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Jared

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Everything posted by Jared

  1. After many years of trial and error, going off of almost zero documentation other than a poorly worded but still somewhat helpful tutorial on the valve developer community, and dota 2 gameinfo.gi on github gametracker, I have stumbled into how to import a source 1.0 vmf, the steps for Half-Life: Alyx are as follows: Create a default-new "addon" where you'll keep the imported materials / textures / models. Then the easiest way to batch import source1 content is using https://github.com/AlpyneDreams/source2utils, after you're done with those tools and you have a folder of .vmat and .tga I like use https://www.xnview.com/en/xnviewmp/#downloads to batch convert all the .tga to have a color depth of 32 with 255 alpha, otherwise source2 cant read it, and enable RLE compression, its lossless and reduces OVER 60% of total file size. Move all of your imported content to that normal addon we made earlier. Now, here's what I believe to be the magic sauce... create a "MOD" (not a addon ) of your original source1 content on the game-side, not content-side, located at for example "E:\SteamLibrary\steamapps\common\Half-Life Alyx\game\source1mod". A very important note, along with your source1 content, you also need to have a normal source1 gameinfo.txt, located right next to your materials / models folders, the one from tf2 for example would work. Then, (THE Real magic), open up "E:\SteamLibrary\steamapps\common\Half-Life Alyx\game\hlvr" and edit the "gameinfo.gi" file with a text editor, scroll down to find... Source1Import ! Set importmod, and importdir to your source1 content mod you made, like so : "importmod" "source1mod" "importdir" "..\source1mod" NOW before you run off and try and import a .vmf from your desktop, you need to place even the source .vmf in a special location, on the content-side, not game-side, for example "E:\SteamLibrary\steamapps\common\Half-Life Alyx\content\source1mod\maps\ctf_2fort_d.vmf" Finally using google I was able to find very little parameters for "Source1Import", but I did find a few, how useful they are is yet to be understood, probably best to start with the default no parameters. "synthesizeMeshNames" "1" "ignoreParticleManifest" "1" "getSkinningFromLod0ByDefault" "0" "createStaticOverlays" "1" // info_overlay entities will be converted to static overlay nodes instead of preserved as Info_overlay entities Hopefully this made sense, I'll think about making a more detailed FULL tutorial on steam guides or something later, I'll edit this to have a link to that if I do end up making it. Thanks!
  2. Importing source 1.0 vmf maps doesn't appear to work, or is at least 64 times too small, and even in that case, the texture coordinate data seems corrupt/random
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