Making Materials for Source Engine in 5 Minutes

  Рет қаралды 29,425

Jofoyo

Jofoyo

Күн бұрын

Пікірлер: 170
@YakibombROMhacking
@YakibombROMhacking 3 жыл бұрын
2:42 Required For TF2: You need to compile in v7.4, otherwise in v7.5 the texture shows up as pink checkerboards!!!
@Jofoyo
@Jofoyo 3 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.
@noiamhippyman
@noiamhippyman 2 жыл бұрын
It was still frustrating but you were the only one that managed to get me to have a successfully setup model.
@vinogradgarden
@vinogradgarden 4 жыл бұрын
Perfectly. Waiting for new Source tutorials.
@Jofoyo
@Jofoyo 4 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
@TsarofTrolling
@TsarofTrolling 4 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?
@Jofoyo
@Jofoyo 4 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.
@TsarofTrolling
@TsarofTrolling 4 жыл бұрын
@@Jofoyo Ok thank you
@TsarofTrolling
@TsarofTrolling 4 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?
@Jofoyo
@Jofoyo 4 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
@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
@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
@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
@BrozdoVSN Жыл бұрын
@@Jofoyo are you still there
@Nightmare10311
@Nightmare10311 5 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
@Jofoyo
@Jofoyo 5 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.
@Nightmare10311
@Nightmare10311 5 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!
@Jofoyo
@Jofoyo 3 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.
@BoxShards
@BoxShards 2 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!
@__-kb8xh
@__-kb8xh 3 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
@Jofoyo
@Jofoyo 3 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.
@__-kb8xh
@__-kb8xh 3 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
@Jofoyo
@Jofoyo 3 жыл бұрын
@@__-kb8xh I've never had issues with it but whatever works works, glad you found a solution.
@kneleescobar1977
@kneleescobar1977 3 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
@sopaconondas9233
@sopaconondas9233 3 жыл бұрын
I didn't understand how to texture the 3d models, can someone explain it to me?
@PERONOOBGAMING
@PERONOOBGAMING 3 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
@Jofoyo
@Jofoyo 3 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.
@PERONOOBGAMING
@PERONOOBGAMING 3 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
@Ang3lUki Жыл бұрын
These 2 videos have been lifesavers. Thank you so much!
@VSZ_Leon_Williams
@VSZ_Leon_Williams 3 күн бұрын
When I hit convert it says "Error loading NYC.png" it doesnt work.
@grishakek
@grishakek 3 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?
@Jofoyo
@Jofoyo 3 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.
@grishakek
@grishakek 3 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
@eightballheffner2055
@eightballheffner2055 3 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
@nekomaster1000
@nekomaster1000 3 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 :(
@Jofoyo
@Jofoyo 3 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.
@balls1118
@balls1118 3 жыл бұрын
Whenever I try to texture a certain part it just shows the color, is there a way to fix this?
@miura7840
@miura7840 2 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?
@Jofoyo
@Jofoyo 2 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.
@miura7840
@miura7840 2 ай бұрын
@@Jofoyo thanks!
@AdudenamedKemp
@AdudenamedKemp 6 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?
@Jofoyo
@Jofoyo 6 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.
@AdudenamedKemp
@AdudenamedKemp 5 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?
@Jofoyo
@Jofoyo 5 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
@AdudenamedKemp
@AdudenamedKemp 5 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!
@Jofoyo
@Jofoyo 5 ай бұрын
@@AdudenamedKemp Oh you must be modding old source games
@TheManOfAll1213
@TheManOfAll1213 4 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
@Jofoyo
@Jofoyo 4 ай бұрын
More than likely you've got backfaces showing. Recalculate your normals.
@wolcamophone4783
@wolcamophone4783 9 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.
@Jofoyo
@Jofoyo 9 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
@thirdworlder8167
@thirdworlder8167 3 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
@Jofoyo
@Jofoyo 3 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.
@thirdworlder8167
@thirdworlder8167 3 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
@Jofoyo
@Jofoyo 3 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.
@thirdworlder8167
@thirdworlder8167 3 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
@NibblyBitz
@NibblyBitz 4 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
@Jofoyo
@Jofoyo 4 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.
@Jofoyo
@Jofoyo 4 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.
@NibblyBitz
@NibblyBitz 4 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
@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
@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
@ReyMajoul Жыл бұрын
@@Jofoyo Thank you so much! I greatly appreciate you you've helped me alot!
@FelicDaCat
@FelicDaCat 7 ай бұрын
How do I get the textures out of a .BLEND file???
@Gunner8_
@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_
@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!
@TalonSolid
@TalonSolid 3 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
@Jofoyo
@Jofoyo 3 жыл бұрын
Downloaded what? I recommend a lot of programs in this video you need to be specific.
@TalonSolid
@TalonSolid 3 жыл бұрын
@@Jofoyo VMT Editor and it always says I can't run it because it wasn't properly opened
@TalonSolid
@TalonSolid 3 жыл бұрын
@@Jofoyo is there a fix to it?
@sebware6121
@sebware6121 4 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?
@Jofoyo
@Jofoyo 4 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.
@sebware6121
@sebware6121 4 жыл бұрын
@@Jofoyo OK thanks for the help
@deutschlipinoblazer3976
@deutschlipinoblazer3976 3 жыл бұрын
I have trouble replacing VTF and VMT files...
@pugletanimations5785
@pugletanimations5785 2 жыл бұрын
So, if my model has many textures, what do I do? I'm having a bit of trouble
@Gunner8_
@Gunner8_ 2 жыл бұрын
I think you do the vtm text thing for each one
@Hoomanfingerbiter
@Hoomanfingerbiter 3 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.
@Jofoyo
@Jofoyo 3 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.
@Hoomanfingerbiter
@Hoomanfingerbiter 3 жыл бұрын
i watched the tutorial already thats how i found your channel
@Hoomanfingerbiter
@Hoomanfingerbiter 3 жыл бұрын
the only problem i have is the textures. once i hit creating textures everything fell apart.
@Hoomanfingerbiter
@Hoomanfingerbiter 3 жыл бұрын
@@Jofoyo also mine barely has any code its just 4 lines of code for the texture
@Jofoyo
@Jofoyo 3 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.
@Spacemanimations
@Spacemanimations 4 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.
@n9it
@n9it 3 жыл бұрын
Holy fuck, all of this for just a single material
@Jofoyo
@Jofoyo 3 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
@HexStrain
@HexStrain 3 жыл бұрын
i don't know why i followed along the steps but my materials aren't showing on my prop
@Jofoyo
@Jofoyo 3 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.
@dandýsenebojí
@dandýsenebojí 4 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
@Jofoyo
@Jofoyo 4 ай бұрын
If you send a snippet of your QC or even all your model source files I can diagnose it easier
@dandýsenebojí
@dandýsenebojí 4 ай бұрын
@@Jofoyo First: thx for the response time Second: we could totally do that trough discord
@dandýsenebojí
@dandýsenebojí 4 ай бұрын
@@Jofoyo or through steam
@blakegunner5841
@blakegunner5841 Жыл бұрын
What is the private video tn the source tutorials playlist?
@Jofoyo
@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.
@theshab4769
@theshab4769 3 жыл бұрын
How do I apply textures to a model? I really want to know.
@Jofoyo
@Jofoyo 3 жыл бұрын
If you're talking about for Source just follow the video, and use a VertexLitGeneric shader.
@TheTakUser
@TheTakUser 3 жыл бұрын
Every process here should be nearly identical for Source Filmmaker?
@Jofoyo
@Jofoyo 3 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.
@TheTakUser
@TheTakUser 3 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?
@TheTakUser
@TheTakUser 3 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.
@Jofoyo
@Jofoyo 3 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.
@Vtuberhighlights805
@Vtuberhighlights805 4 жыл бұрын
How do you download VTFedit
@Jofoyo
@Jofoyo 4 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.
@edsonjr3137
@edsonjr3137 Ай бұрын
Thanks. I'll try to make a texture.
@bladeofzen2637
@bladeofzen2637 3 жыл бұрын
the end had me tho keep it up Love the Creativity
@killed7540
@killed7540 3 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.
@flipaclipsinkingship1650
@flipaclipsinkingship1650 3 жыл бұрын
Can you make a tutorial of how to create animated sprites?
@Jofoyo
@Jofoyo 3 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.
@flipaclipsinkingship1650
@flipaclipsinkingship1650 3 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?
@flipaclipsinkingship1650
@flipaclipsinkingship1650 3 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
@Jofoyo
@Jofoyo 3 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.
@Jofoyo
@Jofoyo 3 жыл бұрын
@@flipaclipsinkingship1650 I'm not really sure what script or program you're referring to.
@talhaunuvar5472
@talhaunuvar5472 4 жыл бұрын
can you do this for playermodel
@HexStrain
@HexStrain 3 жыл бұрын
vay kardeşim naber
@talhaunuvar5472
@talhaunuvar5472 3 жыл бұрын
@@HexStrain zamaninda buralardaydik
@duvid2963
@duvid2963 4 жыл бұрын
Could you do a material tutorial for source 2?
@Jofoyo
@Jofoyo 4 жыл бұрын
I do not own any Source 2 games at this time.
@duvid2963
@duvid2963 4 жыл бұрын
@@Jofoyo steam vr is source 2 and its free
@Jofoyo
@Jofoyo 4 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.
@hamsa5829
@hamsa5829 2 жыл бұрын
is there a tutoriaal for texturegroups
@someone-xr6ck
@someone-xr6ck 4 жыл бұрын
Im still really confused im new to modding but I want to make something look shiny how do I do that ?
@Jofoyo
@Jofoyo 4 жыл бұрын
You'll want a specular and normal map on your material, and then play with the envmap and phong settings.
@sharpy8301
@sharpy8301 4 жыл бұрын
My model appears invisible in hammer editor
@Jofoyo
@Jofoyo 4 жыл бұрын
You're probably using LightmappedGeneric instead of the VertexlitGeneric shader. LightmappedGeneric is for map brush textures.
@sharpy8301
@sharpy8301 4 жыл бұрын
@@Jofoyo Nope, all vmts have VertexLitGeneric on them, at first i thought that was the issue but apparently it wasn't
@cd0m613
@cd0m613 2 жыл бұрын
i'm scott malkinson, i have diabetes
@FarmerJoe-fs4nv
@FarmerJoe-fs4nv 8 ай бұрын
Nahh xD
@monopolymann9951
@monopolymann9951 3 жыл бұрын
I like it, well done tutorial for source sdk and blender
@djoosi
@djoosi 4 жыл бұрын
can u give link for download
@Jofoyo
@Jofoyo 4 жыл бұрын
Links for everything in the description.
@djoosi
@djoosi 4 жыл бұрын
@@Jofoyo yea but this site is down
@Jofoyo
@Jofoyo 4 жыл бұрын
@@djoosi Look for the archived downloads at the bottom of the pages.
@E7ajamy
@E7ajamy 3 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.
@Jofoyo
@Jofoyo 3 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.
@E7ajamy
@E7ajamy 3 жыл бұрын
@@Jofoyo neat.
@mabapro08
@mabapro08 Ай бұрын
Thank you so much for that video
@AdminHouse
@AdminHouse 3 жыл бұрын
source 2? 😎
@Jofoyo
@Jofoyo 3 жыл бұрын
someday when i have alyx
@beard556
@beard556 11 ай бұрын
thank you!
@semtux8615
@semtux8615 3 жыл бұрын
hand over the graphics addons from the aftershow skit now
@Jofoyo
@Jofoyo 3 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
@semtux8615
@semtux8615 3 жыл бұрын
@@Jofoyo how difficult is after effects? cause i would like to see what a gmod video of mine looks like with it
@Jofoyo
@Jofoyo 3 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.
@TsarofTrolling
@TsarofTrolling 4 жыл бұрын
Great editing!
@blopenshtop
@blopenshtop 2 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
@Jofoyo
@Jofoyo 2 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.
@blopenshtop
@blopenshtop 2 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.
@justicemace3764
@justicemace3764 3 жыл бұрын
Very very unclear for someone who is a beginner ,anyways one and only quick video to get you hooked
@Jofoyo
@Jofoyo 3 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.
@justicemace3764
@justicemace3764 3 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
@Jofoyo
@Jofoyo 3 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.
@justicemace3764
@justicemace3764 3 жыл бұрын
@@Jofoyo Would you recommend some of the programs to do that ,can we use marmoset ?
@justicemace3764
@justicemace3764 3 жыл бұрын
What does mean error ,cant find VMT ,i have done everything like in the video ...
@VanillaBird
@VanillaBird 3 жыл бұрын
Tutorial doesn't work anymore and appears to be outdated.
@supidiot
@supidiot 4 жыл бұрын
good video.
@nicolasandrade7794
@nicolasandrade7794 3 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 :)
@Jofoyo
@Jofoyo 3 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.
@MARK2580
@MARK2580 2 жыл бұрын
The whole video has the feeling that someone is chomping and lisping right above the ear.
@Jofoyo
@Jofoyo 2 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.
@Mr.Samoloth
@Mr.Samoloth 4 жыл бұрын
well akshually
@quillin8
@quillin8 2 жыл бұрын
Simple and short, thank you for work 💪
I Created My Own Custom 3D Graphics Engine
26:29
Inkbox
Рет қаралды 121 М.
Hammer Editor - What NOT to do and WHY!
16:12
Trivvy
Рет қаралды 48 М.
黑天使被操控了#short #angel #clown
00:40
Super Beauty team
Рет қаралды 61 МЛН
coco在求救? #小丑 #天使 #shorts
00:29
好人小丑
Рет қаралды 120 МЛН
Леон киллер и Оля Полякова 😹
00:42
Канал Смеха
Рет қаралды 4,7 МЛН
Мен атып көрмегенмін ! | Qalam | 5 серия
25:41
Evolution of Source Engine Games 2004-2020
18:27
GameForest
Рет қаралды 77 М.
Phong Materials in the Source Engine
7:51
Chris Bryant
Рет қаралды 5 М.
SOURCE Engine-style TEXTURE BLENDING! | Blender Tutorial
6:03
Novan Byworks
Рет қаралды 3,3 М.
I Turned Fake Mobile Game Ad into a Real Game
10:26
Fat Dino
Рет қаралды 3,5 МЛН
The biggest lie in video games
15:18
AIA
Рет қаралды 2,3 МЛН
Making curved roads in Hammer Editor (like in Highway 17)
10:58
AWGPlayer 21
Рет қаралды 28 М.
Creating a More Realistic Player-Model for LETHAL COMPANY
24:00
Source SDK Tutorial - Optimizing
5:39
3kliksphilip
Рет қаралды 212 М.
黑天使被操控了#short #angel #clown
00:40
Super Beauty team
Рет қаралды 61 МЛН