• Source 2 SDK Tools Being Released Tomorrow
    163 replies, posted
[QUOTE=NotMajora;50486602][video=youtube;uUuj6d8UxMs]https://www.youtube.com/watch?v=uUuj6d8UxMs[/video] I mean I guess you can.[/QUOTE] That's awesome.
[QUOTE=xbax;50485666]Gordon with the skis??? thats brand new.[/QUOTE] Lol they are not actually skis, the model is just distorted, that's his feet
[QUOTE=simkas;50483329]good flex poser[/QUOTE] Jesus christ i'm having flashbacks now.
[QUOTE=Sam Za Nemesis;50487456]How are you importing assets? Valve has an internal tool to batch convert them but I haven't seen anything for the public[/QUOTE] Well if there's anyone that can get a hold of them it's testinglol.
[img]http://i.imgur.com/jZnGSoq.png[/img] Jesus
any advice ? [IMG_thumb]http://i.imgur.com/Yb5sYsV.png[/IMG_thumb] it's look like working but before i load the map, instant crash. update video drivers, event try sound, all redist stuff, nothing help AMD Phenom(tm) II X4 B60 nVIDIA GT 730 2Gb 8Gb Ram I just think that everything is due to vulkan api since it too does not work
can someone with amd upload scenesystem.dll file from dota? it some problem with
[t]http://i.imgur.com/jHaXuiK.png[/t] :ok:
So all in all, is it more comfortable to use these tools compared to the old hammer? I wish I could try them myself, but my CPU died yesterday
[QUOTE=Trixil;50488531][t]http://i.imgur.com/jHaXuiK.png[/t] :ok:[/QUOTE] What's the map supposed to be? Also, is this a source 1 vmf? How do you get those in?
[QUOTE=Leintharien;50488869]What's the map supposed to be? Also, is this a source 1 vmf? How do you get those in?[/QUOTE] You can filter for vmfs when you go to open a map. [img]http://i.imgur.com/kzz3IB4.png[/img]
[QUOTE=simzboy;50488897]You can filter for vmfs when you go to open a map. [img]http://i.imgur.com/kzz3IB4.png[/img][/QUOTE] Oh sweet! Is there some kind of batch conversion thing set up for models and materials as well?
[QUOTE=FluD;50487854]any advice ? [IMG_thumb]http://i.imgur.com/Yb5sYsV.png[/IMG_thumb] it's look like working but before i load the map, instant crash. update video drivers, event try sound, all redist stuff, nothing help [B]AMD Phenom(tm) II X4 B60[/B] nVIDIA GT 730 2Gb 8Gb Ram [/QUOTE] It's the CPU. I think Valve is compiling exclusively with AVX support, since the minimum requirement is the FX 8350, the first AMD CPU with AVX.
Is there a way to make custom materials and models? I tried, but the material editor says that some features are unavailable because of the directory being used by the current mod or whatever, so i can't import my own TGA files, and i'm not sure if importing SMDs work either
[QUOTE=Hogie bear;50483182]The biggest pull for sfm users is probably the build up of content from mods and games over 10 years or so. Not just source games, but ports as well. There is just so much. My biggest gripe though is the super dated shaders and the engine in general. You can tell something was made in source in 2 seconds once you work in it for a while.[/QUOTE] Eh let's be honest - you can usually tell if something was made in unity or unreal after a couple of minutes as well. There's a lot of very "standardised" looks to the various shaders.
[QUOTE=wraithcat;50490390]Eh let's be honest - you can usually tell if something was made in unity or unreal after a couple of minutes as well. There's a lot of very "standardised" looks to the various shaders.[/QUOTE] The worst offender in this regard was Unreal Engine 3, IMO. Most games developed on the UE3 engine just had 'that look'.
[QUOTE=Chrille;50490526]The worst offender in this regard was Unreal Engine 3, IMO. Most games developed on the UE3 engine just had 'that look'.[/QUOTE] I mean Unity still has that going for it, Unreal is slowly straying from that tho.
[QUOTE=no1dead;50490592]I mean Unity still has that going for it, Unreal is slowly straying from that tho.[/QUOTE] To be fair, there is also a look to UE4 as well. Especially if they don't tone back the default motion blur. Unity (since 5) has always had this weird sort of blue-ish grey blur on objects in low light by default, while UE4 tends to look a bit shiny and oily on some objects by default. ARK being a great example of what a "default" UE4 game looks like. However, both engines are relatively easy to fine tune, so you could easily make something even more stylized or realistic. Every 3D engine has a certain "look" to it by default.
Destinations looks cool, too bad it crashes Steam completely when launching.
[QUOTE=Leintharien;50488869]What's the map supposed to be?[/QUOTE] the map is pl_goldrush put into source 2 hammer which probably explains why there were obsolete elements
How to build cubemaps? We can't?
[QUOTE=Mamorex;50492058]How to build cubemaps? We can't?[/QUOTE] doesnt seem like it.. cant do proper shadows either, everything looks bland, cant get flowmaps to work. env projected texture is also broken or maybe thats just my materials [vid]https://fat.gfycat.com/AmusedBriefElver.webm[/vid] ill try to improve this a little more and maybe fix the scripted stuff. would be cool to have it as a vr experience
It took me longer than it should have to figure out why my vive was turning on and why there was no window when I launched destinations. Turned out I didn't download the sdk and I didn't know that there was a "game" to go with it. I felt stupid.
[QUOTE=testinglol;50492400]doesnt seem like it.. cant do proper shadows either, everything looks bland, cant get flowmaps to work. env projected texture is also broken or maybe thats just my materials [/QUOTE] I think only light_spot casts shadows. This is what I did to my own test map. I also tried it in VR and the Curiosity rover is fucking massive. I swear each wheel goes up to my knee, and I have to reach up to about 7 or 8 feet to touch that camera. [t]http://i.imgur.com/Sew9kLC.png[/t] Also, I LOVE these texturing tools. Between the 'align to grid' buttons and the UV peel tool in the edge menu, you can easily texture a lot of cool shit. [t]http://i.imgur.com/KECOLSo.png[/t][t]http://i.imgur.com/nmBhtoX.png[/t]
[QUOTE=Leintharien;50492617]I think only light_spot casts shadows. This is what I did to my own test map. I also tried it in VR and the Curiosity rover is fucking massive. I swear each wheel goes up to my knee, and I have to reach up to about 7 or 8 feet to touch that camera. [t]http://i.imgur.com/Sew9kLC.png[/t] Also, I LOVE these texturing tools. Between the 'align to grid' buttons and the UV peel tool in the edge menu, you can easily texture a lot of cool shit. [t]http://i.imgur.com/KECOLSo.png[/t][t]http://i.imgur.com/nmBhtoX.png[/t][/QUOTE] thats what i also did but it seems to be buggy, in the video you can see flashing blue light on right. its supposed to be always there with a huge shadow of the blue room thingy but its working horribly..
[QUOTE=testinglol;50492725]thats what i also did but it seems to be buggy, in the video you can see flashing blue light on right. its supposed to be always there with a huge shadow of the blue room thingy but its working horribly..[/QUOTE] I'm sorry but the only blue light I see is the light_omni at the door in the beginning.
[QUOTE=Leintharien;50492821]I'm sorry but the only blue light I see is the light_omni at the door in the beginning.[/QUOTE] thats the problem, it flashed one frame when it was supposed to be there all the time :(
[QUOTE=testinglol;50492881]thats the problem, it flashed one frame when it was supposed to be there all the time :([/QUOTE] Have you been having an issue with shadows flickering on other maps? I had that problem with my AMD card until I updated my drivers.
[QUOTE=Leintharien;50492897]Have you been having an issue with shadows flickering on other maps? I had that problem with my AMD card until I updated my drivers.[/QUOTE] i have nvidia its probably an engine problem. light only appears in certain angles.. weird how valve is able to work normally with these tools internally :pudge:
[QUOTE=Sam Za Nemesis;50492945]These are deprecated in source 2 by their new equivalents due to the new rendering pipeline, entity still exists though, also try env_cubemap_box[/QUOTE] Is there anything special you need to do with env_cubemap_box? I set one up in my scene and let it run a build but it still doesn't have reflective properties like the other maps.
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