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zastels

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  1. Awesome
    zastels 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 !

     

  2. Like
    zastels reacted to catfood in [CSGO] Engage   
    Hello all!
    This post is a little late on Mapcore because I have been moving and working on other projects also but I still wanted to share the release of Engage with the Mapcorians for who missed the release on the workshop.
    Two years ago BubkeZ and RZL came to me and asked if I wanted to work with them on a layout BubkeZ created in 2010 for CS 1.6 called de_engage and obviously I said yes.
    The three of us then started to look at this old layout and discussed what needed to change to make it viable for CS:GO and improve on the original design.
    RZL then made the first blockout with all the changes we discussed and handed the greybox level to me and I took it from there.
     
    The result:





     
    ENGAGE WORKSHOP PAGE
  3. Sad
    zastels got a reaction from blackdog in Source 2 first impressions   
    Worked great since 1998, but now the camera system is backwards. So like, what am I supposed to do, change it in the settings or adapt? There is this great conflict inside of me now because I don't know if I should try and go with the new default, it seems extremely counter productive compared to Hammer 1; or if I just change it in settings? I can't figure out why they made it backwards though, it's like you're working left handed the way it is set up. 
    Is it possible to just launch Hammer without all this other stuff? Why is the f9 build engine a tiny window I can't resize, and I can't find any settings to change it. Why does opening console close the game? 
    Why does none of the UI scale properly? It looks bad in every setup I have tried, and every Youtube video I've seen I think people have the same UI scaling issue, this software is very cramped and does not display correctly in many areas seemingly for everyone. If you don't have any issues, please tell me your setup and post a screenshot of your Properties Menu. Especially bad is the Properties Menu on my setup from 1080p to 4k it looks broken. 
    Why does the geometry tool not let you create a plane? I don't see a point in building with blocks if you can just build on a single plane and only add a plane when you need it. Maybe it has to do with vis calculation? So we're still doing the block thing? 
     
     
     
  4. Wat
    zastels got a reaction from [HP] in Source 2 first impressions   
    I remember Spark editor geometry was a breeze. Maybe Valve could take notes? : |
  5. LOL
    zastels got a reaction from Mr.Yeah! in Source 2 first impressions   
    I remember Spark editor geometry was a breeze. Maybe Valve could take notes? : |
  6. LOL
    zastels got a reaction from Lizard in Source 2 first impressions   
    I remember Spark editor geometry was a breeze. Maybe Valve could take notes? : |
  7. LOL
    zastels got a reaction from [HP] in Source 2 Documentation   
    I can't even get these garbage tools to open properly. Valve sucks really bad. 
     
    edit:
    https://steamcharts.com/app/546560
     
    Apparently nobody can get it to work or cares. What a let down Source 2 was and Alyx. 
  8. LOL
    zastels got a reaction from Mr.Yeah! in Source 2 Documentation   
    I can't even get these garbage tools to open properly. Valve sucks really bad. 
     
    edit:
    https://steamcharts.com/app/546560
     
    Apparently nobody can get it to work or cares. What a let down Source 2 was and Alyx. 
  9. Wat
    zastels got a reaction from Lizard in Source 2 Documentation   
    A couple days. 
     
    edit: Hasn't it been 4 years?
  10. LOL
    zastels got a reaction from Lizard in Source 2 Documentation   
    I can't even get these garbage tools to open properly. Valve sucks really bad. 
     
    edit:
    https://steamcharts.com/app/546560
     
    Apparently nobody can get it to work or cares. What a let down Source 2 was and Alyx. 
  11. Like
    zastels got a reaction from Interfearance in [CS1.6] Dust 2 2020   
    Ya this map in EU4 is bleh.
    A part of me loves Dust remakes. I just to log into to CS on the WON network and specifically look for new Dust clones before I knew how to map. De_Dawn was an old favourite of mine, and it's basically the modern Dust today. 
     
  12. Like
    zastels got a reaction from seedee in [CS1.6] Dust 2 2020   
    Ya this map in EU4 is bleh.
    A part of me loves Dust remakes. I just to log into to CS on the WON network and specifically look for new Dust clones before I knew how to map. De_Dawn was an old favourite of mine, and it's basically the modern Dust today. 
     
  13. Like
    zastels got a reaction from will2k in WIP in WIP, post your level screenshots!   
    M4 ported from HL1 HD pack and the animations were carried over. This weapon will be completely recreated, along with this hallway, everything you see is a proof of concept for my mod Max Underground. 
  14. Wat
    zastels got a reaction from mtchromatic in Half-Life Alyx   
    I have this terrible feeling that Valve doesn't want to release a full SDK ever, and that they're lying to us. 
    Call me jaded but my instincts tell me something happened and it's being kept from us. 
    Is it just me or did Valve shit the bed, and not realize it until Boneworks came out?! Seems like Valve never figured anything out, so they had several movement styles all as 'options', and then to save face at the 11th hour they straight up pretend like you can play Alyx kinda like Boneworks. 
    I just don't believe Valve at all. . . last piece of content was from November. They don't have actual good content to show, I bet they're recreating swaths of Alyx to catch up to the newfangled idea. These same people released Artifact and thought Dynamic Weapon Pricing in CSS was a good idea. 
    Sorry for being so negative, but there is a stink in the air. 
  15. Like
    zastels got a reaction from D3ads in WIP in WIP, post your level screenshots!   
    M4 ported from HL1 HD pack and the animations were carried over. This weapon will be completely recreated, along with this hallway, everything you see is a proof of concept for my mod Max Underground. 
  16. Like
    zastels got a reaction from D3ads in WIP in WIP, post your level screenshots!   
    Started my own SP Mod for HL2. I'm learning C++ and I'm hacking in a lot of Goldsrc into Source for a retro vibe. This will be like N64 Goldeneye singleplayer, and speedrunning will be a cornerstone! 
  17. Awesome
    zastels reacted to mr.P in Graveyard   
    Updated the layout, the overview image does not show traversable covers

  18. Like
    zastels reacted to spa in Rampart   
    Rampart takes place in the Pacific in an abandoned bunker installation from WW2.
    I
    have a rough untested layout and some mockup props. I mainly try to make the two bombsites thematically stand out: One is a derelict research lab where super soldier experimentation took place (a large vat with a skeleton soldier) and the other is a haubitzer canon.
    I also try to work in alot of circular and organic shapes to get away from the typical straight lines that a grid based workflow can lead to.

    Another quirk on the level that i would love some feedback on is the breakable door/gate on the B site. I know these things can be controversial but i want to give it a try and if it doesn't work out i might try something else.

    One of my main motivations for this map is to create as many new materials as possible with substance and really make it look gritty, aged and worn out.
    I hope I have time to complete this one, but i think its pretty scaleable in terms of the amount of polish required.
    Feedback and comments are welcome!
    Workshop Version
  19. Awesome
    zastels reacted to untor in Swamp   
    Welcome to the outskirts of Louisiana!
    A bomb defusal map set in a swamp where the wood industry once glowed with enthusiasm and joy but then was forgotten by man. The sound of machines and humans silenced just as quickly as the water rose, the greenery grew and the animals took over.
    However, passing boats have recently heard the sound of man again and large shipments of goods appear to be coming to the old sawmill.
    Housing near the swamp has been in contact with the police... what looked like a routine mission became a struggle to survive, they were not equipped and ready for a fight against terrorists and the forces of nature.

    SUBSCRIBE AND PLAY!



    Screens under spoiler
     
     
  20. Like
    zastels got a reaction from AlexM in WIP in WIP, post your level screenshots!   
    M4 ported from HL1 HD pack and the animations were carried over. This weapon will be completely recreated, along with this hallway, everything you see is a proof of concept for my mod Max Underground. 
  21. Like
    zastels reacted to Squidski in Gongji   
    Today we're releasing Gongji. Check it out and let me know if you find any bugs!

    https://steamcommunity.com/sharedfiles/filedetails/?id=1930485028

  22. Like
    zastels reacted to KekC in de_buran_RF [RELEASED]   
    Hello everybody.
    This is my map in RF series maps. Real phototextures and prototypes.
    Workshop page:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1983397337
     
     









  23. Like
    zastels reacted to Corvus in WIP in WIP, post your level screenshots!   
    Working on a new environment 

  24. Like
    zastels got a reaction from mr.P in WIP in WIP, post your level screenshots!   
    M4 ported from HL1 HD pack and the animations were carried over. This weapon will be completely recreated, along with this hallway, everything you see is a proof of concept for my mod Max Underground. 
  25. Like
    zastels got a reaction from Interfearance in WIP in WIP, post your level screenshots!   
    M4 ported from HL1 HD pack and the animations were carried over. This weapon will be completely recreated, along with this hallway, everything you see is a proof of concept for my mod Max Underground. 
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