with Alyx ).
So MOST wont be using it till CS2 is released. GL in researching your issue.

Reddit, Discord, etc. might be your best bet.
As well as the Develoeprs Wiki. Problem is Source 2 was marginally introduced. And has no true SDK or S2DK yet.

Source 2
Dota 2 Workshop Tools · SteamVR Workshop Tools · Half-Life: Alyx Workshop Tools · Counter-Strike 2 Workshop Tools (coming soon) <- Looking forward to this.

See how they did it though. Each game is getting its own Source 2 " Workshop ". Whereas in the past it was one easy to navigate SDK. Things are getting sloppy at Valve.
HL: Alyx is not HL3. Even if you're referring to Valve's internal naming, HL:A was codenamed simply "HLVR". It was never intended to be a successor or replacement to either Episode 3 or HL3, nor is it a sequel to Episode 2.

Source 2 was first released to the public in 2015 with a major Dota 2 update.

SDK stands for "software development kit", so I have no clue what you mean by S2DK, but I'm fairly confident that's not a thing.

I don't think you know what the Workshop even is. It's a unified way of distributing user-made content via the Steam platform. It is not synonymous with, nor is it a replacement for, an SDK. Major Source multiplayer games (TF2, CS:GO, Dota 2, Gmod, L4D2) have had their "own" Workshops for ages. It's the same system, just tailored to each game's specific needs. Content for those games is still made roughly the same way in each case, the only possible exception being Portal 2, which received a unique optional in-game map-making tool as a simple alternative to Hammer. There is nothing "sloppy" about making a standardised content distribution system for multiple games.

I will disprove your statement. About HL:Alyx. HL1, Cs mod. HL2/Source. HL3/Source2, what did Alyx use again? Alyx was HL3, but Gabe doesnt like the stigma around calling something part 3 or the 3rd. That was HL3 though.

Far as your rhetoric about " Workshops ". Thats something I DO know about in fact.
Prior to " Workshops " there were SDK. And in each game so far using Source 2. Its just Hammer for Source 2 that was released. Not the full Source 2 Development Kit. Hence " Workshops " for each game using Source 2 engine. Which are only 3-4 things atm. DOTA2, Alyx ( HL3 ), VR, and coming soon CS2 ( Not CSGO2, CS2. Want to emphasize that. )

Yes, " Workshop " showed up shortly after " SteamPipe ". As you have stated. For easy community distribution, mostly of weapon skins for GO, and some really amateur made maps. Amateur due to the plethora of bugs in the environment development. Tears, collisions, T-Junction design flaws ( Overuse of Func_detail, not enough Func_brush ), and view distance / rendering issues.

Keep in mind. We had GameSpy, FilePlanet, etc. prior to this for easy distribution of HL / Mod / Source community authored content. " Workshops " were just a consolidation of this under Valves direct oversight. They ( Valve ) also get all of your content, and can do whatever they want with it. Without paying you a DIME. If posted/hosted/made in their " Workshops ".

Me?
I will be using Hammer for Source 2 offline, and copies of maps will have embedded copyrights.

Originally posted by SQUINGUS:
this isn't meant to be a post flaming each other, please stay on topic.

Agreed.

That said. Infinite Data, please stop derailing OPs topic just to troll/argue.

No further responses. Start a separate thread if you wish to continue this conversation.
Last edited by StealthMode; May 29, 2023 @ 9:25am
Rectus Jun 1, 2023 @ 2:41am 
Originally posted by SQUINGUS:
Using source 2 hammer, using the inverted face method to make rooms, and im having problems with weird visleafs, how do I prevent this and fix it from happening?

What kind of issues are you getting? Source 2 uses an octree based visibility system, so the visibility volumes won't always be aligned to the geometry. As long as they either touch or envelop the geometry it should render correctly.

The most important part is to have good mesh topology. Try to have manifold geometry, and avoid having faces facing into objects. Try to cut and remove parts of faces that do that whenever possible.
Squingus Jun 1, 2023 @ 9:39am 
Originally posted by Rectus:
Originally posted by SQUINGUS:
Using source 2 hammer, using the inverted face method to make rooms, and im having problems with weird visleafs, how do I prevent this and fix it from happening?

What kind of issues are you getting? Source 2 uses an octree based visibility system, so the visibility volumes won't always be aligned to the geometry. As long as they either touch or envelop the geometry it should render correctly.

The most important part is to have good mesh topology. Try to have manifold geometry, and avoid having faces facing into objects. Try to cut and remove parts of faces that do that whenever possible.
my problem was that I had parts of the geometry that would render, but I have since figured it out, now I have a problem with a light that creates a black square that flickers when you move
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Date Posted: May 29, 2023 @ 4:43am
Posts: 8