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Lizard

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  1. Like
    Lizard reacted to Squad in Source 2 Hammer - Feature Request   
    H = hide selected
    Ctrl + H = hide unselected
    Right? I'm starting to doubt myself
  2. Like
    Lizard reacted to Squad in Source 2 Hammer - Feature Request   
    That works just fine for me using the hotkeys (CTRL+H and U).
  3. Like
    Lizard got a reaction from [HP] in Half-Life Alyx   
    As I said in my previous post. You can run around like you normally would in HEV suit using WSAD or noclip throu level
  4. Like
    Lizard reacted to Radu in Anthem and the peculiarities of modern monetization.   
    aaaaand it's dead
  5. Like
    Lizard reacted to Roald in Resistance   
    Since its been a year ago we were working on this project I decided to do a playtest and try out some small ideas.
    Afther the playtest I realised I wasn't really happy with how it played and decided to do some big layout changes. 
    Here is an album: https://imgur.com/a/5GAeTIM
    Even though I reduced the options for Ts, the map was very much T sided because of their OP position in Apps and the fact CT had a hard time rotating.
    Based on these main points I have strengthen CT positions on the sides and midle and made the B apps hole more open so Ts are more exposed. 
    New album: https://imgur.com/a/gGFT1nJ
  6. Like
    Lizard got a reaction from cruptor 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
  7. Like
    Lizard got a reaction from TrainDoctor in Source 2 Hammer - Feature Request   
    Here you go

  8. Like
    Lizard got a reaction from TrainDoctor in Source 2 Hammer - Feature Request   
    Features I would like to see:
    - Copy transform matrix shortcut
    - Replace feature. You press ctrl+r and asset browser pops up and you can replace current selection with something from asset browser.
    - Different 3d mesh for omni light 
  9. Like
    Lizard got a reaction from TrainDoctor 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. Wat
    Lizard reacted to Radu in Serious Sam 4: Planet Badass   
    My nipples are like pencil erasers
  11. Like
    Lizard reacted to Puddy in Serious Sam 4: Planet Badass   
    this looks really fucking rough? i remember serious sam 2 looking better even 
  12. Like
    Lizard reacted to will2k in Half-Life Alyx   
    The Half-Life: Alyx intro has been recreated in Far Cry 5
    video link for the lazy
     
  13. Awesome
    Lizard 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 !

     

  14. Awesome
    Lizard got a reaction from FMPONE 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
  15. Awesome
    Lizard reacted to text_fish in Source 2 Hammer - Feature Request   
    CSGO.
  16. LOL
    Lizard reacted to FMPONE in Source 2 Hammer Bugs   
    If you try to take a high resolution screenshot, the editor crashes.
  17. LOL
    Lizard got a reaction from Radu in Source 2 Hammer - Feature Request   
    Here you go

  18. Like
    Lizard got a reaction from FMPONE in Source 2 Hammer - Feature Request   
    Here you go

  19. Like
    Lizard reacted to leplubodeslapin in The random model thread!   
    I followed latest BlenderGuru's tutorial series to make a chair and I'm pretty happy, the result is very cool !

     
    And thanks to this tutorial I also wanted to make a table with it

     
    And ... well why not make a stylish bench too


     
    And I made lowpoly versions of these for fun and ported them over Source 2 for HL:A. They don't fit very well with the game's art thought but it works

  20. Like
    Lizard reacted to ItzOmega in The random model thread!   
  21. Like
    Lizard reacted to Pampers in Mafia Trilogy   
    Will get this for sure, Mafia 1 is one of my all time favs
     
  22. Like
    Lizard reacted to DMU222 in Valorant   
    Reminds me of another game I like to play... accept the other game has a map editor and community that keeps me invested.
  23. Like
    Lizard reacted to jd40 in Half-Life Alyx   
  24. LOL
    Lizard got a reaction from leplubodeslapin in Half-Life Alyx   
    Yeah I'm aware there was no loose gorrila somewhere and I wasn't simply paying much attention  What I tried to say is that I think I missed everything that hinted on next "big boss battle" Shawn wrote his post about.
  25. Like
    Lizard reacted to leplubodeslapin in Half-Life Alyx   
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