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FMPONE

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  1. Sad
    FMPONE reacted to untor in Source 2 Hammer Bugs   
    Hotkeys do not work if you used a different keyboard language. (For example Russian). It's funny, but in other software everything works well. Solution, change the language to English on you're keyboard
  2. Like
    FMPONE reacted to [HP] in Source 2 Hammer - Feature Request   
    It's because of stuff like that I often just use marquee selections anyway, even if I'm selecting a single vert or edge, smoother than having to do a precision single click.
    Hammer's lasso selection works pretty well. I think you can also swap it's behavior from full object bounding box inside the lasso area drawn or just touching it.
    Started doing a few tests with this, now that I finished HLA. And I'm in love with the tilable meshes function, that paired with the ability to straight up model, texture map and vertex paint in editor is an absolute joy.
  3. Like
    FMPONE reacted to Pericolos0 in Source 2 Hammer - Feature Request   
    Hah, I guess I've had this problem in every 3D modelling package :p. I believe this was one of the reasons adding a gizmo to blender was so controversial for so long! I agree priority could be different
  4. Like
    FMPONE reacted to Pericolos0 in Source 2 Hammer - Feature Request   
    welcome to 3D modeling lol. You can use middle mouse to lasso select the vert
  5. Sad
    FMPONE got a reaction from TrainDoctor in Source 2 Hammer Bugs   
    If you try to take a high resolution screenshot, the editor crashes.
  6. Like
    FMPONE got a reaction from TrainDoctor in Source 2 Hammer - Feature Request   
    Prayers here.
    Mine:
    -Ability to full-screen the active viewport.
    -Ability to toggle entity visibility without making their effects disappear (such as lights).
    -Ability to edit key binds
  7. Awesome
    FMPONE reacted to leplubodeslapin in [TUTORIAL] Import a model and its material   
    Hello,
    Quickly writting that tutorial from my experiments but a more official tutorial on the wiki should definitely replace this.
    First, gather the source files. We will consider a material with a standard PBR shader. All the folders are relative path, so find this location on your pc :
    Half-Life Alyx\content\hlvr_addons\your_addon\
    And then place the files over there :
    The model itself : \models\folder\mesh.fbx The collision if you have one : \models\folder\includes\mesh_physbox.fbx The diffuse (must end with _color) : \materials\models\folder\mesh_color.png The normalmap (must end with _normal) : \materials\models\folder\mesh_normal.png The Roughness (must end with _rough) : \materials\models\folder\mesh_rough.png Note : You can use PNG, but also TGA, JPG or even PSD
    Note 2 : The normalmap doesn't have its vertical values inverted like it was the case on Source 1. If you import a normalmap from Source 1, don't forget to invert the green channel !
     
    In my case, it's a vehicle that I'll name "vehicle_sherpa", so here are my files :
    The model : \models\vehicle\vehicle_sherpa.fbx The collision : \models\vehicle\includes\vehicle_sherpa_physbox.fbx The diffuse : \materials\models\vehicle\vehicle_sherpa_color.png The normalmap : \materials\models\vehicle\vehicle_sherpa_normal.png The Roughness : \materials\models\vehicle\vehicle_sherpa_rough.png The AO : \materials\models\vehicle\vehicle_sherpa_ao.png  
    Then, we'll start by creating the material. On the asset Browser window, find the Material Editor and open it.


    File → New
    And then immediately save (File → Save or CTRL + S) to define a location of your vmat.
    In my case, it will go along with with the textures I just imported : \materials\models\vehicle\vehicle_sherpa.vmat
    Note : once the files are compiled, you'll get the same hierarchy over the game folder than the content folder. Once the vmat will be compiled, it will become vmat_c (compiled material) and will have vtex_c with it (combined texture).
    We will keep the Vr Simple shader

    And you can start importing the textures by clicking on the folder icon next to each field. It will only look for files ending with the right suffix, hence the importance of naming your files to make your work easier afterwards.
    In my case, I have an AO texture so I'll check "Ambiant Occlusion Texture" on the left but it's optionnal. In the end, it should look like this :

    Feel free to use more complex shaders and to tweak things better. My model should definitely use a metalness texture but it's fine for this demonstration.
    Ok now save and you can quit the material editor.
     
    Back on the Asset Browser, find the ModelDoc Editor

     
    Same thing, start by saving your model. In my case it will go there :  \models\vehicle\vehicle_sherpa.vmdl
    Start by selecting an archetype, for this we will do a simple Static Prop Model.
    And then, import your mesh by using that cute little star button :

    Once your mesh added, it will feel like nothing is happening. Try pressing the compile button on the right.
    That's right, you need to press that compile button to make sure to compile stuff. It wasn't the case for the material editor, everything was being compiled automatically.
    Your model should be a ref wireframe because it doesn't have any material assigned to it, so let's start with that.
    On the left pannel, check "Show Empty Categories", it will show you "categories" for which you can configure stuff (i'm vague because ... i don't know most of these stuff for now).
     
    Right clic on the category "MaterialGroupList"  → Add DefaultMaterialGroup
    And then, if the item "DefaultMaterialGroup" is selected, in the Node Editor pannel you'll be able to assign a material. I assume you can manage with this category the multiple materials you might need for your model. For my simple example, there's only one material so I will stick with 1 group.
    Compile your model and it should start to look like something !  
    You can move like in Hammer (hold RMB/press Z and move with WASD) or you can rotate around the mesh by holding ALT + LMB.
    Cool !

    Now let's add a collision. Right clic on the category PhysicsShapeList and you'll notice multiple options to add collision

    I assume it's there because you might be able to add shapes (box, capsules and spheres) by hand or you can decide to generate a collision from ModelDoc. By in my case I have a mesh, so I'll pick "Add PhysicsMeshFile" and gives the physbox FBX I imported earlier.
    It should look like this in your 3D view

     
    Compile your model and you can try to place your model in hammer !

     

  8. Like
    FMPONE reacted to text_fish in Source 2 Hammer - Feature Request   
    CSGO.
  9. Awesome
    FMPONE reacted to Lizard in Source 2 Hammer - Feature Request   
    - Would be great for hammer to loose focus on a textbox after you wrote entity name so we don't accidentally press 'T' for transform and seeing obsolete icon.
    - Omni light should have its own 3d model. Right now it looks like a light_spot
    - And as for light_spot 3d model. The arrow pointing in the direction of light_spot is cool and all but everytime i mistake it for being a transform gizmo arrow
  10. Like
    FMPONE reacted to Vaya in THPS 1+2   
    GBA was the isometric one. And yes it was.
  11. Like
    FMPONE got a reaction from Vaya in THPS 1+2   
    This was a surprisingly dank game boy game. Can’t remember if it was GBA or game boy color
  12. Like
    FMPONE got a reaction from Lefty in What I'm Working On, 2014-Forever   
    Here's my new Unreal Engine 5 hostage rescue map

  13. LOL
    FMPONE reacted to [HP] in THPS 1+2   
    Me too, lol. I remenber the demo came out with a high-score you could submit via letter to earn a prize! xD
    Some gameplay:
     
  14. LOL
    FMPONE got a reaction from PogoP in Source 2 Hammer Bugs   
    If you try to take a high resolution screenshot, the editor crashes.
  15. LOL
    FMPONE got a reaction from Ynel in Source 2 Hammer Bugs   
    If you try to take a high resolution screenshot, the editor crashes.
  16. LOL
    FMPONE got a reaction from Vaya in Source 2 Hammer Bugs   
    If you try to take a high resolution screenshot, the editor crashes.
  17. Awesome
    FMPONE got a reaction from Terri in Source 2 Hammer Bugs   
    If you try to take a high resolution screenshot, the editor crashes.
  18. LOL
    FMPONE got a reaction from Lizard in Source 2 Hammer Bugs   
    If you try to take a high resolution screenshot, the editor crashes.
  19. Like
    FMPONE got a reaction from Serialmapper in Source 2 Documentation   
    Feel free to post great resources, they will be added to this thread.
    --------------------------------------------------------
    Source 2 Introduction by Marnamai
    https://docs.google.com/document/d/17aFk2Z-C1G2ZYcQRxKx-fEK3m4h0jSw9nqGjC9T1Bx4/edit#
    --------------------------------------------------------
    How to Transition to Source 2 by Shy Studios
    --------------------------------------------------------
    Steam VR Environments Docs 
    https://developer.valvesoftware.com/wiki/SteamVR/Environments
    --------------------------------------------------------
     
  20. Like
    FMPONE reacted to Lizard in Source 2 Hammer - Feature Request   
    Here you go

  21. Like
    FMPONE got a reaction from El Moroes in Source 2 Documentation   
    Feel free to post great resources, they will be added to this thread.
    --------------------------------------------------------
    Source 2 Introduction by Marnamai
    https://docs.google.com/document/d/17aFk2Z-C1G2ZYcQRxKx-fEK3m4h0jSw9nqGjC9T1Bx4/edit#
    --------------------------------------------------------
    How to Transition to Source 2 by Shy Studios
    --------------------------------------------------------
    Steam VR Environments Docs 
    https://developer.valvesoftware.com/wiki/SteamVR/Environments
    --------------------------------------------------------
     
  22. Awesome
    FMPONE got a reaction from Thrik in Source 2 Documentation   
    Feel free to post great resources, they will be added to this thread.
    --------------------------------------------------------
    Source 2 Introduction by Marnamai
    https://docs.google.com/document/d/17aFk2Z-C1G2ZYcQRxKx-fEK3m4h0jSw9nqGjC9T1Bx4/edit#
    --------------------------------------------------------
    How to Transition to Source 2 by Shy Studios
    --------------------------------------------------------
    Steam VR Environments Docs 
    https://developer.valvesoftware.com/wiki/SteamVR/Environments
    --------------------------------------------------------
     
  23. Like
    FMPONE got a reaction from leplubodeslapin in Source 2 Documentation   
    Feel free to post great resources, they will be added to this thread.
    --------------------------------------------------------
    Source 2 Introduction by Marnamai
    https://docs.google.com/document/d/17aFk2Z-C1G2ZYcQRxKx-fEK3m4h0jSw9nqGjC9T1Bx4/edit#
    --------------------------------------------------------
    How to Transition to Source 2 by Shy Studios
    --------------------------------------------------------
    Steam VR Environments Docs 
    https://developer.valvesoftware.com/wiki/SteamVR/Environments
    --------------------------------------------------------
     
  24. Like
    FMPONE got a reaction from Interfearance in What I'm Working On, 2014-Forever   
    Here's my new Unreal Engine 5 hostage rescue map

  25. Like
    FMPONE got a reaction from Interfearance in What I'm Working On, 2014-Forever   
    working on an Evangelion ue4 scene


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