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GitHub - IaVashik/Sourcemods-Builder: Effortlessly automate asset collection for Source Engine mods with CLI and GUI support.
GitHub - IaVashik/Sourcemods-Builder: Effortlessly automate asset collection for Source Engine mods with CLI and GUI support.
github.com

I made a tool because manually gathering all the files for Source mod builds sucks. Sourcemods Builder: * Scans your VMF/BSP maps. * Auto-finds + copies all required models, materials, sounds to a clean output folder (keeps structure). * Saves hours, less missing stuff. * Fast (Rust 🦀). * Native GUI & CLI. * Free, open-source, cross-platform (Win/Linux).

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We just did a huge media release for FUBAR! Here are some highlights from our creatures!
We just did a huge media release for FUBAR! Here are some highlights from our creatures!
We just did a huge media release for FUBAR! Here are some highlights from our creatures!
We just did a huge media release for FUBAR! Here are some highlights from our creatures!

We just did a huge media release for FUBAR! Here are some highlights from our creatures!

infoplayerstart1

Howdy im SCGE, and ive come to announce a project called half-life 2: citizenship, its a mod ive been trying to get some people for, but i think ive gotten what i can! Be sure to look out for updates and promotional photos/videos

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Half-Life 2: Community Edition DevLog #2; Hello there, It is I, the lead developer once again. Half-Life 2: Community Edition has been rewritten to use the 'Team Fortress 2' engine branch, although this branch doesn't have as many features as the Counter-Strike: Global Offensive engine branch, this allows us to experiment with our own implementation of Cascade Shadow Mapping (src: gitlab.com/hl2-expanded/projectc…), QtUI, etc. If you would like more information about the project--join the Discord server.