Uploaded August 2025 | Updated September 2026, 15 hours ago
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 followup on the parallax corrected cubemap shader tutorial I did a while back by showcasing an improvement to the matrix code that was used and I outline how to (hopefully) get the LightmappedGeneric version of custom shaders working via VBSP. This would also apply to the PBR shader, I also cover some issues I have experienced with getting shaders working with Source 2013 Multiplayer mods. Please let me know what you think and see you for whatever I decide to do next, thanks for watching!
Timestamps
00:00 Introduction
00:37 LightmappedGeneric versions of shaders via VBSP
01:49 VBSP matrix calculation improvements
05:23 Shaders in Source 2013 Multiplayer mods
07:30 Outro
► 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
► Episode 7 (Prerequisite): youtu.be/7fiqEGcD5RA
► Episode 15 (PBR Shader): youtu.be/nThOxf-N6D8
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 followup on the parallax corrected cubemap shader tutorial I did a while back by showcasing an improvement to the matrix code that was used and I outline how to (hopefully) get the LightmappedGeneric version of custom shaders working via VBSP. This would also apply to the PBR shader, I also cover some issues I have experienced with getting shaders working with Source 2013 Multiplayer mods. Please let me know what you think and see you for whatever I decide to do next, thanks for watching!
Timestamps
00:00 Introduction
00:37 LightmappedGeneric versions of shaders via VBSP
01:49 VBSP matrix calculation improvements
05:23 Shaders in Source 2013 Multiplayer mods
07:30 Outro
► 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
► Episode 7 (Prerequisite): youtu.be/7fiqEGcD5RA
► Episode 15 (PBR Shader): youtu.be/nThOxf-N6D8


![Valve Source Code 2013 Tutorial (Episode 0): Downloading and Compiling the Code [2023 Edition!]
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 redone introductory episode, I go over how to download (and get into a position to compile) the 2013 source code in Visual Studio 2022, which requires something from Visual Studio 2013. I do not, however, go over how to get into a position to debug the code (This is done in another video!). Please let me know what you think and see you for whatever I decide to do next, thanks for watching!
Original Episode 0 Video: https://youtu.be/U7_Mm0VZz8g
Tutorial Basis: https://developer.valvesoftware.com/wiki/Source_SDK_2013
Valve Source Code 2013: https://github.com/ValveSoftware/source-sdk-2013
Visual Studio 2013 Complete Archive: https://archive.org/details/en_visual_studio_community_2013_with_update_5_x86_dvd_6816332
Visual Studio 2013 Minimalist Archive: https://drive.google.com/file/d/1mcUCXavNHCtQ1IPmO8II6Z0KOhwVpi2k
sapi51 Folder: https://github.com/Electromaster232/ms-sapi51-fixed/archive/master.zip
► 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 0): Downloading and Compiling the Code [2023 Edition!]](https://i.ytimg.com/vi/Vbs2RDUzUBM/mqdefault.jpg)







