• Source 2 SDK Tools Being Released Tomorrow
    163 replies, posted
[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] i have notced that in example map but it doesnt seem to be working either
1080p image of the rover. It's actually very detailed. [t]http://i.imgur.com/G8yFTse.jpg[/t]
curiosity irl is actually that big [IMG]http://lucidthoughts.com.au/wordpress/wp-content/uploads/2011/12/Curiosity-Mars-rover-2.jpg[/IMG] [editline]11th June 2016[/editline] Does anyone know if I can play the game with a Oculus DK1?
CS:GO Source 2 is coming soon. [IMG]http://i64.tinypic.com/10nt7nq.jpg[/IMG] [IMG]http://i66.tinypic.com/2r6mnoj.jpg[/IMG] Not this month, but... *_^ We have a red marked specular texture, that's usefull in CS:GO... but... it still existing in library. It will be used with Source 2 game port. Cubemaps are working. Just click rmb on it, choose "Selected cubemap" and "Write Custom Cubemap...". At my screenshot, I have hidden crate before render box cubemap - it looks so bad with cubemap. Screen space reflections is coming - r_ssr 1 in console doing nothing. AA methods etc. too. A lot of entities are broken and we have only simple shaders at start. No water, no reflective glass... Tools are still clunky. Still... hammered. The best shortcut config for me: bliblable\Steam\steamapps\common\Destinations\game\bin\win64\steamtourscfg.exe -novr -1080
[QUOTE=eirexe;50493428]curiosity irl is actually that big [IMG]http://lucidthoughts.com.au/wordpress/wp-content/uploads/2011/12/Curiosity-Mars-rover-2.jpg[/IMG] [editline]11th June 2016[/editline] Does anyone know if I can play the game with a Oculus DK1?[/QUOTE] If SteamVR detects it sure, you need a xbox gamepad. FROM Alfred (Valve dev) on the community forums: [QUOTE]When the Oculus is detected Destinations makes use of the xbox game pad for locomotion. You can manually disable this by putting "+vr_multitool_hmd_targeting_mode 0" in your command line options (in Steam), but this may or may not work correctly for you.[/QUOTE] [editline]11th June 2016[/editline] [QUOTE=Mamorex;50493451]CS:GO Source 2 is coming soon. [/QUOTE] FUCKING YES. I NEED THIS IN MY LIFE :excited:
[QUOTE=Sam Za Nemesis;50493473]Btw now that we have actual tools if someone bothers to mass convert HL2 assets to Source 2, the Robot Repair demo has the full HL2 game logic in Source 2 (And proper mouselook)[/QUOTE] Unless there is some way to do a batch conversion, you're going to be wasting a lot of time making vmat and exporting tga files with _color or _normal in the names.
[QUOTE=Leintharien;50493953]Unless there is some way to do a batch conversion, you're going to be wasting a lot of time making vmat and exporting tga files with _color or _normal in the names.[/QUOTE] VTFCmd could easily facilitate the exporting, assuming you mean exporting VTFs to TGAs. Wouldn't be too challenging to write a program that reads VMTs and pulls the VTFs from them. Then you can put a condition on the type of parameter - whatever is in $basetexture gets "_color" appended, and whatever is in $bumpmap gets "_normal" appended. I don't know what the vmat type is, or how it differs from VMT. Intuition suggests to me it wouldn't be too hard to automate that, either, though.
[QUOTE=Gmod4ever;50494206]VTFCmd could easily facilitate the exporting, assuming you mean exporting VTFs to TGAs. Wouldn't be too challenging to write a program that reads VMTs and pulls the VTFs from them. Then you can put a condition on the type of parameter - whatever is in $basetexture gets "_color" appended, and whatever is in $bumpmap gets "_normal" appended. I don't know what the vmat type is, or how it differs from VMT. Intuition suggests to me it wouldn't be too hard to automate that, either, though.[/QUOTE] I'm pretty much a monkey when it comes to anything related to command prompt or .bat files or the like so that kind of stuff would need some handholding if you're willing to help me figure this out. As far as .vmat goes, I think it's just source 2's version of the .vmt file. It has the nice addition of this new editor so you can assign your textures through it, which is great if you're creating new materials to use. [t]http://i.imgur.com/an11IrS.png[/t]
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