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Old 09-19-2009, 03:23 PM   #1
cfoust
 
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New tool for Mappers: Propper

Visit the wiki page for more info.
http://developer.valvesoftware.com/wiki/Propper

Download here:
http://www.moddb.com/members/cfoust/...propper-beta-3

The previous version:
http://www.moddb.com/members/cfoust/downloads/propper

Quote:
Propper is an edited version of vbsp that outputs a model instead of a bsp.

Many mappers need to make props for their maps, but don't want to learn a seperate modeling program. This tool allows them to make models in Hammer in a one-step process. It's also useful to modelers who work with mappers. No other method of .vmf export keeps texture mapping intact, or auto-generates a physics mesh.

Features:
  • Can create static props or physics props
  • Generates a .qc file and automatically compiles the prop for use in your game.
  • Generates a working physics mesh.
  • Automatic material conversion--Turns map textures into valid model textures.
  • Distinguishes between real textures and "tool" textures.
  • Respects Hammer smoothing groups or autosmooth.
  • Configure your prop from within Hammer.

Last edited by cfoust: 05-15-2011 at 12:08 PM.
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Old 09-19-2009, 03:42 PM   #2
Combat-Enforcer
 
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Nice!

But what about skinning? Is there friendly way to do that?
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Old 09-19-2009, 04:43 PM   #3
cfoust
 
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It supports any texturing you can do in Hammer. Or you can import the smd into any modeling program and re-skin it.
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Old 09-19-2009, 05:19 PM   #4
Blueberry_pie
 
 
 
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Clever way of integrating it in Hammer. Sound like a great program. I don't really need it but I'm sure others will find it very useful.
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Old 09-19-2009, 06:24 PM   #5
tschumann
 
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Very nice cfoust. Using this looks like it will be easier than learning to model.
Will this work if I use it on a brush that's less than 1x1 unit though?
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Old 09-19-2009, 07:33 PM   #6
Numerous
 
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Quick question - can you export the model with different dimensions?
Say, if you had a room in hammer that was 1024x1024, could you export it so it showed the same amount of detail, but the model was sized as 256x256? Not that anyone would export a room as a model.
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Old 09-19-2009, 09:04 PM   #7
cfoust
 
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tschumann: I don't know. Probably. I released this so that people would test it

Numerous: Yes. You can scale the finished model by any factor you please.
Actually I expect people to try to export entire maps as models. It's going to be fun
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Old 09-20-2009, 12:17 AM   #8
tschumann
 
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Okay, I'll give it a go when I have time.
Also, can I set this up so that it uses Zeno Clash's studiomdl instead of Half-Life 2/Orange Box's?
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Old 09-20-2009, 10:55 AM   #9
zombie@computer
 
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i just tried using it, but the program finishes before doing anything. No message, no output, no errors. What gives ? Paths problem ?

<=> A.W.E.S.O.M.E. tool if it works though <=>
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Old 09-20-2009, 01:11 PM   #10
cfoust
 
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tschumann: as long as it takes the same inputs as Valve's version, you can.

zombie: It does absolutely nothing? Are you running it from Hammer, or a command prompt, or what?
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Old 09-20-2009, 01:51 PM   #11
zombie@computer
 
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from hammer

just tried in cmd window, i get an error in cant fint he procedure entry point GetCVarIF in vstdlib.dll

just checked, vstdlib doesnt have that procedure defined (atleast the ob version). Did you use another version?

what should the working directory be? both sorucesdk/bin/orangebox/bin and sourcesdk/bin give me this error (mapping for hl2ep2)

game directory is set: params = -game $gamedir $path\$file.$ext

Last edited by zombie@computer: 09-20-2009 at 01:54 PM.
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Old 09-20-2009, 02:00 PM   #12
cfoust
 
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It must be an incompatibility with orangebox, then. I used ep1 code. Try using sourcesdk/bin/ep1/bin.
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Old 09-20-2009, 02:04 PM   #13
zombie@computer
 
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Quote:
Originally Posted by cfoust View Post
It must be an incompatibility with orangebox, then. I used ep1 code. Try using sourcesdk/bin/ep1/bin.
yes, the ep1 vstdlib does have getcvarif defined, i just checked. ill try if this tool ll work now
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Old 09-20-2009, 02:19 PM   #14
zombie@computer
 
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ok, the tool produces a smd and phy file and converts some textures, however studiomdl fails to start, it shows an error but the cmd screen pops up and closes in a second... The error-output isnt caught by propper, unfortunately, making debugging quite hard :P
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Old 09-20-2009, 02:35 PM   #15
zombie@computer
 
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ok, triple post, but its worth it:

the tool works! Problem was, studiomdl didnt work when ran from propper (its hard to debug why, as i said, but i think its a 'unable to find gameinfo.txt' error. If i copy/paste the studiomdl command into hammer (not from commandline, i always forget the working dir the tools require) it actually works!

THIS IS AWESOME

very nice work, cfoust!

EDIT: first actual test ingame

Code:
** Executing...
** Command: D:\Steam\Steamapps\1\sourcesdk\bin\ep1\bin\propper.exe
** Parameters: -game "d:\steam\steamapps\1\half-life 2 episode one\episodic" "d:\mijn documenten\projects\spaceship\generator"

Propper 0.1 by crazycarl. Adapted from vbsp.exe by Valve Software. (Sep 19 2009)
2 threads
materialPath: d:\steam\steamapps\1\half-life 2 episode one\episodic\materials
Loading d:\mijn documenten\projects\spaceship\generator.vmf
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 58 detail faces...done (0)
Merging details...done (0)
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"


Building reference mesh...
Building smoothing groups...
Writing c:/propsource\props/spaceship/generator_ref.smd
1254 triangles written.
Building physics mesh...
Building smoothing groups...
Writing c:/propsource\props/spaceship/generator_phys.smd
0 triangles written.
Writing c:/propsource\props/spaceship/generator.qc
Done.
Converting map textures...
TOOLS/TOOLSNODRAW - Material deemed invisible. Skipping...
PK01/PK01_WALL03B - Read successfully
LightmappedGeneric converted to vertexlitgeneric.
METAL/METALVENT015A - Read successfully
LightmappedGeneric converted to vertexlitgeneric.
METAL/METALWALL077A - Read successfully
VertexLitGeneric, Refract, or unrecognized shader found. No conversion.Compiling the model:
studiomdl.exe -fullcollide -game d:\steam\steamapps\1\half-life 2 episode one\episodic\ c:/propsource\props/spaceship/generator.qc
----------------------
Studiomdl output proceeds below...

----------------------

----------------------
Studiomdl complete!
1 second elapsed
and then studiomdl seperately
Code:
** Executing...
** Command: D:\Steam\Steamapps\1\sourcesdk\bin\ep1\bin\studiomdl.exe
** Parameters: -fullcollide -game "d:\steam\steamapps\1\half-life 2 episode one\episodic" C:\propsource\props\spaceship\generator.qc

qdir:    "c:\propsource\props\spaceship\"
gamedir: "d:\steam\steamapps\1\half-life 2 episode one\episodic\"
g_path:  "generator"
Working on "generator.qc"
SMD MODEL generator_ref.smd
SMD MODEL generator_phys.smd
Collision model completed.
Computed Mass: 0.00 kg
---------------------
writing d:\steam\steamapps\1\half-life 2 episode one\episodic\models/props/spaceship/generator.mdl:
bones          800 bytes (1)
animations     104 bytes (1 anims) (1 frames) [0:00]
sequences      220 bytes (1 seq) 
ik/pose        164 bytes
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
textures       928 bytes
keyvalues        0 bytes
collision        0 bytes
total         4140
---------------------
writing d:\steam\steamapps\1\half-life 2 episode one\episodic\models/props/spaceship/generator.vvd:
vertices    107040 bytes (2230 vertices)
tangents     35680 bytes (2230 vertices)
total       142784 bytes
---------------------
Generating optimized mesh "d:\steam\steamapps\1\half-life 2 episode one\episodic\models/props/spaceship/generator.sw.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:           126 bytes
strip groups:     350 bytes
strips:           378 bytes
verts:          20070 bytes
indices:         7524 bytes
bone changes:     120 bytes
everything:     28632 bytes
---------------------
Generating optimized mesh "d:\steam\steamapps\1\half-life 2 episode one\episodic\models/props/spaceship/generator.dx80.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:           126 bytes
strip groups:     350 bytes
strips:           378 bytes
verts:          20070 bytes
indices:         7524 bytes
bone changes:     120 bytes
everything:     28632 bytes
---------------------
Generating optimized mesh "d:\steam\steamapps\1\half-life 2 episode one\episodic\models/props/spaceship/generator.dx90.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:           126 bytes
strip groups:     350 bytes
strips:           378 bytes
verts:          20070 bytes
indices:         7524 bytes
bone changes:     120 bytes
everything:     28632 bytes
---------------------
Generating optimized mesh "d:\steam\steamapps\1\half-life 2 episode one\episodic\models/props/spaceship/generator.xbox.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:           126 bytes
strip groups:     350 bytes
strips:           378 bytes
verts:          20070 bytes
indices:         7524 bytes
bone changes:     120 bytes
everything:     28632 bytes

Completed "generator.qc"
Ingame (left:brush version. Right: prop version. Both symmetrically lit (from center hallway)

http://rvanhoorn.ruhosting.nl/files/...tor_t10000.jpg
http://rvanhoorn.ruhosting.nl/files/...tor_t10002.jpg

Please note (not sure if its me or propper or some other settings, thats why i put them here

1) prop is lit brightly (equally/fullbright ??)
2) missing textures (see log) these being dev/dev_lowerwallmetal01a and a few pk01 textures (texturepack) vmt of one of the missing textures:
Code:
"LightmappedGeneric"
{
	"$basetexture" "pk01/pk01_pan_wall01"
	"$bumpmap" "pk01/pk01_pan_wall01_normal"
	
	"$normalmapalphaenvmapmask" 1 
	"$envmap" "env_cubemap"
	
	"$surfaceprop" "metal"
	
	"%keywords" "pk01"
}
I see no error. Is there a texture limit or something?
3) even though collisions=1, no vphisics model!


that is all for now. Gimme a call if you need more info

Last edited by zombie@computer: 09-20-2009 at 03:25 PM.
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