Uploaded December 2024 | Updated September 2026, 14 hours ago
Hello and welcome to yet another Source Shorts video! Today, I am outlining how you can change the explosion effects in two ways: by modifying the materials that the explosion effect uses and replacing the effect with a particle system. I make some egregious errors in this video in an attempt to get it out quickly, I apologize for this! Also, for the particle system explosion effect, I didn't specify in the video that the particle system needs to be precached in order for it to be used. A very quick and effective way to achieve this is to add an ! at the front of the .pcf file that contains the particle system that you want to use inside of the particles_manifest.txt file (which should be in your mod's particles folder). So, you would add something like: "file" "!particles/explosion.pcf". As always, have a great day and I'll see you soon for another video! Thanks for watching.
► You can buy me a coffee to support the effort of creating videos on my new channel! -- buymeacoffee.com/gareththegamer
► My new channel: GarethTheGamer -- youtube.com/channel/UC36qEnApR9ua9eDjaRLYcbA
Hello and welcome to yet another Source Shorts video! Today, I am outlining how you can change the explosion effects in two ways: by modifying the materials that the explosion effect uses and replacing the effect with a particle system. I make some egregious errors in this video in an attempt to get it out quickly, I apologize for this! Also, for the particle system explosion effect, I didn't specify in the video that the particle system needs to be precached in order for it to be used. A very quick and effective way to achieve this is to add an ! at the front of the .pcf file that contains the particle system that you want to use inside of the particles_manifest.txt file (which should be in your mod's particles folder). So, you would add something like: "file" "!particles/explosion.pcf". As always, have a great day and I'll see you soon for another video! Thanks for watching.
► You can buy me a coffee to support the effort of creating videos on my new channel! -- buymeacoffee.com/gareththegamer
► My new channel: GarethTheGamer -- youtube.com/channel/UC36qEnApR9ua9eDjaRLYcbA


![Valve Source Code 2013 Tutorial (Episode 15): Shader Authoring Part 3 [Adding The PBR Shader]
Hello everyone and welcome to a new (probably short) series of videos I do involving the source code from Valve for Half-Life 2, and some guides on how to do stuff with this code. In this episode, I demonstrate how to add Thexa4s PBR shader for the Source engine. Unfortunately, this only seems to be an UnlitGeneric version, plus I cannot tell you how to make textures that make use of this shader, so apologies for this! Please let me know what you think and see you for whatever I decide to do next, thanks for watching!
Shader Authoring Part 1 (Prerequisite for this guide): https://youtu.be/yqJHtQ0k9g0
Source PBR Shader Link: https://developer.valvesoftware.com/wiki/Adding_PBR_to_Your_Mod
► You can buy me a coffee to support the effort of creating videos on my new channel! https://www.buymeacoffee.com/gareththegamer
► My new channel: GarethTheGamer https://www.youtube.com/channel/UC36qEnApR9ua9eDjaRLYcbA Valve Source Code 2013 Tutorial (Episode 15): Shader Authoring Part 3 [Adding The PBR Shader]](https://i.ytimg.com/vi/nThOxf-N6D8/mqdefault.jpg)

![Valve Source Code 2013 Tutorial (Episode 6 Alt): Shader Authoring Part 1.5 [Using SCell555s Version]
Hello everyone and welcome to a new (probably short) series of videos I do involving the source code from Valve for Half-Life 2, and some guides on how to do stuff with this code. In this episode, I introduce an alternative method for shader authoring and show how to get into a position to be able to compile custom shaders for your mod by using a modified compiler by SCell555. Please let me know what you think and see you for whatever I decide to do next, thanks for watching!
Links:
Guide - https://developer.valvesoftware.com/wiki/Shader_Authoring
SCell555s Shader Compiler - https://github.com/SCell555/ShaderCompile/releases/latest
► You can buy me a coffee to support the effort of creating videos on my new channel! https://www.buymeacoffee.com/gareththegamer
► My new channel: GarethTheGamer https://www.youtube.com/channel/UC36qEnApR9ua9eDjaRLYcbA Valve Source Code 2013 Tutorial (Episode 6 Alt): Shader Authoring Part 1.5 [Using SCell555s Version]](https://i.ytimg.com/vi/ng7pF8JOB-4/mqdefault.jpg)



![Halo: Reach - Firefight Matchmaking Episode #14 [Playing With James!]
Hey everyone and welcome to another session of Matchmade Firefight games in Halo: Reach! I played the Halo: The Master Chief Collection version of 2 player Firefight for this video, with my brother James @eternalknuckles1993 though without his input. Consider the fact that from now on, I dont have a lot of control over what game modes and maps I play on for this series going forward. Please let me know what you think in the comments and Ill see you next time for whatever I decide to do next!
► You can buy me a coffee to support the effort of creating videos on my new channel! https://www.buymeacoffee.com/gareththegamer
► My new channel: GarethTheGamer https://www.youtube.com/channel/UC36qEnApR9ua9eDjaRLYcbA Halo: Reach - Firefight Matchmaking Episode #14 [Playing With James!]](https://i.ytimg.com/vi/oBWcjL3Hom0/mqdefault.jpg)
![Valve Source Code 2013 Tutorial (Episode 36): Shader Authoring Part 5 [Adding Radial Fog]
Hello everyone and welcome to a new (probably short) series of videos I do involving the source code from Valve for Half-Life 2, and some guides on how to do stuff with this code. In this episode, I showcase how to add radial fog from the 20th Anniversary update to Half-Life 2 into a Source 2013 Singleplayer or Multiplayer mod. For Singleplayer mods, the inclusion of this feature requires the compilation of shaders (which is why this video is part of the Shader Authoring set of videos). I need to give a massive thank you to @WadDeIz_Real for making the guide that I followed in the video! Keep in mind that you need to use the Perl/DirectX SDK method to compile shaders if you choose to add this, or get this video to 50 likes, then I will add the code to my GitHub! Please let me know what you think and see you for whatever I decide to do next, thanks for watching!
Timestamps
00:00 Introduction
00:33 Radial Fog in Source 2013 Multiplayer Mods
02:39 Adding Radial Fog in Source 2013 Singleplayer Mods
21:37 Extra Considerations
23:26 Outro
Links:
Shader Authoring Part 1 - https://youtu.be/yqJHtQ0k9g0
Guide - https://developer.valvesoftware.com/wiki/Programming/adding_radial_fog
GitHub - https://github.com/TheMaster974/source-code-tutorials
► My new channel: GarethTheGamer https://www.youtube.com/channel/UC36qEnApR9ua9eDjaRLYcbA
► My Discord server: https://discord.gg/AynhkAED4S Valve Source Code 2013 Tutorial (Episode 36): Shader Authoring Part 5 [Adding Radial Fog]](https://i.ytimg.com/vi/oGmLb6r5x_U/mqdefault.jpg)
![Gareth Showcases: cstrike-sdk-2013 (Downloading & Testing A Counter-Strike Source Mod!)
Hello everyone and welcome to another showcase video, where Ill be looking at a Counter-Strike: Source mod by Rex-08 (big-ups and shoutout!). In this video, I outline how to acquire this code, compile it and launch into it. I have been sitting on this idea for a while now so I apologize for delaying this video for as long as I have! Hopefully you enjoy the video, please let me know what you think and Ill see you next time for whatever I decide to do next. Thanks for watching!
cstrike-sdk-2013: https://github.com/Rex-08/cstrike-sdk-2013 [Link doesnt work ☹]
► You can buy me a coffee to support the effort of creating videos on my new channel! https://www.buymeacoffee.com/gareththegamer
► My new channel: GarethTheGamer https://www.youtube.com/channel/UC36qEnApR9ua9eDjaRLYcbA Gareth Showcases: cstrike-sdk-2013 (Downloading & Testing A Counter-Strike Source Mod!)](https://i.ytimg.com/vi/oKyl4n0coco/mqdefault.jpg)