Yanzl

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Yanzl last won the day on March 14

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About Yanzl

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    yanzl
  • Website
    www.gortnar.com

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  • Real Name
    Jan Gortnar
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    Slovenia

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  1. Just released 1.3.3! https://github.com/Gira-X/VMT-Editor/releases The big changes since 1.3: Added full size texture preview when you click on the textures Added ability to add custom alpha channels to diffuse and bumpmap Added output folder selection to Convert to VTF dialog Added new texture conversion options: custom suffixes, default filters and auto renaming Added ability to drag and drop textures on VMT Editor window Parameters can now go above the slider limit
  2. Version 1.3 brings a couple of new things: https://github.com/Gira-X/VMT-Editor/releases Added ability to type directly in the VMT Preview; apply changes by clicking Parse (or F6) Added syntax highlighting to VMT Preview Added quick shader change buttons Added a button to clear Message log
  3. @esspho You need to have at least one light enabled, both in 3D view lights and in the shader parameters.
  4. Up to 1.2.4 now https://github.com/Gira-X/VMT-Editor/releases Last few updates were mostly bug fixes, but there's also new vmt and vtf icons and option to add VMT Editor to context menu. Latest version also checks for updates periodically so you're always up to date.
  5. @WhatGrenadeWhere Well as the name implies it creates and edits .vmt files. https://developer.valvesoftware.com/wiki/Material They're needed so you can use custom textures in game. VMT Editor also converts image files like png, tga and bmp to .vtf, format needed for Source engine textures.
  6. Can you send me the files, I can try looking at it a bit later.
  7. You can try moving the forcetextureshadow line to the end of the file or move it to the end of default lights.rad. Put just this in your vmt: VertexLitGeneric { $basetexture "models\de_scepter\scep_tree01branch" $alphatest 1 $nocull 1 }
  8. What's your tree model path, vmt path and vtf path? Seems like everything should be working, so there's either a typo somewhere or something very weird going on.
  9. Make sure you compile with -textureshadows and add your model to lights.rad with forcetextureshadow.
  10. Version 1.2.1 is here. The big thing this update is support for templates. https://github.com/Gira-X/VMT-Editor/releases https://streamable.com/d637h
  11. @Momchilishte The preview needs to have game path set up properly. It should find games if you install in default steam dir, otherwise you need to set it up yourself (point to the folder with gameinfo.txt). No .vpk support unfortunately though.
  12. 1.2 update! https://github.com/Gira-X/VMT-Editor/releases/tag/v1.2.0 Added new Tree sway and Decal groups, available under VertexLitGeneric Improved Water creation with toolbar buttons and sliders. Added icons to menu actions Added game detection for Black Mesa, Insurgency and Day of Infamy Fixed vmt subgroups parsing on files with more than one subgroup Fixed water parsing bugs
  13. VMT Editor 1.1 is now out! This version aims to improve the texture to vtf workflow, hopefully eliminating need for other tools. Get it here: https://github.com/Gira-X/VMT-Editor/releases/download/v1.1.1/VMT_Editor_1.1.1.zip Some examples: Opening a png file outside of game material directory - converts to vtf and copies it when you save: Opening a png with VMT Editor - brings up the Convert to VTF dialog: Here's the changelog: Added reconvert button for textures outside of game directory Added check for updates button Opening a texture with VMT Editor brings up the Convert to VTF dialog Redesigned Convert to VTF dialog Added autocomplete in Additional parameters tab Fixed parsing bugs As always I hope you'll find it useful and if you have any questions or suggestions feel free to post them here. UPDATE: Version 1.1.1 with bugfixes now out.
  14. Just released a minor update - 1.0.1. It includes an option to auto refresh the vmt preview as well as a couple of bug fixes. We've also moved the repo over to Github - https://github.com/Gira-X/VMT-Editor, if that matters to anyone.