3D Graphic User Interface in Soruce SDK?

I was playing Dead Space for a little while and liked how they created the UI’s in the game. I been wondering if its possible to achieve the same effect in the Source Engine.

Found a cool video of possible technology used but still wondering how it be achieved in the source engine.

Yes, I know the video is for the Unreal SDK
YouTube Video Link

I want to make a source sdk mod with it in it for this messing around.

How would I put it in the game?

Any help would be appreciated.

it’s very possible, in some counter strike maps there’s a secret code you type into a keypad and get teleported into a secret room, there are lots of different ways to achieve this in source

Ok, cool. What’s is one good way to make it. Then I will do some experimenting.

It is possible in source but you would have to code the 3D interface which would be a lot of work. ( I’m talking about how the elements pop out of the screen )
I suppose you could cheat and a create a bunch of VGUI Screens.

However, you can use vgui interfaces in the world like in deadspace.
Source’s version is called “VGUI Screens”

We created a few in Black Mesa. The following videos are super old and look nothing like what we have today. Trust me when I say the new versions are better.
Tram Screen
Mortar Screen

I think that wouldn’t be so hard if you just use an animated model
oh and btw, https://developer.valvesoftware.com/wiki/VGUI_on_entity
and
https://developer.valvesoftware.com/wiki/VGUI_Screen_Creation

ninja?

edit: The simple part is getting your screen in game while the hard part is programming the logic for the screen.

whoops, when I posted that you hadn’t the link to the article in your post as far as I can remember

That looks cool. The Tram Screen. And if you say they look better then that compared today in source. I be speechless.

If you were making something for Garry’s Mod, you’d have lua at your disposal and be able to make all kinds of stuff, or just use Derma.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.