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Releases: caseytube/source2utils

First Real Release

16 May 01:10
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Got a brand new fix for 1.0, as with the release of HL:A I made some quick fixes.

  • Fixed an error with a lack of newlines on some materials with ssbump
  • Fixed a typo in the instructions
  • Fixed AO maps being needlessly created

v0.9

05 May 06:09
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v0.9 Pre-release
Pre-release

Here we go, the first proper version of the tools! This is a "pre-release" since there's still some added functionality it needs, but it's the first usable one standalone so we're calling it a test for the time being.

Changelog:

Updated vmt_to_vmat.py

  • Reworked the entire structure of the code, program is now run with just "python vmt_to_vmat.py" and no arguments are passed (for now) Arguments are now passed as inputs at the beginning of the program with self-explanatory options.
  • .vmat and .tga files are now saved to a "modname_imported" folder in content, in order to make sure no original files are overwritten or conflicted.
  • Currently, the script tries to pass through as many shaders reasonably available, but some will still not pass through. The script is only reasonably prepared to process VertexLitGeneric materials and LightmappedGeneric materials, with blend materials (like CS:GO's) theoretically possible but not implemented yet.
  • Added easier support for a "Target Shader" allowing for expandability in the future for support for SteamVR Home's vr_standard or Dota 2's CustomHero/GlobalLitSimple. However, currently only vr_complex is supported.
  • Implemented a hacky workaround for getting phong-like lighting in S2, by using the AO map (which seems to render incorrectly in the bootleg tools but works for now) as the material's
  • Removed legacy/outdated definitions and variables, general cleanup

Updated mdl_to_vmdl.py

  • Added support for user input, same as vmt_to_vmat.py
  • Fixed a bug related to file paths if you weren't processing the entire base models folder.