Interested in advertising on Derpibooru? Click here for information!
Help fund the $15 daily operational cost of Derpibooru - support us financially!
Description
This render is obviously not meant to look good.
As the image says, I have hit a roadblock on this thing.
What it doesn’t say tho, is that I share this in hopes that others get inspired to join in on trying to port stuff to Source 2. The more that joins in, the better knowledge we could all get if we were to share the knowledge. If you want to know what I know and such about all of this, feel free to send me a PM. I’d love to talk about it.
Image with no text: (Not sure why you’d want this)
Behind the scenes:
The model in ModelDoc: (Half-Life: Alyc Woorkshop Tools)
As the image says, I have hit a roadblock on this thing.
What it doesn’t say tho, is that I share this in hopes that others get inspired to join in on trying to port stuff to Source 2. The more that joins in, the better knowledge we could all get if we were to share the knowledge. If you want to know what I know and such about all of this, feel free to send me a PM. I’d love to talk about it.
Image with no text: (Not sure why you’d want this)
Behind the scenes:
The model in ModelDoc: (Half-Life: Alyc Woorkshop Tools)
Source
not provided yet
It’s all good, I’ve found a workaround for the G4 models that seems to work decently. But yea eyes seem to need to be actual models since Source 2 doesn’t support the Source 1 eye shaders.
As of yet, I have not been able to do anything with the eyes. They are frozen on that model too.
Whatever type of shader or function or whatever that Source 1 has which could move textures on a model, I have yet to be able to find in Source 2. Tho, it has been a while since I have worked on this project, but since I did, to my knowledge, it seems like it has to be a spherical eye object that you can rotate with a texture on it. I believe the G5 3D model that is around somewhere has spherical eyes, but I am not experienced enough in Blender or with Source 2, heck, even Source 1 to know.
Well, at least with Source 2 for Dota 2. There seem to be a lot of people interested in Source 2 for Half-Life: Alyx tho, so… Sadly, the “good” Source 2 seems to be basically locked behind a paywall for now. At least the new model creating part. I have yet to test if the model would be compatible with Dota’s Source 2 Filmmaker or not. I have made some new updates to it though. Like fixing flexes (or morphs as they are now called) for the most part. Stil some fixing that needs to be done.
>>2368364
Understandable. It is definitively a bit different, to say the least. Heck. I had to follow a real old guide to somewhat get what I needed and then I had to figure out the rest myself. Luckily, it seems like just more and more documentation is being made to help with things tho.
I can try to get the flexes and stuff to work, but there are no guarantees that I can.
Edited
Well, I do hope that you can make the same stuff with Dota 2 Reborn toolset. If not, can I come back to you after trying to use the model I ported to HL:A in Dota 2’s SFM.
Quickly done some searches and found this.
WARNING: Source 2 Filmmaker is not as “plug-and-play” as the standalone version of Source (1) Filmmaker.
There are two main known way to use Source 2 Filmmaker
Dota 2 Source 2 Filmmaker:
https://www.youtube.com/watch?v=m2REx59H_E0
(Mainly only shows how to launch S2FM. Importing models and such does it now show)
SteamVR Source 2 Flmmaker: (mainly text guide)
https://steamcommunity.com/sharedfiles/filedetails/?id=2014947360
The paid option, Half-Life: Alyx Woorkshop Tools: (I do not recommend this if you purely only want Source 2 Filmmaker and don’t care about the VR game Half-Life: Alyx)
Requires Half-Life: Alyx - https://store.steampowered.com/app/546560/HalfLife_Alyx/
Then you follow this tutorial on how to install - https://developer.valvesoftware.com/wiki/Half-Life:_Alyx_Workshop_Tools/Installing_and_Launching_Tools
I do not own HL: Alyx nor a VR capable PC, though i can redownload Dota 2 when i can, similar issues as i had with a pony model that had no flexes in Unreal 4 (got it fixed tho.) But with Source 2…oh boy…
Yeah, flexes is the next thing I want to make work. If you have Half-Life: Alyx tho. (or if Dota 2 workshop tools have “ModelDoc”) A new page with some troubleshooting steps has been released tho. Probably gonna take a look to see if I can get some work done tomorrow. If you still try to make compatible models and such, the page could be useful to you as well.
https://developer.valvesoftware.com/wiki/Half-Life:_Alyx_Workshop_Tools/Modeling/Model_Troubleshooting
google
Edited
tried same thing for my character but it was in the Dota 2 Workshop tools, never figured out how to get the flexes work sadly.
Edited