Pivac reacted to leplubodeslapin in [TUTORIAL] Import a model and its material
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 :
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.
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 !
Pivac reacted to Roald in Anubis
We just released a new update before the deadline is there!
I'd like to thank the awesome staff from the FaceIt Mapcore Hub for the organisation and ofcourse the awesome people for playing the maps and giving us feedback and stats to work with.
For that special thanks to @Thewhaleman & @JimWood for providing the demo parser, its been very useful!
We have done some small layout changes and heard some birds whispering they want more colors, so there you have it!
@jd40 & @jakuza have been working their asses off to create new cool assets and doing some more environment work on the map, so a big shout out to those two amazing artists!
Enough talking, time to check out some screens and perhaps have a look ingame!
Pivac reacted to ZooL in [CS:GO] PlayerModelChecker - a VScript tool to check visibility on your maps
I've made a script to easily swap playermodels through the list of all the current models available in the game.
Simply add bots, exec the cfg and you're all set!
You can easily add and remove models you don't want to test by editing a file. Doesn't require to be added in the map, a simple command will load it and will take care of everything. You can't load it more than once per map, and it can be used between rounds, see it as a Singleton. Carefully precache each model one by one, it doesn't generate more than one entity at once. Don't worry about your edicts. Issues:
The initial precache takes a bit of time... About a few seconds... I don't see how to make it faster for now. If an update comes out, you'll have to add the models that get added. You can't do it if you're not the server. Use it locally.
Installation and usage:
Unzip the file inside your csgo folder. Load your map Type in the console: exec PlayerModelChecker Once it's done precaching, you can place bots wherever you want to check playermodel visibility with bot_place or pmc_place Use pmc_next and pmc_prev to load playermodels from the list
If you want to add or remove playermodels, edit "scripts/vscripts/zool/PlayerModelChecker/PlayerModelList.nut"
>> DOWNLOAD <<
Pivac reacted to Radix in Counter-Strike: Global Offensive
Nice retake @blackdog!
I'm still surprised how well the map is doing after all. Even though it's pretty different to the other competitive maps, many people seem to enjoy de_austria. But I'm lucky that it didn't replace a more popular map than canals. 😅 So pretty much no hate going on. No death threats. Nothing. 😎
It's also pretty funny to watch all those youtube guides that tell me how I should play my own map so that I don't get destroyed completely anymore. I'm getting better slowly... 😊
Pivac reacted to ElectroSheep in [CS:GO] de_highlands (WIP)
Well I wanted to wait a bit longer to have more to show but as it's progressing very slowly, here are some shots from almost finished areas. I spent last month to update the art with better texture work and detail, and also optimisation (if combine props works...) hope you will like it.
Now : (woops a nodraw wall)
And some other stuff
I will be able to show more soon !
Pivac reacted to That50'sGuy in [CS:GO] Retail
I've been working on a map since early 2017 and I'm happy to say that it is nearing completion! (A little while ago, I made a post about it on the WIP topic)
Introducing Retail! A standard 3-Lane defuse map set in a shopping mall under renovation. (With plenty of custom textures, Yay!!!)
Screenshots: https://imgur.com/a/5InhrhK (It might look like you can escape via the spawns, but it's clipped off. I'm just thinking of ways to block the player)
Overview: COMMING SOON
Workshop Download: COMMING SOON
Be sure to check again soon! I'll have the map up and the overview ready as soon as I can!
Layout plays pretty good, just needs some minor changes. (I'm also going to add another route for T's to get to A)
Thanks for viewing!
Pivac reacted to Noodle King in The random model thread!
A 2018 Harley Davidson Softail Fatboy that I worked on for around 3 months. The final product is something I'm pretty happy with. There's a bunch more renders and wireframes on my Artstation, so go check it out if you'd like: https://www.artstation.com/artwork/NXBDP
And tell me what you think!
Pivac got a reaction from blackdog in Command and Conquer: Free to Play
I stumbled upon that video a few days ago. So nostalgic, I made my first map ever in original C&C Generals World Builder. And Generals 2 looked promising.
Let's hope C&C is not dead and something pops up on the horizon soon. It's been too long.