Yanzl

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Yanzl last won the day on July 16 2016

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About Yanzl

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    yanzl
  • Website
    www.gortnar.com

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  • Real Name
    Jan Gortnar
  • Location
    Slovenia

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  1. @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.
  2. Can you send me the files, I can try looking at it a bit later.
  3. 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 }
  4. 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.
  5. Make sure you compile with -textureshadows and add your model to lights.rad with forcetextureshadow.
  6. 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
  7. @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.
  8. 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
  9. 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.
  10. 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.
  11. Trying our Substance Painter for the first time, made a lo poly car: Also more importantly, I put together a Source engine shader for Painter, you can get it here http://gortnar.com/vmt/painter.7z
  12. Hi Yanzl, I was wondering if you might know a better method of achieving an aurora borealis effect for CSGO. 

    Currently I just have a skybox model with a scrolling animation with $additive applied. I dont think it looks too bad except the end of the prop where the texture appears out of nowhere.

     

    Also, thanks for the substance designer files and VMT editor! Really useful. 

  13. Recent? D: Zoo was in the same operation as Resort! Anyway: Some stuff from Zoo: https://mega.nz/#!nx1HHLQT!9xvUHUogMVYYE16SqpUrWO6e8dtajt3wSwx1yqafsjE Some stuff from Cruise: https://mega.nz/#!ux8gDCaa!cvM3Lo9pkPiLOxrVgG8kZ4Gm1l1sALZl4qHhBHnwaJk Free for non-commercial use and all that.
  14. Yeah there's no 3D preview. There was a plan to include it early in development, but we didn't implement it for a couple of reasons. It's harder to code a proper 3D viewport compared to the 2D texture previews, and implementing accurate Source engine looking shader is another challenge. It would have to emulate most of the vmt parameters, and chances are it would look different once ingame. Also Source 2 has been on the horizon now for quite some time, so it feels kinda pointless adding such a big feature only to have no one really use it. The Source mapping community is small, there's less people that make their own source engine textures, and the user base of VMT Editor right now is a small subset of those people. So right now Dima (the coder) has his own obligations and can't really work on the editor any more and I don't posses the coding skills to implement all that. Like I said in the OP, the source code is on Gitlab if anyone would like to contribute, but unless there's like a big demand for new features like that it probably won't happen .
  15. Update! Version 1.0 is now officially out! https://github.com/Gira-X/VMT-Editor/releases New stuff in this update is normal blend, fixed some texture previews, fixed the phong fresnel ranges slider and moved stuff in the UI around a bit to make it slightly easier to work with. Feedback welcome! Also included in the zip file are .vmt and .vtf icons, so you can use registry editor or a program like Types https://ystr.github.io/apps/types/ to change the icons for the files.