.:Xash3D Engine:.

Custom Gold Source Engine build from a scratch

Unkle Mike (aka G-Cont, aka Дядя Миша) - main developer
HLFX.ru & CS-Mapping.com.ua forum members - help, support, testing

CortexReaver, nemyax - English translation

Xash3D Engine has been tested for compatibility with many of Gold Source games and MODs. At this moment it should provide you an ability to successfully complete almost any existing singleplayer Half-Life mod without compatibility problems. Some mods can be not totally compatible, if they are too hardly modified or using some very specific or unstable features of Gold Source engine. Also multiplayer part of Xash3D engine is not fully completed yet because of lack of some important information and hidden source codes of Gold Source engine. So in most cases multiplayer mods should work good in a local or a LAN game, but some features can not work or work not exactly as under Gold Source engine. Check a detailed list of tested mods and a list of tested maps in "Features" section. A full list of Xash3D Engine features is also there, plus a guide on how to get work Half-Life and its' mods under Xash3D (in English and in Russian).


Since Xash3D is a Half-Life compatible engine, then all the innovations below will be given in comparsion with GoldSrc engine.

Basic limits.

Xash3D limits are not just higher than Half-Life ones, they also can be tuned in gameinfo.txt file.
- MAX_EDICTS is 600 - 4096 (versus 900 in Half-Life).
- MAX_TEMPENTS is 300 - 2048 (vs. 500).
- MAX_PARTICLES is 1024 - 8192 (vs. 4096).
- MAX_BEAMS is 64 - 512 (vs. 64)
Careful limits reduction can save RAM in mods which don't need many edicts. Also MAX_EDICTS parameter is broadcasted from server during a multiplayer session, it adjusts clients to new conditions automatically.

Other limits.

These limits are engine-hardcoded and can not be tuned by user.
- MAX_VISIBLE_PACKET is 512 entities (256 in Half-Life).
- MAX_MODELS is 2048 unique models (including sprites and bmodels)
- MAX_SOUNDS is 2048
- MAX_SENTENCES is 2048 (1534 in Half-Life)
- MAX_USER_MESSAGES is 191 (128 in WON Half-Life)
- MAX_TEXTURES is 4096 (2048 of them can be used for VGUI)
- MAX_MESSAGES is 2048 (1024 in Half-Life) (quantity of messages in titles.txt)
- Maximum size for indexed textures is 4096х4096 (vs. 512х512 in Half-Life)
- Maximum size for true-color textures is 4096x4096.

Limits for bsp-models.

- MAX_MAP_MODELS 1024 (256 in half-life)
- MAX_MAP_LEAFS 32767 (8192 in half-life)
Note: other BSP-model limits are specified by compiler tools and don't depend on the engine.

Realisitic lighting values on server.

Xash3D allows to get more accurate value of current lighting level, because it considers lightstyles and their current values. The player's lighting is taken directly from renderer and considers all lighting types, including entity light and dynamic light.

Improved decal save.

Half-Life supports decal save only on world surfaces and very rare on doors, elevators and other moving models. Xash3D saves decals on every brush model. Decal transition between levels is also maintained (implemented in Half-Life, but doesn't really work).

Entity patch technology support.

This technology allows to load entities from external .ent script file. This script can be produced by the external ripent.exe application or by engine's facilities by typing the entpatch command. If the command is entered when a map is loaded, a new entity patch will be created.

Various map formats support.

Xash3D supports following BSP-map formats: Quake 1, Half-Life, Half-Life Blue Shift. Besides, Quake 1 external bmodels are supported (medikit and ammo models). Note: it is recommended to play Quake 1 maps in Deathmatch Classic mod to prevent stuckness of player because of the difference between hull's sizes of Half-Life and Quake.

Hot resource precaching support.

Xash3D allows to precache models "on the fly" that helps to avoid nasty PF_PRECACHE_ERROR. Also Xash3D doesn't crash if a model or sound wasn't found.

Reliable changelevel.

Before switching to a next map Xash3D will analyze its state (without unloading the current map) and decides whether correct changelevel procedure is possible. In case of any error in a next map the engine will signal about it in the developer's console, and the changelevel will be aborted. The error message also contains troubleshoot tips that can make level designer's life easier, because such errors are most difficult to diagnose and fix.

Built-in credits.

To display credits and exit the game after, run the pfnEndSection command with oem_end_credits argument. The credits code is placed in menu.dll and can be changed by user at his discretion.

MOVETYPE_PUSH physics is more stable.

Xash3D entities behave more stable on moving platforms and don't shift away on sharp turns.

New MOVETYPE_COMPOUND physics type.

It allows to tie one entity to another, taking into account movement and rotation of the former entity. You can see an example in SDK - a crossbow bolt that correctly attaches itself to func_pushable, func_rotating, func_tracktrain and other brush models.

Console autocomplete support.

Xash3D has a powerful console autocomplete system that allows not just print command lists, but also describe all of them during the search. For more comfort you can type "makehelp" in the console, and the engine will generate help.txt that contains the list of all commands and variables with short descriptions. Map, movie, background track, cfg script, save, weapon (give command), sound (play command), game directory names input is also assisted by the autocomplete feature.

No parent directory restriction.

Most Quake engines are restricted to the parent directory with specific name, which doesn't matter when you make mod, but very uncomfortable when you make total game conversion and therefore replace the parent directory. Xash3D doesn't restricted to specific folder, and the parent directory is defined by the launcher. This way you can make your own game that doesn't depend on Half-Life.

Dedicated server has the autocomplete feature now, your command history can be saved.

Dedicated server has the autocomplete feature now, your command history can be saved.

Background maps support.

Background map is a map to be displayed as a menu background. You could see them in Half-Life 2. Xash has a simplier background map system - it doesn't depend on unlocked chapters (because original Half-Life has no chapters system) and it chooses the background map from the list. This list file must be named as chapterbackgrounds.txt and placed in scripts directory (if you don't have such directory, then just make it). Every list's entry is separated by new line. You can use any playable map as the background, but better don't use maps where player starts in a moving train, because it won't look good.

Lightstyle interpolation.

Turned off by default. Doesn't work with short sequences like switching on and off the light. It smooths light animation very well on long slow sequences like SlowStrobe or SlowPulse. Note: FPS rate may suffer from this option.

luma glowing textures support (Quake-style).

You can see such textures in original quake maps as glowing fields on a texture. Because this feature is caused by the Quake pallet's special features, the engine enables it for textures that have Quake or Quake2 pallet. This pallet is saved well after the simple conversion of wad2 files to wad3.

Improved model and sprite lighting.

Improved model lighting includes per-bone lighting from static and dynamic light sources, and it also includes correct model lighting on every stage of long sequence execution, when model goes far enough from its real location. The best example is forklift.mdl Sprite lighting is a correct lighting of all sprites that is rendered in additive mode and had "alphtest" during the compilation. For example, blood decals uses the world lighting and doesn't glow in darkness. Both sprites and models don't just use the world lighting, but also consider lighting of the closest brush model if there is one.

Player model display in the menu.

Instead of a usual player image you can see his 3D model in the menu and track all changes right on-the-spot.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS feed Related Articles

A week ago I was started rewriting Counter-Strike 1.6 client library.

Here is a two video of progress.

At this moment radio, money, timer, client weapons (glitchy), some animations, localization are done!

Please, don't forget to support us, if you want to see SDLash3D Team projects on Google Play!

XashNT in development

XashNT in development

1 year ago News 9 comments

There are some important news about further Xash development.

Xash3D Engine build 2664 and XashXT v0.65 rev.1 are released

Xash3D Engine build 2664 and XashXT v0.65 rev.1 are released

1 year ago News 0 comments

Greetings! This spring brings to us another double update of Xash3D Engine and Xash Mod, they are both already awaiting for you in Downloads section :)

Pre-Alpha Footage
Secret Operation®: Guardians

Pre-Alpha Footage

1 year ago Secret Operation®: Guardians 0 comments

Little teaser from Technology Preview. Сontains footage from the first build of the game. And we still need modelers, texture artists and codders.

About The Project and We Need a People
Secret Operation®: Guardians

About The Project and We Need a People

1 year ago Secret Operation®: Guardians 5 comments

New game, new approach... Our little team make new action game on XashXT! The game is scheduled single player campaign, multiplayer mode, cinematic scenes...

Add game Games
Xash3D Android

Xash3D Android

3 weeks ago Released Apr 1, 2015 First Person Shooter

Fork of Xash3D engine that ported to Android. Allows play Half-Life out-of-box.

Meanwhile in Russia

Meanwhile in Russia

1 month ago TBD First Person Shooter

Welcome to the Skolkovo Research Facility. If you are here by accident, please kill yourself immediately as possible. This complex - top secret and strictly...

Secret Operation®: Guardians

Secret Operation®: Guardians

5 months ago TBD First Person Shooter

The development of an entirely new Secret Operation. With the new engine, and a new approach. This project is a large scale, compared with the previous...

No Name

No Name

5 months ago TBD Third Person Shooter

This game is in early development and it is a common clone of GTA. If you would like to help, please contact me -kyp1998.

Paranoia 2: Savior

Paranoia 2: Savior

7 months ago Released Feb 25, 2015 First Person Shooter

Paranoia 2 Savior — first-person shooter in the style of survival horror, which is unfolding in a secret underground laboratory facility somewhere in...



1 year ago Released Dec 5, 2014 Arcade

Добрый-Бобрый, лол. С вами балабер, а это КОТРА: Зубодробительный экшн где вы играете...

BOOM: Anatoly in Time

BOOM: Anatoly in Time

1 year ago Released Aug 5, 2014 First Person Shooter

BOOM is returned :) Play this game and you узнаете, what is the PAIN! You play the BOOM when Boom plays YOU!



1 year ago TBD First Person Shooter

You will know a chilling story about misterious incident, which was happened in the middle Russia in 1994. Closed city Sverdlovsk-900 was abandoned and...

Xash3D : Half-Life : Enhanced

Xash3D : Half-Life : Enhanced

3 years ago TBD First Person Shooter

Played Half-Life? Wanted more? More Gore? More Explosions? If yes - Welcome to Half-Life : Enhanced on Xash3D engine which provide extended limits and...

Post comment Comments  (10 - 20 of 394)
SpydoR Sep 19 2015 says:

Hey! What About DEUS EX #1? That Would Be Phat to Play on Android Tablet!

-1 votes     reply to comment
Qwertyus Creator
Qwertyus Sep 19 2015 replied:

So what? Xash3D is not intended to be used to play Deus Ex of any kind (or any other old game you like, except Half-Life, Blue Shift and Gunman Chronicles), especially on Android (do you have source code of Deus Ex to port it to another OS?). But if you want to do the hell amount of work and finally get it working, go on.

+1 vote   reply to comment
SpydoR Sep 19 2015 replied:

Ohhhh......Okay. I forgot about That....lol....=P

+1 vote     reply to comment
Guest Sep 12 2015 says:

This comment is currently awaiting admin approval, join now to view.

Qwertyus Creator
Qwertyus Sep 13 2015 replied:

It's not a thread about Android version of Xash3D, you should better ask the developers of corresponding apk:
(use Google translator if you don't speak Russian).

+1 vote   reply to comment
ryuqagain Sep 8 2015 says:

Any way to fix this lighting error in Xash3d while using Trinity render and maps with Xash devkit (hlbsp31.exe, hlvis31.exe etc) becouse now i get something like this I.imgur.com maybe other version of trinity ?

+1 vote     reply to comment
Qwertyus Creator
Qwertyus Sep 9 2015 replied:

Trinity renderer has problems with Xash3D (crashes, blacked models). So it's not supposed to be used with Xash3D at all. And nobody except you (afaik) has it tested with BSP31. So nobody can give you a solution. Probably it's not possible without modifying of Trinity's code.

+1 vote   reply to comment
themaster12234 Sep 6 2015 says:

Hi Xash3D develepores Team, I'm creating a mod for half life using your engine. When I activate the sound DSP effects the sound go low where's a env_sound. If I desactivate it.. it go loud. What's the problem?

+1 vote     reply to comment
Qwertyus Creator
Qwertyus Sep 7 2015 replied:

DSP system doesn't work properly. It's in the experimental stage of development. So it's better to disable it.

+2 votes   reply to comment
themaster12234 Sep 8 2015 replied:

Thx for reply, okay I'll wait for the fixed release :)

+1 vote     reply to comment
Alex-Wolfenstein97 Aug 26 2015 says:

I upgraded to windows 10 64-bit a while ago, since then I can't find some of the custom config files xash makes, everything i set in the console stays saved, but for things like "setgl gl_ignorehwgamma 1" i need to do it by editing opengl.cfg, i can't find it, it's not in the base folder or any mod folders, same with config.cfg - help ? Thanks :)

+1 vote     reply to comment
Alex-Wolfenstein97 Aug 26 2015 replied:

I fixed it, right click hl.exe -> properties -> compatibility -> "run this program as an administrator" - that generated all the missing config files

+2 votes     reply to comment
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

Xash XT Group
Send Message
Release date
Released 2011
Engine watch
Start tracking
Community Rating



92 votes submitted.

You Say


Ratings closed.

Highest Rated (3 agree) 10/10

Just awesome. What you did creating this engine cannot be described with any words.

Jan 28 2012 by ADTeam™

Lowest Rated (5 agree) 1/10

The writers of this engine don't care about copyright at all. The engine is riddled with valve code, some from the hl sdk, possibly some from the hl2 beta leak... Bottom line, it's illegal.

Note: this review was written on 12/29/13, and may not reflect how the code is later...

Dec 29 2013 by Danfun64

Embed Buttons
Link to Xash3D Engine by selecting a button and using the embed code provided more...
Xash3D Engine
5 of 758
Last Update
1 month ago
236 members