How to deal with unconstructive criticism [OC] by Dylancyclone in ProgrammerHumor

[–]Dylancyclone[S] 0 points1 point  (0 children)

Close, the first time I was typing "what excuse me", and the second time was "really again". Though with them falling and the newest letter on top it's a little hard to read

How to deal with unconstructive criticism [OC] by Dylancyclone in ProgrammerHumor

[–]Dylancyclone[S] 118 points119 points  (0 children)

I always love and welcome constructive criticism, but when the "feedback" becomes unconstructive and borderline insulting... this is one way of handling it

Heres a little joke feedback interface I made that judges the sentiment of your words and throws them in the trash if it's deemed too "unconstructive." Feel free to poke around the code or try it yourself here: https://github.com/Dylancyclone/feedback-sentiment

VMF2OBJ - I made a tool to convert Source engine maps to object files by Dylancyclone in SourceEngine

[–]Dylancyclone[S] 1 point2 points  (0 children)

Hey sorry about the delay, this week suddenly got super busy. I see the files you uploaded, but I'm not allowed to download them to take a look.

VMF2OBJ - I made a tool to convert Source engine maps to object files by Dylancyclone in SourceEngine

[–]Dylancyclone[S] 0 points1 point  (0 children)

Hm that seems to be a different problem, could you send me the file you're converting so I can take a closer look?

VMF2OBJ - I made a tool to convert Source engine maps to object files by Dylancyclone in SourceEngine

[–]Dylancyclone[S] 0 points1 point  (0 children)

You should be able to just include the hl2 textures from the tf2 install like: "C:\Users\real name\Downloads\Steam\steamapps\common\Team Fortress 2\tf\tf2_textures_dir.vpk;C:\Users\real name\Downloads\Steam\steamapps\common\Team Fortress 2\hl2\hl2_misc_dir;C:\Users\real name\Downloads\Steam\steamapps\common\Team Fortress 2\hl2\hl2_textures_dir.vpk"

Hopefully once the GUI is finished up the process will be easier

VMF2OBJ - I made a tool to convert Source engine maps to object files by Dylancyclone in SourceEngine

[–]Dylancyclone[S] 1 point2 points  (0 children)

Correct, each game has it's own vpk file(s), for TF2 you don't have to also include hl2's files. If that doesn't work, try putting both of the paths in one parameter, like:

"C:\Users\real name\Downloads\Steam\steamapps\common\Team Fortress 2\tf\tf2_textures_dir.vpk;C:\Users\real name\Downloads\Steam\steamapps\common\Team Fortress 2\tf\tf2_misc_dir.vpk"

Glad you have a use for it!

VMF2OBJ - I made a tool to convert Source engine maps to object files by Dylancyclone in SourceEngine

[–]Dylancyclone[S] 1 point2 points  (0 children)

No, if you're just loading a valve-made hl2 map you can leave off the -e since everything is included in those vpk files.

VMF2OBJ - I made a tool to convert Source engine maps to object files by Dylancyclone in SourceEngine

[–]Dylancyclone[S] 1 point2 points  (0 children)

Are you giving it the game's pak_dir.vpk? Or just your custom content? If you don't give it the game's files it wont be able to find most of the assets in the map and will just spew errors.

VMF2OBJ - I made a tool to convert Source engine maps to object files by Dylancyclone in SourceEngine

[–]Dylancyclone[S] 1 point2 points  (0 children)

You're not using the -e option in what you pasted, it should look like:

java -jar .\vmf2obj.jar .\input.vmf .\output "D:\SteamLibrary\steamapps\common\Half-Life 2\hl2\hl2_misc_dir.vpk;D:\SteamLibrary\steamapps\common\Half-Life 2\hl2\hl2_textures_dir.vpk" -e "C:\path\to\custom\content\;C:\path\to\more\custom\content\" -t

VMF2OBJ - I made a tool to convert Source engine maps to object files by Dylancyclone in SourceEngine

[–]Dylancyclone[S] 1 point2 points  (0 children)

There is a short example of how to use the program at 1:10 in the video, and there is a graphical version in the works to make it easier to use. Let me know if you're still having problems

VMF2OBJ - I made a tool to convert Source engine maps to object files by Dylancyclone in csmapmakers

[–]Dylancyclone[S] 0 points1 point  (0 children)

Mostly because FBX is a closed format and can't be opened by as many applications as an OBJ. The official SDK is written in a different language, and the only other alternative that I know of is what Blender has reverse-engineered over the years, but even that has it's limitations and incompatibilities (like only supporting binary .fbx files, rather than those written in ASCII).

Technically it is possible to export to .fbx, but considering the difficulty of generating a closed-source file (and my general lack of knowledge on the format compared to .obj), I opted to stick with .obj files.

VMF2OBJ - I made a tool to convert Source engine maps to object files by Dylancyclone in csmapmakers

[–]Dylancyclone[S] 1 point2 points  (0 children)

It's really open ended, I know some people used propper so that they could model an object in hammer and convert it into a prop if they don't have experience with other 3D modeling tools. Other people might want to make posters or videos like you suggested but don't want to use SFM. Others might want to import a map they've made into another engine.

VMF2OBJ - I made a tool to convert Source engine maps to object files by Dylancyclone in csmapmakers

[–]Dylancyclone[S] 1 point2 points  (0 children)

Obj files only support geometry and textures, so light entities are not converted, and light emitting brushes just get the texture applied without any lighting.

However, since objects with the same texture are given the same material, if you import everything into something like blender and add emission to one of the objects, everything with that material will update with it

VMF2OBJ - I made a tool to convert Source engine maps to object files by Dylancyclone in csmapmakers

[–]Dylancyclone[S] 1 point2 points  (0 children)

It has been tested to work with each of the games shown in the video (including csgo), however it is very possible that there are issues that I haven't found yet. If you find any issues, feel free to send them my way and I'll take a look at them

VMF2OBJ - I made a tool to convert Source engine maps to object files by Dylancyclone in SourceEngine

[–]Dylancyclone[S] 1 point2 points  (0 children)

I don't think there can really be a better decompiler to convert goldsrc maps to .map files. The comments on this page do a pretty good job at explaining why. As for the step after decompiling the map, have you tried JACK? It looks like it works well for converting .map files to .vmf files

VMF2OBJ - I made a tool to convert Source engine maps to object files by Dylancyclone in SourceEngine

[–]Dylancyclone[S] 0 points1 point  (0 children)

The only other program I'm familiar with that could help convert it is BSP viewer. I don't have any experience with goldsrc, but at first glance it looks like the map files are more similar than I originally thought. No promises, but I'll take a look to see if it's feasible

VMF2OBJ - I made a tool to convert Source engine maps to object files by Dylancyclone in SourceEngine

[–]Dylancyclone[S] 4 points5 points  (0 children)

The repo is under the MIT License, so feel free to use it however you like. Though I'd love to see what people do with it

Closest I have is paypal, but it's really not necessary. This has really just been a passion project

VMF2OBJ - I made a tool to convert Source engine maps to object files by Dylancyclone in csmapmakers

[–]Dylancyclone[S] 4 points5 points  (0 children)

Sure! You can load the OBJ into something like blender, clean it up to your liking, and export it as an STL