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Blender Source Tools BleST
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Blender Source Tools BleST
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2013 年 11 月 8 日
正在显示第 361 - 370 项,共 589 项条目
在论坛“Blender Source Tools Help”中
13
GUIStudioMDL exporter problem
2
Where is the "Source Engine Export" window?
11
CUSTOM MADE CHARACTER TO SFM. HOW???? EXACTLY???
引用自 Colonel Jack O'neill
There was a problem, I have glasses on the model but it only appears if i look at it from behind. I remember on blender I put everything together as one mesh.
In Blender, click N with the mouse in the viewport to open the thing on the right if you've closed it, and tick on Shading > Backface Culling. Now look at your model (in Edit mode) from all angles you can. Whenever you don't see something you should be able to, select it, duplicate it (Shift+D), hit Esc/Escape to not move it anywhere, press T to open the left thing if you've closed it, and click Shading / UVs > Shading > Normals > Flip Direction. (Make sure to select stuff by placing the mouse over it and pressing L, to avoid not selecting the whole thing.) Once done, you can turn off Backface Culling again, and re-export your model.
引用自 Colonel Jack O'neill
Oh and another thing, just in case i might need the other stuff you mention. can you post how to make the shiny or transparent textures and other things like that because i might need to make a custom window or something transparent eventually down the road like for a map.
Well, you can either add $Alpha X, where X is a number between 0 and 1, to make a whole material transparent by that amount (1 = fully visible, 0 = fully invisible, 0.5 = half transparent), or you can add $Translucent 1 to make the texture derive its transparency from the alpha of $BaseTexture.

However, unless there are parts that are only partially transparent, you should preferably use $AlphaTest 1 instead of $Translucent 1, and you should only have transparent parts use a transparent material for the sake of ambient occlusion.

Speaking of ambient occlusion, for transparent things, whether it's $Alpha, $Translucent or $AlphaTest, you should always change $AmbientOcclusion to 0.

To make stuff shiny, either increase $PhongBoost and/or $PhongExponent, or add $EnvMap Env_CubeMap. The first uses phong (the white highlights on models), the second a cubemap. For $EnvMap, you can also add $EnvMapTint "[R G B]" to control the intensity, with 1 being full, and 0 being no shininess. Useful if an object gets too bright or is only supposed to be a little shiny.
Not sure, but I think you now go install VTFEdit 1.3.3[nemesis.thewavelength.net] if you haven't already, and then open it up.

- Go to File > Import, find one of your model's textures (if you have them saved outside Blender), and an import dialogue should pop up. Make sure "Texture Type" is RGB888 for Normal, RGBA8888 for Alpha, and the "texture type" is "Animated Texture". Make sure "Generate Mipmaps", "Resize", and "Generate Normal Map" are all turned off. Go to the "Advanced" tab, and make sure the version is 7.4 or 7.5 (preferably 7.5). Click "OK" at the bottom-right, and provided your texture has power-of-two width and height, your texture should now appear in VTFEdit! Horray! Don't worry, the settings will be saved for next time you import another texture.
- Now go to File > Save As..., and navigate to SourceFilmmaker/game/usermod/materials. If the "models" folder doesn't exist (materials/models, not usermod/models!), create it, and go in, otherwise just go in. Make a folder called "steve", go in there too, and save the VTF texture as what name you want (for example "body"). Usually you should make the VTF texture have the same name as the Blender material you want to use it for (unless it's shared between multiple materials).
- Import and save the rest of the textures, if there's more than one.
- Now for setting up the material(s). Go to Notepad++, double-click to the right of the file tabs to make a new empty file, and copy-paste the following:
VertexLitGeneric { $BaseTexture models/steve/body $BaseMapAlphaPhongMask 1 $Phong 1 $PhongExponent 20 $PhongBoost .3 $LightWarpTexture models/player/pyro/pyro_lightwarp $PhongFresnelRanges "[.3 1 8]" $Rimlight 1 $RimlightExponent 4 $RimlightBoost 2 $CloakPassEnabled 1 $AmbientOcclusion 1 }
This is assuming the VTF file is called "body.vtf", and it's not to be transparent. Change $BaseTexture if you want to. If you use spaces in the file name, you have to use quotes around it in the material. Now go to File > Save As..., navigate to the steve folder, and save it with the name of the Blender material, just make sure the extension is ".vmt" (and not ".txt" or ".vmt.txt")!
- If you've done and named it correctly, your model should now appear textured in both Source FilmMaker and the model viewer. If not, let me know. If you want shiny or transparent textures, let me know for that too. Or if you have normal maps.
正在显示第 361 - 370 项,共 589 项条目