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.
Posts by Yanzl
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Make sure you compile with -textureshadows and add your model to lights.rad with forcetextureshadow.
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Version 1.2.1 is here. The big thing this update is support for templates.
https://github.com/Gira-X/VMT-Editor/releases
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@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.
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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[Blocked Image: http://i.imgur.com/scNa0fk.png]
Improved Water creation with toolbar buttons and sliders.
Added icons to menu actions[Blocked Image: http://i.imgur.com/uY9KJQF.png]
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
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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-Edi…ditor_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.
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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.
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Trying our Substance Painter for the first time, made a lo poly car:
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Also more importantly, I put together a Source engine shader for Painter, you can get it here http://gortnar.com/vmt/painter.7z
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Recent? D: Zoo was in the same operation as Resort! Anyway:
Some stuff from Zoo: https://mega.nz/#!nx1HHLQT!9xv…jt3wSwx1yqafsjE
Some stuff from Cruise: https://mega.nz/#!ux8gDCaa!cvM…ALZl4qHhBHnwaJk
Free for non-commercial use and all that.
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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
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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.
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Speaking of Substance and CS:GO, I patched together a Source engine looking shader for substance.
Get it here: http://gortnar.com/vmt/shaders.7z and put it in ...\Substance Designer 5\resources\view3d\shaders
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It has cubemap looking reflections and a phong specular highlight. Values in the shader are similar to these .vmt commants: Envmap Tint = $envmaptint, Specular Tint = $phongting, Specular Glosiness = $phongexponent, Specular Boost = $phongboost, but I don't think the numbers translate 100%, so you'd probably need to adjust a bit in the vmt to make it look the same. The parameters after Specular boost are for controlling the lighting inside the Substance Designer.
And for creating presentable stuff for source I usually overlay a light node, ambient occlusion and curvature on top of diffuse.
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Well Oblivion came out last year so you can't really remember it :P, and other coasters are from Mirabilandia, Phantasialand and Europa Park.
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Quote from RivFader
1 hour ago, RivFader said: May I ask which rollercoasters you used for reference? Wyvern reminds me of a ride in the Heide Park, which i visited this year.
Wyvern is a mix of Taron, Blue Fire and iSpeed and Event Horizon is Katun, Black Mamba and Oblivion (Gardaland). There's also a B&M hypercoaster in the skybox and a Vekoma mine train next to the water ride.
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Last update before release, starting to come together.
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Update!
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And some screenshots:
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There are the usual keyboard shortcuts for that; Crtl + S for save or Ctrl + N for new.
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Quote from Dosentti
On 25. 5. 2016 at 7:43 PM, Dosentti said: I have checked the "save last selected game". Anyways it's not so big deal. One other thing that would be small but great thing is that program would automatically suggest the name for the .vmt file. It could be the same name as the base .vtf has.
Can you try opening the editor, selecting the game, and then closing and reopening it?
CS:GO supports all the parameters in the editor, but some of the older games might not.
I implemented the suggesting vmt name along with some bug fixes in next update.