.:Xash3D Engine:.

Custom Gold Source Engine build from a scratch

Unkle Mike (aka G-Cont, aka Дядя Миша) - main developer
HLFX.ru forum members - help, support, beta-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.

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Little teaser from Technology Preview. Сontains footage from the first build of the game.

And we still need modelers, texture artists and codders. Send me a private message to the cooperation agreement. Moddb.com

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Post comment Comments  (50 - 60 of 219)
SourceSkyBoxer Aug 25 2013, 6:54pm says:

Thank for downloads! I love this game. I tested Xash 3D and Xash XT. Awesome! I am developing at project for Xash now. Thanks!

P. S. I have seen spamming posts by G-Mad. Can I help you, Owertyus? I understand you yet. I have found possible cause G-Mad is deaf and can't speak good English and come from Indonesia. I will try to translate with current Language. I don't think because he didn't read some posts before you have deleted post.

But I won't disturb your permission. Thanks! Nice day/night!

+2 votes     reply to comment
Qwertyus Aug 26 2013, 3:52am replied:

There is no real need to bump up that old discussion...

+2 votes     reply to comment
andhieyusuf9 Aug 21 2013, 8:47am says:

It's said that Xash3d includes a built-in hi-res decals feature. How to do it and where I can get hi-res decals shown in xash3d screenshot?

+2 votes     reply to comment
Qwertyus Aug 26 2013, 4:40am replied:

Look at the end of the features' list (High-Resolution Textures section):

You can use any appropriate HD decals (make your own or try to take them from Source engine games / mods; some avaliable here for example: Moddb.com ).

A name of every texture / decal should match to a name of initial LD texture (presented in original WAD file, for example decals.wad for decals, halflife.wad, xeno.wad, liquids.wad for other textures; WAD names are not taking into account).

+2 votes     reply to comment
andhieyusuf9 Aug 26 2013, 6:45am replied:

So do you have the most recommended? I don't want to randomly downloading files just to rip the decals. For now im using decal from Trinity renderer and i think it's not very bloody. Also, why there is thin white outline around the decals? Is this a bug or am i doing something wrong?

+2 votes     reply to comment
Qwertyus Aug 26 2013, 1:36pm replied:

You can try decals from there:
They are compatible with HL.

"Right" decals should have proper alpha-channel (32-bit texture with additional channel for transparency) or they can be of Source type (24-bit texture with special grey background, as in HL2; but this type of decals is not supported by XashXT mod, it's compatible only with usual Half-Life mods under Xash3D).

+2 votes     reply to comment
andhieyusuf9 Aug 27 2013, 5:25am replied:

Now this is way to go! Thank you very much!

+2 votes     reply to comment
openmaw Aug 15 2013, 2:31pm replied:

Any reason why?

+2 votes     reply to comment
Qwertyus Aug 18 2013, 2:15pm replied:

Unkle Mike usually don't like any ideas about adding a support for non-gaming features to Xash.

+2 votes     reply to comment
openmaw Sep 27 2013, 4:13am replied:

It's a standard feature of Half-Life, and it would diversify the usage of this program. Xash would get benefit from additional visibility, as well.

+1 vote     reply to comment
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Release Date
Released Apr 23, 2011
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Highest Rated (2 agree) 10/10

Very good work,Uncle Mike.

Jun 19 2011, 7:14am by red-bear

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