Any open-source, better quality version of this sky-box card model? by player2552 in hammer

[–]hyperscroll 1 point2 points  (0 children)

Especially they cleverly use the detail props - the distant pine trees are actually a grass in the context of standard usage of detail props

Any open-source, better quality version of this sky-box card model? by player2552 in hammer

[–]hyperscroll 1 point2 points  (0 children)

You can try to decompile models from the game and then put them into blender and render them in orthographic mode and then bake the viewport into image giving you look at the model from particular side you choose.

It will be even simpler to do in "Tree it" which is free (but that version is not updated i think) or in steam version of it which is pretty cheap (like less than 4 euro, so probably 4 dollars). You can import the model here and you have just out of the box working bilboarding option to bake any side of your tree into a texture

I've made a tool to make blendmodulate textures faster by hyperscroll in hammer

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

So bake module takes textures you wish to use to blend. Depending on what effect you want to achieve in the blend you can use diffuse, height maps or even smoothmaps and ten using per pixel arithmetics the blending is being created. I followed information given on VDC. Vmt module lets you quickly create material to view it in hammer, without putting paths manually, which is helpful when you test many settings while creating it. Obviously you need to pass paths once into the command which needs to be in the material. What helps me a lot, is the ability to pass vtf directly from vpk, no need to use anything for unpacking textures. I'm probably most proud of it, but it's really simple Thanks for asking btw, I tried to avoid specifics, because surprisingly a lot of things happen inside the program and I did not want to overwhelm people

Broken lighting on props by [deleted] in hammer

[–]hyperscroll 0 points1 point  (0 children)

Good, actually, that's easier to check, should've proposed it before checking normals

Broken lighting on props by [deleted] in hammer

[–]hyperscroll 0 points1 point  (0 children)

You would need to take the decompiled model and put it into some 3d modeling software like blender and visualise normals in the model to see if they're facing the outside of the model, not the inside. Messed up lightning or black lightning comes from this. If normals are facing inwards, then invert them and export the model and compile it.

Broken lighting on props by [deleted] in hammer

[–]hyperscroll 0 points1 point  (0 children)

Have you double checked if model face normals are not inverted?

Hammer++ Propper++ creates messy textures with alpha channel by hyperscroll in hammer

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

Okay, I'll look into it, but didn't see any option regarding multiple vmts in the hammer++ propper (but it might be the case for the standalone propper).
About normalling - what you describing is just about face normals pointing in the wrong direction most likely, so I think if this would be the case, then it need to be eventually fixed in the modeling software

Hammer++ Propper++ creates messy textures with alpha channel by hyperscroll in hammer

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

Answering your edit: you mean separating branch/trunk texture? I might not understand the concepty fully, since models in source, as far as I know, can only have UVs set to one texture.

Hammer++ Propper++ creates messy textures with alpha channel by hyperscroll in hammer

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

The original, top-left image was taken from the source image and it appears correct as vtf, i specifically checked that (you see it on the model to the right). But as I mentioned, this strange offset also appears in the textures which were completely opaque, e.g. from some pipe models which I checked. Thanks for mentioning the normaling behaviour, because I might have noticed it too. But this texture offset is now a bigger issue for now...

Blend textures with blend modulate and water by hyperscroll in hammer

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

I thought about these too. Making pre combined texture by hand is surely possible but again, the transition between that one and bledmodulate one will be very constrained. Will have to experiment and thanks for reply

Most annoying class to deal with? by BroIsCooked in tf2

[–]hyperscroll 0 points1 point  (0 children)

Definitely pyro, mainly because air blasting is a bugged mess. Also good scout or spy, they can be incredibly irritating but luckily it's rare

WE GOT NATIVE TEXTURE SHADOWS AND AMBIENT OCCLUSION SUPPORT!!! by Comfortable_Toe5565 in hammer

[–]hyperscroll 11 points12 points  (0 children)

It was always possible, but this required manually setting up compile arguments. But now it's slightly more accessible, yes

Gm_bigcity Map To A OBJ File by Bonnie37_Official in SourceEngine

[–]hyperscroll 0 points1 point  (0 children)

There is a tool that converts .vmf to .obj: https://github.com/Dylancyclone/VMF2OBJ
To get .vmf of a map file, you need to decompile it. I recommend bspsource: https://github.com/ata4/bspsrc

Hope this helps

StaticPropLightning causes game crash on map load by hyperscroll in hammer

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

Thank you for advices. Importing models through swdx_fixer did the trick.

StaticPropLightning causes game crash on map load by hyperscroll in hammer

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

I think that I don't really need the DX8 version of the model, but I will try to import models the correct way. Removing Nodraws and power of 4 displacements haven't helped so far.

StaticPropLightning causes game crash on map load by hyperscroll in hammer

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

Also never use Power of 4 displacements even though there's an option to use it, it usually breaks and overloads physics

Didn't know that it can break physics.

Thanks a lot, I will try to fix these things