References To HL2: Episode Three And Source 2 Found Inside Source Filmmaker

We can’t go a few months without another one of these propping up!

Facepunch member Walropodes has unearthed some pretty crazy stuff in the Source Filmmaker files. To be more exact, one file, which can be found under this folder path: “…/SourceFilmmaker/game/sdktools/python/global/lib/sitepackages/filesystem/valve.py”

There are two coding segments here which are of interest to us. Here is one, starting from line 49:

def content():
”’
returns a Path instance representing the %VCONTENT% path – path construction this way is super easy:
somePropPath = content() / ‘ep3/models/characters/alyx/maya/alyx_model.ma’
”’
global _CONTENT

And here is another, starting from line 76:

def tools( engine=’Source 2′ ):

The most important thing to note here is that the engine being used is explicitly and clearly noted as being “Source 2“… which is very interesting. Let’s first understand this: the eighth generation of video game technology is little more than one year away. Source, in its current form, requires a massive overhaul in order to capitalize on new tech opportunities in the next generation, and this is indisputable by this point.

And when you’re giving an engine such an extensive next-gen reworking, why on Earth wouldn’t you give it a separate brand and number to make it stand out? So, yes, I firmly believe that Source 2 does exist, in some form or another. In fact, I’ve thought so for quite some time, but this is the first real confirmation that it might actually be out there, and it’s all pretty exciting.

The EP3 reference from line 49 is also rather interesting. It appears they’re using the Maya model format, which in my opinion lends further credence to the possibility of a new engine (considering the fact that native Maya support on the Source engine is notably painful)… but don’t take my word for it, I’m not much of an expert when it comes to this stuff.

But according to Walropodes, that ain’t the end of any interesting tech-related finds in the SFM files. With regards to better tools and new engine integration, here’s this to chew on:

In \sdktools\python\global\lib\site-packages\vproj, there’s “modoConfig.py” and in vprojUI.py there’s tons of modo-related stuff there. In the ui subfolder, there’s a Qt layout file for a modo plugin install screen of some sort (modotoolsinstalldlg.ui)

It certainly seems as if Valve has some impressive stuff brewing behind the scenes, on the toolset-related front. Better integration and support for an assortment of 3D development programs could only be one side of the whole dealio.

Still, I’ve gotta say – it’s been an interesting couple of months to be a Half-Life fan. New-found revelations towards the franchise’s fate and destiny; colossal concept art leaks; and an assortment of bizarre hints towards Half-Life in some of Valve’s other games.

Not sure what it all means, and only time can tell. But I’ll be keeping my eyes and ears open within the foreseeable future, so stay tuned!

Credit to Gamerman12 for the tip, and to ValveTime for unearthing the other major code segment.

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