2:42 Required For TF2: You need to compile in v7.4, otherwise in v7.5 the texture shows up as pink checkerboards!!!
@Jofoyo3 жыл бұрын
I mention this in my pinned additional clarification comment that 7.4 might be better to use in general for compatibility. If KZbin had an actual video editor that provided more than the most basic of functionality I would correct this in a heartbeat.
@noiamhippyman2 жыл бұрын
It was still frustrating but you were the only one that managed to get me to have a successfully setup model.
@vinogradgarden4 жыл бұрын
Perfectly. Waiting for new Source tutorials.
@Jofoyo4 жыл бұрын
*Additional Clarifications PLEASE READ:* Source uses -Y (DirectX) normal maps, whereas Blender by default uses and bakes +Y (OpenGL), if you're using a normal you made previously in Blender you should invert your green channel, and in the future change your normal bake settings. You should use TGA files if you intend to use a texture with alpha. (32 bit format) VMT file names should match those that you see in Blender. There are lots of additional shaders that I do not include, such as Refract, which warps things behind it. Read up about them on the VolvoDevWiki. Some games will not use VTF V7.5, and it may just be better to export in 7.4 since there's not actually any seemingly obvious upsides to using 7.5, and you may just end up with compatibility issues. The rimlight settings do not appear in the HLMV, so you must go in game to view changes. I mention that your material will update automatically after saving, this is only true for some games like Gmod. You will otherwise have to type mat_reloadallmaterials or mat_reloadmaterial (material path). If a game doesn't support this, rather than testing in game, try using Hammer++, as it hotloads materials like in Gmod and is faster to load and setup anyway. If you have troubles with understanding how the hierarchy of material slots to VTFs goes you should take a look at this diagram i.imgur.com/CijkX23.png
@TsarofTrolling4 жыл бұрын
Is it possible to export materials from blender as a texture, or should i stop wasting my time trying to find a possible way?
@Jofoyo4 жыл бұрын
@@TsarofTrolling Not that I know of, you'll need to export any Blender made textures through the image/uv editor and then you can use those in this process. I might one day go about learning Python for Blender and making a plugin to create VMTs and VTFs directly from there.
@TsarofTrolling4 жыл бұрын
@@Jofoyo Ok thank you
@TsarofTrolling4 жыл бұрын
@@Jofoyo I managed to set everything up, but for some reason the textures are only visible from the inside of the model, do you know what might be causing that?
@Jofoyo4 жыл бұрын
@@TsarofTrolling Your normals are inverted, each face on your mesh has only one side that is typically displayed, called your normal. In Blender if you enable backface culling you should see the same effect, select everything and hit alt n I believe, and that should fix it, else check the "inside" tick in the bottom left box that appears. I'd have more certainty but currently taking my computer apart so I can't check, so give it a good ol' Google if it don't work. If your mesh is flat, you can use the "$nocull" parameter on your material, however, only do this if you need to cause it does affect performance use of your mesh by a small amount. It also doesn't work with "$translucent"
@BrozdoVSN Жыл бұрын
im a complete noob at this stuff and im using your tutorials as the first step. i'm just trying to successfully import the default blender cube to gmod with a custom texture i made. the thing about this tutorial that im stuck at is how you're able to connect the VMT and VTF files to the MDL file. how does that work? i'm able to get the cube working in gmod from following the first tutorial, but it's textureless. and im doing my best to follow this particular tutorial but its still textureless in the half life model viewer and im not sure what to do with correcting the path information
@Jofoyo Жыл бұрын
Your VMT needs to have the same filename of the cubes material slot in Blender, and be located in your $cdmaterials directory.
@BrozdoVSN Жыл бұрын
@@Jofoyo is that directory located in the cube's qc file? i see: $cdmaterials "models\props" when opening it in notepad++ its the only place i can find it. would that mean i would have to name the VMT "props"?
@BrozdoVSN Жыл бұрын
@@Jofoyo are you still there
@Nightmare103115 ай бұрын
4:10 every single material says that error with a lot of props/"texture name" i'm not sure what i'm doing wrong let alone if i'm the one even in the wrong. i redid this multiple times and it's resulting in different issues every time. when you say go back and fix my directories wdym by that, what do i go back to? any help would be much appreciated
@Jofoyo5 ай бұрын
@@Nightmare10311 If your $cdmaterials folder matches where your vmts are stored more than likely the name of the material on your mesh in Blender doesn't match your vmt name.
@Nightmare103115 ай бұрын
@@Jofoyo okay that makes much more sense, i ended up naming the VMT as my texture name not the blenders material name. Thanks!
@Jofoyo3 жыл бұрын
I just updated the BaseMaterials pack, including better descriptions, and additional shaders and parameters for folks to use. 04/07 - I've updated it again with a envmap parameter I missed out on for some nice fresnel effects.
@BoxShards2 жыл бұрын
Heyo JustJacob, I'm not sure where I'm going wrong but I've gotten to the part of having the model open in HLMV with the VTFs and everything setup, I'm now encountering a problem where no matter what I do I cannot get the textures to load. The $cdmaterials is set to "Props\" in the .qc as the previous tutorial showed and I've tried changing that with no effect. The "$basetexture" & "$bumpmap" are the proper named texture files and are in "materials\props" folder as designated. I have the VMT named after the model as this tutorial shows. I've exported using 7.5 & 7.4 regarding converting to textures with no luck of getting it to render. I'm not sure what else to do at this point . The game i'm trying to add a model to is Portal, and so far nothing is working If you do read this, any help is appreciated!
@__-kb8xh3 жыл бұрын
This tutorial works great, most of the time. Some images, seemingly random ones, cannot be converted or opened in VTFedit for some reason. I have tried moving the images to different folders, renaming them, changing them to .tga's, but nothing seems to work and I don't know why, considering all of the other images convert flawlessly
@Jofoyo3 жыл бұрын
If your image is in a format other than .tga you need to change the format of the image to .tga, or in the Batch Convert settings you need to change the line on "To VTF" from "*.tga" to "*.png" or whatever other format you're trying to convert to. There is almost always a logical solution to these problems, if you give me more info or show me the files in question that won't open I can provide more help.
@__-kb8xh3 жыл бұрын
@@Jofoyo I tried both tga and png, i just ended up using a gimp vtf plugin. got told by someone that vtfedit is just a bit shit
@Jofoyo3 жыл бұрын
@@__-kb8xh I've never had issues with it but whatever works works, glad you found a solution.
@kneleescobar19773 жыл бұрын
the material isnt loading and this is what the console is saying "Props\tie_body.mdl : material "models/props/material" not found." how can i fix this
@sopaconondas92333 жыл бұрын
I didn't understand how to texture the 3d models, can someone explain it to me?
@PERONOOBGAMING3 жыл бұрын
how to convert text file to material..i can only see text in vtf edit..i wanna use these model in unreal engine
@Jofoyo3 жыл бұрын
If you're trying to convert a .txt to a .vmt you can just rename the file to .vmt since the file format is the same. There's no way to use .VTFs and .VMTs in Unreal Engine though as far as I'm aware, and you'd be better off importing your textures and editing them anyway since Unreal 4 uses a totally different rendering solution than Source.
@PERONOOBGAMING3 жыл бұрын
@@Jofoyo thnx ..these models r so good..I really wanna use them in ue ..m trying to figure out some texture issues..
@Ang3lUki Жыл бұрын
These 2 videos have been lifesavers. Thank you so much!
@VSZ_Leon_Williams3 күн бұрын
When I hit convert it says "Error loading NYC.png" it doesnt work.
@grishakek3 жыл бұрын
hey jacob nice tutorial but i have one issue when i look my model in the viewer it says something like model cannot find VMT file and ofc purple and red texture appears i've tried to rename material in blender like "texture.vmt" or "texture.png" or just "texture" but nothing seems to work, did it happen to you?
@Jofoyo3 жыл бұрын
Make sure your directories are correct, the VMT needs to have the same name as the material slot in Blender, and it needs to be in your models $cdmaterials folder. Double check that the actual .VMT is pointing to a .VTF as well.
@grishakek3 жыл бұрын
@@Jofoyo thanks for the quick response, I put my vtf and vmt to models/props instead of materials folder, so now its working fine xd
@eightballheffner20553 жыл бұрын
@@Jofoyo im having this same problem ive looked at everything and even tried doing the whole tutorial twice and it still wont work i dont think i understand what you mean this is my qc $modelname "Props/trashcan.mdl" $body trashbody "trashcan.smd" $surfaceprop metal $cdmaterials "Props/" $staticprop $sequence idle "trashcan.smd" $collisionmodel "trashcanPhys.smd" { $mass "5" $concave } but i have my vmt and vtf names trashbody as it needs and just to make sure i put it in the right place i put both of them in both folders names props in models and meterials yet its not working and im getting burned out maybe dumb it down for me a bit please also i tried renaming it to the name it was in blender but it still didnt work
@nekomaster10003 жыл бұрын
When exporting my model from Blender, I notice it doesn't retain the shader settings upon the export: The texture comes out blurry because it's defaulting to "Linear" instead of my preferred "Closest" and is additionally always treating my model as if I have Backface Culling turned on, even when I don't. Is there anything I can do about these issues? I just want to make some nice spriteart grass sticking out the ground that isn't blurry and invisible from behind :(
@Jofoyo3 жыл бұрын
Blender shaders and viewport settings have nothing to do with your Source materials, which is why I don't show the node graph editor at all in this video. How the materials render are dependent on your .VMTs, not the model export. For your texture sampling problem, there's no way to change Sources texture sample method, so the only way to add the appearance of sharp pixels is to increase the resolution of the texture using nearest neighbor filtering. Edit: Two years late, but this isn't true, in VTFEdit check the Point Sample flag on the left and hit save. For the backface culling issue, you have two options. Option 1, is to enable $nocull on your material, but that will force you to use $alphatest instead of $translucent, which may not be what you want since it only allows for 1 or 0 transparency, no inbetween. Option 2, is to duplicate your geometry, and one one set of your geo, flip the normals.
@balls11183 жыл бұрын
Whenever I try to texture a certain part it just shows the color, is there a way to fix this?
@miura78402 ай бұрын
I have one material assigned to my model, but for optimization I want some faces not to be rendered by the engine. When I assign a material to which there is no path in QC, missing texture appears in the game. What material should I apply to these faces and what should be the path to this material?
@Jofoyo2 ай бұрын
Any additional material you add is going to have additional cost, not less, because each material is an additional drawcall, which is far heavier on performance than polycount. Your best bet is simply deleting those faces. If that's not an option, then you should probably just eat the cost of those faces. It's not really gonna be a huge issue anyway. Source can still render several hundreds of thousands of polys in one scene still. What would limit performance is having too many models, as Source doesn't instance these to the GPU. So in that case for mapping, it's best to cluster meshes that share materials.
@miura78402 ай бұрын
@@Jofoyo thanks!
@AdudenamedKemp6 ай бұрын
What if your modelviewer/Hammer programs can view the model, but only in wireframe? In other words, they are finding the VMT file, but they can't find the texture itself?
@Jofoyo6 ай бұрын
If it's wireframe and not purple black checkerboard, more than likely you are using the wrong shader. Most models you want to use Vertexlitgeneric. Lightmappedgeneric will not work on models.
@AdudenamedKemp5 ай бұрын
@@Jofoyo Thanks. I switched to VertexlitGeneric and now I have the purple-and-black checkerboard. One step closer, I guess. What's weird is that (by fiddling with the VMT) the model can use VTFs from other models I've made. It just won't load the VTF that I want, so I guess the error lies in the VTF. Even though I made it exactly the same way as all the other ones?
@Jofoyo5 ай бұрын
@@AdudenamedKemp Not likely, but try switching the VTF version to 7.2. Otherwise the game might not be loading from the directory you're saving to, I can't know for sure without seeing directories and vmts
@AdudenamedKemp5 ай бұрын
@@Jofoyo I switched to ver. 7.2 and it didn't help, but then I tried 7.1 and it worked! Hopefully it'll be consistent from here on out. Thank you for taking the time to reply!
@Jofoyo5 ай бұрын
@@AdudenamedKemp Oh you must be modding old source games
@TheManOfAll12134 ай бұрын
Hi, I followed everything including your tutorial because I wanted to make a prop myself. however the only problem is that my prop is half transparent so idk if your seeing this just lmk what to do with this
@Jofoyo4 ай бұрын
More than likely you've got backfaces showing. Recalculate your normals.
@wolcamophone47839 ай бұрын
I didn't really need this for cracking open Source but I was studying this to see if you would mention how each material is assigned a footstep sound for if the player is walking over it. I am working with a different game engine, namely the godot engine, and I wanted to see the methodology within the .VMF files and see how I could replicate it by adding those custom properties to material files of other engines.
@Jofoyo9 ай бұрын
In the Source Engine, physic sounds (footsteps included) are determined by a $surfaceprop parameter, such as "$surfaceprop" "boulder". For map geometry, this is picked on the material side, but on props the materials surfaceprop are ignored and it is chosen on the props compile side. Only one is available per prop. The games available surface types, and their physics parameters like mass, restitution, etc, as well as the sounds they use, are determined by a script file "scripts\surfaceproperties_manifest.txt". Engines like Unreal use fairly similar systems but typically use assets for these, and are picked ONLY on the material side. Unreal I know has the added feature of letting developers provide an image mask for materials, which lets one static mesh use up to 8 unique surfaces per. The typical implementation for stuff like this is to use raycasts to see whats under the impact point, see what mask it hits, and then pick the appropriate material. This is often done for footsteps in an animation event, where the actual animation controls when the footstep sound is played based on the specified frame. imgur.com/a/lnn43Qz Here's some reference material for you developer.valvesoftware.com/wiki/Material_surface_properties List of materials used by most Source games
@thirdworlder81673 жыл бұрын
how do you make one part/texture of the model colorable, and another not? I have tried "$blendtintbybasealpha" 0 but unfortunately that did nothing
@Jofoyo3 жыл бұрын
Your basetexture needs to have an alpha channel for $blendtintbybasealpha to work, and you need to set the value to 1, not 0. White in your alpha will mean fully tinted, black will mean it uses the default color.
@thirdworlder81673 жыл бұрын
@@Jofoyo what is a good way to add an alpha channel to the texture? tried it with vmteditor but for some reason it just wouldn't work
@Jofoyo3 жыл бұрын
@@thirdworlder8167 You need to use a photo editor like GIMP or Photoshop. Then when you're exporting save it as a TGA with alpha channel enabled, and then when importing with VTFEdit make sure to use DXT5 as the alpha format.
@thirdworlder81673 жыл бұрын
@@Jofoyo got it i'll try it soon and report back, very cool that you're still answering questions actively btw, appreciate it
@NibblyBitz4 жыл бұрын
Yo nice video but how did you export your maps from substance ready for source engine? the way im doing it is overlaying pbr maps and mixing until I get the desired result
@Jofoyo4 жыл бұрын
Use the Specular Glossiness workflow in Substance, then you can, with some texture adjustments, use the specular map as a phong/envmap mask, and the glossiness as your phongexponent texture. The spec gloss workflow is pretty similar to how Source does things so the results should be fairly accurate to how they appear in Substance if you setup your material correctly, so read up on all the texture parameters. What you see is what you get. It's just kinda a pain since none of the smart materials are setup for the workflow proper like. Make sure you use DirectX (Y-) normal maps, else your normal shadows will be wrong.
@Jofoyo4 жыл бұрын
If you need to use already baked PBR textures, then it's a bit trickier to adjust to. Your roughness map can more or less be inverted and apply some RGB curves to it to use it as a specular map, you'll have to make more adjustment for the phong exponent. If you're using metalness, then you can use that to darken the metallic parts of your diffuse map, as well as brighten parts of your specular map to somewhat adequately simulate it being more metallic. If you have an Ambient Occlusion texture, best thing to really do is just multiply it over your diffuse map and adjust the opacity to your liking. The normal can be kept the same pretty much, though again just make sure you have Y- normal maps. If your normal map shadows appear incorrectly, you're probably using Y+ and just need to invert your green channel on the texture.
@NibblyBitz4 жыл бұрын
@@Jofoyo damn was hoping smart materials would still work, I guess I might stick to pbr and just take the time to convert the textures. Thanks for the quick reply
@ReyMajoul Жыл бұрын
Hello, I don't know if you are still answering to comments but I hope I can get some help, I'm creating a csgo map, I with brushes created say details for a ceiling, and to avoid hitting the max face limit and lighting problems with brushes, I decided to make those details as a prop, I found a tool that converts .vmf to .obj, used that, imported my .obj in blender and I can see that it's there with the correct textures and everything, now all I want is to export that model as a prop with working textures, I followed your previous video and successfully exported it as a prop (I can open the prop with the valve model viewer and I can see it appearing correctly) but it's fully black with no textures, I want to import the same textures that I can see in blender into it, I do not want to mess around with anything other that have exactly what I see in blender as textures appear on the prop, so basically even following this video I found myself lost and I can't seem to make it work, for example at the "converting images to textures" note that I only have .tga files and no image .png files in my folder when I converted the .vmf to .obj. In short how can I make this work
@Jofoyo Жыл бұрын
I am. You should instead look into installing a Hammer addon called Propper. It's designed to do what you're trying to do automatically and would be a much more eloquent solution. It adds a new "propper_model" brush entity to Hammer that on compile turns the brush into a model complete with collision and materials/textures. See this link. Make sure you check out the CSGO SDK section and download from there. developer.valvesoftware.com/wiki/Propper To answer your question though, .tga is just another file format. In the section you mention you can see I change "*.tga" to "*.png", if you just leave it as tga it'll convert those for you.
@ReyMajoul Жыл бұрын
@@Jofoyo Thank you so much! I greatly appreciate you you've helped me alot!
@FelicDaCat7 ай бұрын
How do I get the textures out of a .BLEND file???
@Gunner8_2 жыл бұрын
Every time I compile my qc thing it says Processing LOD for material: blinn3sg. However this is not even close to the material name that I put in the .qc (which is renault_ft_17). It says material used blinn3sg in the HLMV and it says not vmt. I have tried to rename things move things around, but nothing works. I also tried to name my vmt file to blinn3sg but that also did not work. Do you know a solution?
@Gunner8_2 жыл бұрын
Edit: I found out the problem by watching another tutorial! The problem was that the model name was not the same as the texture in blender. The texture was called blinn3SG. Make sure you go to the Shading tab in the blender to find out the name of the material!
@TalonSolid3 жыл бұрын
When I download it and open it, it always says that the app didn't correctly open and it wants me to download something else and when I download it the green bar is full but it doesn't download I waited 1 hour nothing happened
@Jofoyo3 жыл бұрын
Downloaded what? I recommend a lot of programs in this video you need to be specific.
@TalonSolid3 жыл бұрын
@@Jofoyo VMT Editor and it always says I can't run it because it wasn't properly opened
@TalonSolid3 жыл бұрын
@@Jofoyo is there a fix to it?
@sebware61214 жыл бұрын
When I want to pass the png to vtf I get Error: nvDXTcompress () crashed. What does it mean and how could I solve it?
@Jofoyo4 жыл бұрын
I'm not sure as to solving it, it's definitely an error with the compression process though, my guess, is that you've got your format settings incorrect, you're trying to convert too large of a texture for your hardware to handle, or worse case scenario, you've just got incompatible hardware. I would try first changing your normal and alpha format to RGB888, if that doesn't work, change it back to DXT compression and then half your texture size. Otherwise I've no clue.
@sebware61214 жыл бұрын
@@Jofoyo OK thanks for the help
@deutschlipinoblazer39763 жыл бұрын
I have trouble replacing VTF and VMT files...
@pugletanimations57852 жыл бұрын
So, if my model has many textures, what do I do? I'm having a bit of trouble
@Gunner8_2 жыл бұрын
I think you do the vtm text thing for each one
@Hoomanfingerbiter3 жыл бұрын
Hey can ya help? Im trying to make a real knife. Before i got this thing i premade everything and it was working on blender. Now i wanna bring it to gmod but it doesent work. Do you know why? I was trying to follow the steps but this is confusing. Where should i put the models? I have so many questions.
@Jofoyo3 жыл бұрын
You should check out my other tutorial for bringing models into Source games, it doesn't quite cover everything related to stuff like weapons but it should get you the basics down to decompile another weapon and do as it does. If you still can't figure it out I'll try to help out.
@Hoomanfingerbiter3 жыл бұрын
i watched the tutorial already thats how i found your channel
@Hoomanfingerbiter3 жыл бұрын
the only problem i have is the textures. once i hit creating textures everything fell apart.
@Hoomanfingerbiter3 жыл бұрын
@@Jofoyo also mine barely has any code its just 4 lines of code for the texture
@Jofoyo3 жыл бұрын
@@Hoomanfingerbiter Make sure that your .vmts have the same name as the materials in Blender, for instance if you have a material on the model called knife in Blender, your .vmt will also need to be called knife. The VMTs also need to be stored in the same folder as your models $cdmaterials.
@Spacemanimations4 жыл бұрын
Thanks for this tutorial, I finally was able to figure out a part of a vtf I was having trouble editing and all I had to do was look at the alpha channel. These videos do help explain a lot, however it would help if you talked a little slower.
@n9it3 жыл бұрын
Holy fuck, all of this for just a single material
@Jofoyo3 жыл бұрын
If you do stuff in batch, and use base materials, it's not so bad :^) plus once you make a material you can save your own BaseMaterial and reuse it for stuff that should be shaded similiarly
@HexStrain3 жыл бұрын
i don't know why i followed along the steps but my materials aren't showing on my prop
@Jofoyo3 жыл бұрын
You need to make sure the .vmt names use the same name as the appropriate material slot in Blender, and that you place the .vmts in your props $cdmaterials in the .qc file.
@dandýsenebojí4 ай бұрын
Hi, i have been pretty struglling with the materials and etc. , not sure if you still reply to comments but basically i have done everything you told in the video and even did everything you said in others peoples comments. (Just to be clear i was following our tutorial on prop model creation. It is only 1 texture and im using hlmv as model viewer) I have: named the VMT after the material on my mesh in blender checked multiple times if the $cdmaterials folder matches where is the vmt double checkecd that the actual VMT is pointing to a VTF as well It still appears as a gooddamn purple cheesboard and it cant find the VMT Im kinda scared ill have to redo the entire model again ( Its saul goodmans "Worlds Greatest Layer" mug) Any help would be appreciated, thx
@Jofoyo4 ай бұрын
If you send a snippet of your QC or even all your model source files I can diagnose it easier
@dandýsenebojí4 ай бұрын
@@Jofoyo First: thx for the response time Second: we could totally do that trough discord
@dandýsenebojí4 ай бұрын
@@Jofoyo or through steam
@blakegunner5841 Жыл бұрын
What is the private video tn the source tutorials playlist?
@Jofoyo Жыл бұрын
It was a failed video on adding animations to props. I had experimented with the format and overall it was clunky, way too fast, and way too vague, and I figured it would be better to scrap it and redo it but with a larger topic like making a new player model.
@theshab47693 жыл бұрын
How do I apply textures to a model? I really want to know.
@Jofoyo3 жыл бұрын
If you're talking about for Source just follow the video, and use a VertexLitGeneric shader.
@TheTakUser3 жыл бұрын
Every process here should be nearly identical for Source Filmmaker?
@Jofoyo3 жыл бұрын
It should be identical for pretty much every Source game. That said, some Source games have different parameters and shaders available, and if you ever have doubt, easiest thing to do is to load up a VMT from the game, or someones mod.
@TheTakUser3 жыл бұрын
@@Jofoyo Thank you! One more question regarding roughness maps and Substance Painter. I initially created them, unaware of what format SFM/Source accepted. So, I'm trying to work backwards and create acceptable textures for Source. I've got the normal maps and I'm individually creating masks and pasting the roughness maps into the mask. Should I invert the colors for it to be accepted?
@TheTakUser3 жыл бұрын
@@Jofoyo If it helps with visualizing things; the software I'm using: Clip Studio Paint has a function where it can convert luminosity to transparency, so white becomes transparent and black remains opaque. Using this, I'm converting the roughness to alpha and then selecting the layer and pasting it into the mask where the normal map is.
@Jofoyo3 жыл бұрын
@@TheTakUser Inverting the roughness map should be fairly sufficient for a specular mask, but it will vary from your results in Substance. It might be a good idea to tweak the curves and contrast of the mask, and just to experiment with that. In the future I'd advise you to use Substances non PBR Spec Gloss workflow, since it's more akin to how Source handles rendering, and will yield you a glossiness map you can use for a phong exponent texture. There might be a way to convert your project over to spec gloss, I'm not sure, I'm still not entirely adept at the program. Also be sure you're exporting your normal map in DirectX format, I believe Substance defaults to it but if you changed it for another program like Unity or Blender which both use OpenGL then you should switch it back.
@Vtuberhighlights8054 жыл бұрын
How do you download VTFedit
@Jofoyo4 жыл бұрын
Follow the link to the VDW in the description and scroll down, then go to one of the archived downloads in the bottom links. I included the VDW since the links may change and I don't want to have to continually update the descriptions to match.
@edsonjr3137Ай бұрын
Thanks. I'll try to make a texture.
@bladeofzen26373 жыл бұрын
the end had me tho keep it up Love the Creativity
@killed75403 жыл бұрын
Could you make a tutorial on how to rig and then port that into source? I find your tutorials more helpful than others.
@flipaclipsinkingship16503 жыл бұрын
Can you make a tutorial of how to create animated sprites?
@Jofoyo3 жыл бұрын
What's your use case? If it's for particle systems you should look at official particles and see how they do it, IIRC they just make a spritebank texture and then scrub through them. Otherwise if it's an animated texture you're after, export your frames as individual images, and then in VTFEdit select File, Import, and then select all of your frames. It should open them in numerical order. Then to use them in a material you would add an AnimatedTexture proxy as you can find in some other VMTs.
@flipaclipsinkingship16503 жыл бұрын
@@Jofoyo Thanks for answering! I want to create a transparent sprite of dust falling from the roof (kzbin.info/www/bejne/o4G4gZ2crbycb9U this) the problem is that it is a green screen video, will it work anyway? or i will have to do something else? PS: Does the sprite have to be PNG or just TGA?
@flipaclipsinkingship16503 жыл бұрын
By the way, the script does not work for me, I am dragging the video file to the 1_trim and putting when it starts and when it ends and when I press Enter the program closes
@Jofoyo3 жыл бұрын
@@flipaclipsinkingship1650 It'll work, you'll just need to use the greenscreen matte in your alpha channel. (so you'll want to use a TGA since PNGs store transparency as color data not alpha) This is something *I* personally would do in After Effects, but you should be able to do it in other freeware software too, like Blender or even maybe GIMP, etc., and then you're going to want to recolor and desaturate the greens in the image to give it a natural color, else it's gonna be really green and blotchy looking. I'm not really sure how well that video in particular will work for what you're trying to do without editing, but I'm sure you can figure that out.
@Jofoyo3 жыл бұрын
@@flipaclipsinkingship1650 I'm not really sure what script or program you're referring to.
@talhaunuvar54724 жыл бұрын
can you do this for playermodel
@HexStrain3 жыл бұрын
vay kardeşim naber
@talhaunuvar54723 жыл бұрын
@@HexStrain zamaninda buralardaydik
@duvid29634 жыл бұрын
Could you do a material tutorial for source 2?
@Jofoyo4 жыл бұрын
I do not own any Source 2 games at this time.
@duvid29634 жыл бұрын
@@Jofoyo steam vr is source 2 and its free
@Jofoyo4 жыл бұрын
@@duvid2963 From what I recall, SteamVR has an incomplete list of shaders in its tools, but I will give it a look and see about learning the new software. Edit: Yes, looking through the materials, the best shaders are not available.
@hamsa58292 жыл бұрын
is there a tutoriaal for texturegroups
@someone-xr6ck4 жыл бұрын
Im still really confused im new to modding but I want to make something look shiny how do I do that ?
@Jofoyo4 жыл бұрын
You'll want a specular and normal map on your material, and then play with the envmap and phong settings.
@sharpy83014 жыл бұрын
My model appears invisible in hammer editor
@Jofoyo4 жыл бұрын
You're probably using LightmappedGeneric instead of the VertexlitGeneric shader. LightmappedGeneric is for map brush textures.
@sharpy83014 жыл бұрын
@@Jofoyo Nope, all vmts have VertexLitGeneric on them, at first i thought that was the issue but apparently it wasn't
@cd0m6132 жыл бұрын
i'm scott malkinson, i have diabetes
@FarmerJoe-fs4nv8 ай бұрын
Nahh xD
@monopolymann99513 жыл бұрын
I like it, well done tutorial for source sdk and blender
@djoosi4 жыл бұрын
can u give link for download
@Jofoyo4 жыл бұрын
Links for everything in the description.
@djoosi4 жыл бұрын
@@Jofoyo yea but this site is down
@Jofoyo4 жыл бұрын
@@djoosi Look for the archived downloads at the bottom of the pages.
@E7ajamy3 жыл бұрын
watching this tutorial making me forget all the steps i went through xD but i will say, you barely speak out words which is why you creating the translation in CC. i will give this a good 6:10 seconds video a good rate.
@Jofoyo3 жыл бұрын
I've had speech problems as long as I can remember. But it's something I'm working on. I always make a script for my videos, and so it's really easy to make closed captions, so I will always include them. Thanks for the comment.
@E7ajamy3 жыл бұрын
@@Jofoyo neat.
@mabapro08Ай бұрын
Thank you so much for that video
@AdminHouse3 жыл бұрын
source 2? 😎
@Jofoyo3 жыл бұрын
someday when i have alyx
@beard55611 ай бұрын
thank you!
@semtux86153 жыл бұрын
hand over the graphics addons from the aftershow skit now
@Jofoyo3 жыл бұрын
No addon, I just did color correction in After Effects. Try some of the post process stuff, or I recommend Life Mod for some more powerful in game tools. :P
@semtux86153 жыл бұрын
@@Jofoyo how difficult is after effects? cause i would like to see what a gmod video of mine looks like with it
@Jofoyo3 жыл бұрын
@@semtux8615 Well it's primarily a visual effects suite, so it's pretty advanced. I'd checkout some tutorials on it and get to know the program ahead of deciding on buying a subscription.
@TsarofTrolling4 жыл бұрын
Great editing!
@blopenshtop2 жыл бұрын
Just commenting to say the slashes in the .vmt for the base texture and bumpmap are forward slashes, not backwards, so it wont work if left like that. Awesome tutorial still, just helping anyone out who sees this
@Jofoyo2 жыл бұрын
You are mistaken. It does work, as you can verify when I show editing the material with HLMV open to preview changes, and later in-game. Most of my materials use forward slashes because it's quicker for me to type. Maybe it doesn't work if you don't encase the string in quotes, or possibly on older engine branches, I'm not sure, but I've never had problems from it before.
@blopenshtop2 жыл бұрын
@@Jofoyo Yeah I thought it would be weird a detailed tutorial like this would have a simple issue. Changing it worked for me, so it might be an issue with HL2 or something which is what Im using, or the specific model. Not sure. Also another issue I had with my models specifically was the automatically generated collision model caused compiling issues preventing them from showing up in game. Just something to keep in mind for anyone with the same issue. I did import already made blender models and edit their polygons to run better, so again more of a personal issue. Again thanks for the tutorial, I wouldnt have made it this far without it.
@justicemace37643 жыл бұрын
Very very unclear for someone who is a beginner ,anyways one and only quick video to get you hooked
@Jofoyo3 жыл бұрын
These tutorials aren't meant for beginners, as I clarify in the beginning of the video, I expect you to come prepared with some prerequisite knowledge. These are meant more for teaching Source engines specific workflow, and it helps if you've already got some modding or game dev experience under your belt.
@justicemace37643 жыл бұрын
@@Jofoyo Exporting the model is easy ,i have done it in the first go ,but to create an uv map for the meshes of the model is just mindboggling and hard to understand ,since your tuts are so quick ,can you make a tutorial that explains creation of those textures ? I mean it shouldnt be hard for you
@Jofoyo3 жыл бұрын
@@justicemace3764 Making these tutorials takes several hours to days, even if in total they only amount to a few minutes because of the way I make them. But there are plenty of other videos out there on UV Unwrapping, give it a search you'll find some tutorials that work for you.
@justicemace37643 жыл бұрын
@@Jofoyo Would you recommend some of the programs to do that ,can we use marmoset ?
@justicemace37643 жыл бұрын
What does mean error ,cant find VMT ,i have done everything like in the video ...
@VanillaBird3 жыл бұрын
Tutorial doesn't work anymore and appears to be outdated.
@supidiot4 жыл бұрын
good video.
@nicolasandrade77943 жыл бұрын
Step 1: Have money Step 2: buy all the special programs needed. Step 3: ok now you can do it after spending 1000000000 dollars :)
@Jofoyo3 жыл бұрын
The only paid software I show in the video is Substance Painter and Photoshop, for which there are free alternatives. For creating textures I recommend Quixel Mixer, otherwise Blender has rudimentary texture tools. For editing texture maps use Krita, Paint.NET or GIMP. You can find all this software in the description for free.
@MARK25802 жыл бұрын
The whole video has the feeling that someone is chomping and lisping right above the ear.
@Jofoyo2 жыл бұрын
I have had speech problems my whole life, sorry, but that's just how it is, doing videos like this has actually helped me and its improving. I'm sure you can tolerate it for 5 minutes.