Releases: kristiker/source1import
Releases · kristiker/source1import
v0.3.11
v0.3.10 - Fix csgo blendables, nice mipmaps, 1.2 brighter materials
Full Changelog: v0.3.9...v0.3.10
- Turned off Simple shader export by default (you want this off in cs2)
- Fixed some skyboxes not being scaled properly #56
- Fixed blend materials export (cs2)
- $surfaceprop2 support
v0.3.9 - csgo_complex export
This release adds the cs2
branch that changes the shader prefix from vr
to csgo
.
Note that this isn't how Valve are porting their materials, as they are using vertex, unlit, and lightmapped generics in touchstone maps.
HLVR & ADJ | CS2 |
---|---|
vr_simple |
csgo_simple |
vr_complex |
csgo_complex |
vr_static_overlay |
csgo_static_overlay |
vr_black_unlit |
csgo_black_unlit |
vr_simple_2way_blend |
csgo_simple_2way_blend |
v0.3.8
- [App] [Maps] Fixed map importer failing due to a missing file
- [App] [Models] Added "copy models" button for you lazy, copies src1 model files to src2 content
- [Materials] Many coverage improvements, should fail less, tested on ~35 Source Engine games
- [Materials] Fix duplicate keys in texture settings.txt on second runs
- [Materials] Fix unsupported materials being errors (4.vfx) instead of compiling to vr_black_unlit.vfx
- [Materials] Importer understands fallback shaders, gpu conditional parameters, and sdk2013 shaders
- [Scenes] Scene importer now supports grouping vcd's by folder
- [Models] QC model importer doesn't fail with non-smd references
- [Models] Now also searching
modelsrc
folder - [Maps] Now also searching
mapsrc
folder
Full Changelog: v0.3.7...v0.3.8
v0.3.7
New
- New: Import QC to VMDL (#26)
- This feature is on an initial state. There are many uncovered parameters, suggestions are welcome.
- New: Import VMF entities to VMAP (#24)
- Super basic but fixes up
uniformscale
in CS:GO.
- Super basic but fixes up
- In Aperture Desk Job and forward, albedo textures use Nice filtering instead of Box.
- In Aperture Desk Job and forward, prop_data is upgraded to kv3. In HL: Alyx, it is copied as-is.
- New Materials option: Ignore Proxies (aid for tf2 materials rendering as pitch-black).
- Enabled importing of Tool materials. If they cause issues delete
game/materials/tools
andcontent/materials/tools
. Make sure in Asset Browser that tool materials don't have "Overridden Asset".
Fixes
- Fixed decals in SteamVR, and all materials in Adj.
- Fixed setting
--branch
. - Fixed some Patch materials not being parsed.
S&box
- Support for early s&box sounds and surfaces. Already outdated unfortunately.
- In s&box a temporary path fix has been added so old style vmdls can be opened in ModelDoc. Run it after first converting & compiling all models with the original path.
More recent builds can be found here by selecting topmost.
v0.3.6 (small fix)
- Fixed material converter not going through with mods other than csgo
- Fixed some particle textures not being detected due to having a non lowercase name
v0.3.5
General:
- Fixed script thinking everything is a tool material when
tools
or other keywords are part of the root path (but not of the asset)- e.g.
SteamVR/tools/game
- e.g.
Materials:
- Added support for Frame Animated materials (atlas in compex/standard)
- Added support for uv Scroll materials
- Added support for S&box and SteamVR engine branches
- Tweaked decal shader-picking logic (decalmodulate)
- Only specular materials will get Simplified
App:
- Throw Source style detailed notice whenever app fails to launch
- Added master Overwrite All checkbox for quick toggling all available overwriting options
- Added list option where you can pick your desired Source 2 Engine branch
- App will try to auto-detect the branch based on export path,
hlvr
is the default - Can also be supply
-b --branch
in command line
- App will try to auto-detect the branch based on export path,
- Added material option to stop overriding materials that have been saved in editor once (modified)
- Added particle option to change particle behaviour version
Full Changelog: v0.3.4...v0.3.5
v0.3.4
- Added tabs with options for each workflow
- Moved settings file to AppData (Win+R:
%appdata%/source1import
) - Materials will prefer using the
Simple
shader - Decal materials will prefer using the
Static Overlay
shader- for usage in maps imported with
createStaticOverlays "1"
- for usage in maps imported with
- Model Importer is now less confusing:
- Will generate content
.vmdl
files only for models that you've already made present in s2. - So it won't care about the
s1game/models/
folder. You will want to move mdl files to Source 2 CONTENT then run the script.
- Will generate content
v0.3.2
v0.3
- Fixed some
source1/game/
paths being parsed incorrectly - Added a SFM session importer which updates resource references. E.g.
.mdl
to.vmdl
.
Full Changelog: v0.2...v0.3