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Yanzl

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Posts posted by Yanzl

  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

    687474703a2f2f692e696d6775722e636f6d2f5661384556794b2e706e67

  2. 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
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    Improved Water creation with toolbar buttons and sliders.

    Added icons to menu actions
    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

     

  3. 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.

     

  4. 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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