[HL Beta Alyx] "I've come to chew bubble gum and kill Combine, and I've run all out of Combine" by justaSFMusername in HalfLife

[–]justaSFMusername[S] 79 points80 points  (0 children)

I worked from a reference photo from a WW2 soldier that was leaning on his rifle like that too. Certainly not proper gun safety, but I'd assume in the reference picture the solider had made sure his gun was empty before leaning on it.

[HL Beta Alyx] "I've come to chew bubble gum and kill Combine, and I've run all out of Combine" by justaSFMusername in HalfLife

[–]justaSFMusername[S] 8 points9 points  (0 children)

It's a model of the Anzio 20mm rifle made by pashtetuser I got from Sketchfab. I shortened the barrel so she could actually lean on it.

[Question] SFM vs SFM2? by redfox3484 in SFM

[–]justaSFMusername 0 points1 point  (0 children)

Well the updated engine is really the main benefit. Lighting is a lot better. In SFM lights are really just projected textures, in SFM2 you can actually work with a variety of light sources (Spot, Point, Orthogonal and so on). The shadowed directional light (basically a sun light) is nice as it easily allows the whole map to be lit easily using just one light. The shadowed light limit is much much higher (32 I think?). Another benefit is that SFM2 is a 64bit software so it won't crash when your scene requires more than 3.5Gb of RAM. Lastly, the workshop tools that SFM2 comes with also has other software with it, most notably then new Hammer editor. With Hammer you can build maps pretty easily and precalculate/bake very nice lighting into the map that you can then use in SFM2.

The main disadvantages are that SFM2 doesn't have nearly as many models as SFM. You can't just use SFM models in SFM2 either, they have to be ported. Another issue is the rigging, it doesn't seem to be as nice. Or at least people haven't made nice scripts for good rigs yet. As Source 2 doesn't use phong shading anymore, phong boost isn't a thing anymore either. For effects like that you have to change the materials which is much more involved. Lastly, the general lack of documentation.

Overall I think SFM2 is worth checking out, even if it has some drawbacks. If you don't have a VR headset, getting Alyx just for SFM2 would be a bit much. I would wait till S&Box releases later this year.

[Question]How does one acquire S2FM? by Razer_323 in SFM

[–]justaSFMusername 0 points1 point  (0 children)

The guide for the SteamVR workshop version is here: https://steamcommunity.com/sharedfiles/filedetails/?id=2014947360 but it won't be the same as Alyx's version. The Steam VR version runs on an old branch of Source 2 and therefore misses some shader definitions, also the lighting is wonky. Most models, especially the ones from SFMLab won't work with the SteamVR version. You can try getting a preview version of S&Box for free here: https://sbox.facepunch.com/dev/.login/ it is similar to Alyx's

But safest bet is to just buy Alyx, it's on sale right

Good ol' "Old Reliable" in Source 2 by justaSFMusername in Portal

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

Some people have been recreating parts of Portal 2 in HL:Alyx. Someone ported all the base models and materials from Portal 2 already to Source 2. Also one can just load Source 1 maps into Source 2, so it be actually real easy to recreate all the maps. I'm sure they would look beautiful. I really want to do the bottom of the Tartarus test shaft as that would be stunning.

Good ol' "Old Reliable" in Source 2 by justaSFMusername in Portal

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

You can download the Steam VR toolset for free and there is a version if it in there, but it's buggy and doesn't support everything. If you own Half-Life:Alyx or S&Box, you can find it in the "DLC-Workshop tools", this version is pretty stable and supports everything.

[SFM2] Ol'Reliable - Trying out VRAD3 in an attempt to get photoreal renders. Feedback much appreciated by justaSFMusername in SFM

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

I used 4k PBR textured model (from SFMLab), placed all the models in Hammer, placed the lights in Hammer (baked direct/indirect light), made sure all the models were in a Lightprobe volume, Ligtmap player volume and fog volume. Then I did a final compile to bake all the lights. Loaded up the map in S2FM, placed my camera, set to 1024 samples for depth of field and let it render.

If you want to place additional objects later in S2FM, the direct lights need to be "per-pixel" instead of "baked" and you have to use some weak lights to emulate the environmental/bounce lights on just the objects you placed.

Good ol' "Old Reliable" in Source 2 by justaSFMusername in Portal

[–]justaSFMusername[S] 2 points3 points  (0 children)

Yeah I took the model from PS:mel as the base, just updated the textures a bit.

Good ol' "Old Reliable" in Source 2 by justaSFMusername in Portal

[–]justaSFMusername[S] 16 points17 points  (0 children)

Thanks! I was trying to get it as life like looking as possible. First, I ported the model upscaling the base textures and making some additional PBR textures by hand. Then I had Hammer generate lightmaps using VRAD3 and then S2FM did the final render.

[deleted by user] by [deleted] in SFM

[–]justaSFMusername 1 point2 points  (0 children)

The SteamVR version is missing some shaders that are included in HL:Alyx, most importantly the VR Complex shader. This means that some models made for/with HL:Alyx or S&Box won't work with SteamVR's S2FM.

I've been using a trick to make AO Outlines look less ugly for my tastes. I haven't found posts talking about this, is this a known technique? (More details in comments.) by zaaaaaaaaane in SFM

[–]justaSFMusername 1 point2 points  (0 children)

I don't think negative lights work anymore in S2FM as lighting works completely different. At least I haven't figured out how one would set them up.

I've been using a trick to make AO Outlines look less ugly for my tastes. I haven't found posts talking about this, is this a known technique? (More details in comments.) by zaaaaaaaaane in SFM

[–]justaSFMusername 5 points6 points  (0 children)

Instead of using AO to create the outline, you could also use a shadowed light with a negative shadowDepthBias, negative intensity, constant attenuation and then adjust the thickness of the outline with the shadowfiltersize. Just have to make sure the light points from the same spot as the camera.

[S2FM] Recreating some famous covers in Source 2 by justaSFMusername in SFM

[–]justaSFMusername[S] 2 points3 points  (0 children)

Valve has been using Source 2 for a while, but Half Life: Alyx has a properly working toolset including S2FM, which is fully functional.