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Posts posted by Yanzl
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@text_fish Here it is!
VMT Editor 1.3.5
https://github.com/Gira-X/VMT-Editor/releases
- Added automatic creation of tool textures for blend materials
- Reversed reflection fresnel slider
- Minor bug fixes
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@Minitiv Are you using integrated Intel graphics? Found a bug that causes it to fallback to oldest OpenGL version. Can you try this version and see if it's fixed: http://gortnar.com/vmt/VMT_Editor.exe
@text_fish I think that would be possible to implement, though it'll probably take some time before it's done.
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@Minitiv Can you describe the steps to reproduce the error? Haven't seen this one before. Also post your system specifications.
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Valve haven't released any documentation for the new shader stuff, but I found some new parameters in Hammer and -tools material editor.
In Hammer you can add -staticpropbounce to vrad and there's a new setting in prop_static for bounced lighting, but don't really know if it works or not.
As far as the new vmt parameters go, you can now have 2 envmapmasks and 2 detail textures for blend materials. There's also a new system for adjusting the blend border. On VertexLit they added a seperate tint mask that can also specular mask in the red channel.
I already implemented this stuff in VMT Editor https://github.com/Gira-X/VMT-Editor/releases/tag/v1.3.4
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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
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Version 1.3 brings a couple of new things: https://github.com/Gira-X/VMT-Editor/releases
- Added ability to type directly in the VMT Preview; apply changes by clicking Parse (or F6)
- Added syntax highlighting to VMT Preview
- Added quick shader change buttons
- Added a button to clear Message log
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Up to 1.2.4 now https://github.com/Gira-X/VMT-Editor/releases
Last few updates were mostly bug fixes, but there's also new vmt and vtf icons and option to add VMT Editor to context menu.
Latest version also checks for updates periodically so you're always up to date.
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@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.
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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.
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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
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
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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-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.
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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:
Also more importantly, I put together a Source engine shader for Painter, you can get it here http://gortnar.com/vmt/painter.7z
- hgn, leplubodeslapin, Vaya and 12 others
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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.
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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 .
[CS:GO] DE_Breach - Released!
in Level Design
Posted
Update! Map is now called Breach, and here's the progress we've made so far: