![]() Messages WindowĪ messages window has been added to show errors and diagnostics output. This feature will be developed further in a future release to improve performance. This hides files with a specific extension that HLAM cannot open, but this comes at the cost of having to check each file which results in temporary freezing. File BrowserĪ file browser has been added to allow fast navigation in game directories and to allow filtering of files by type. Crowbar is a better option for these tasks than the old frontends. The Studiomodel compiler and decompiler frontends have been removed with the option to launch Crowbar added in its place. Most audio and video settings are now accessible in dedicated menus to allow for easy access. Development builds can be downloaded from Github Actions. This should not be a problem with future changes unless they involve changing specific settings.Īsset Manager is now mostly functional on Linux but there are still graphical issues that require fixing before a proper release can be made available. ![]() You'll have to reconfigure the program after installing V2.0.0 since previous settings do not carry over. or find it in the manual directory in the installation directory.Īlternatively you can read it online here. You can open it by going to Help->Open Manual. Make sure to use the offline installer to set up the file association or use Windows' Open With option to select the correct executable.Īsset Manager now includes a manual explaining how the program's features work. ![]() See the full changelog for a complete list of changes and bug fixes.Īsset Manager's executable files have been moved from the bin directory to the main installation directory. $sequence idle "testcube_idle" fps 30 activity ACT_idle 1įrom what you said before I think my reference smd is ok, no mention of debug, lots of references to my texture.Half-Life Asset Manager V2.0.0 has been released. K:\Projects\Hammer Projects\Level 01\modelsrc\testcube_phy.smdĬ:\Program Files\Steam\steamapps\onyxelite\half-life 2 deathmatch\hl2mp\materials\Level01\testcube.vtfĬ:\Program Files\Steam\steamapps\onyxelite\half-life 2 deathmatch\hl2mp\materials\models\Level01\testcube.vmtĬ:\Program Files\Steam\steamapps\onyxelite\half-life 2 deathmatch\hl2mp\models\Level01\testcube.mdl (plus all the usual vtx and phy files created by compiling) K:\Projects\Hammer Projects\Level 01\modelsrc\testcube_LOD_3.smd K:\Projects\Hammer Projects\Level 01\modelsrc\testcube_LOD_2.smd K:\Projects\Hammer Projects\Level 01\modelsrc\testcube_LOD_1.smd K:\Projects\Hammer Projects\Level 01\modelsrc\testcube_idle.smd K:\Projects\Hammer Projects\Level 01\modelsrc\testcube.smd K:\Projects\Hammer Projects\Level 01\modelsrc\testcube.qc K:\Projects\Hammer Projects\Level 01\modelsrc\testcube.mb K:\Projects\Hammer Projects\Level 01\modelsrc\testcube.bat K:\Projects\Hammer Projects\Level 01\materialsrc\testcube.tga K:\Projects\Hammer Projects\Level 01\materialsrc\testcube.psd ![]() K:\Projects\Hammer Projects\Level 01\mapsrc I can't believe how convoluted the Maya/hl2 pipeline is, I'm literally tearing my hair out.Īnyway, my current directory structure for stuff is as follows I'm back to trying to just create a map but seem to be back to square 1 as far as texture application goes. From weapon glitching to invisible models the whole thing was a complete headache. It turns out that starting off the project the way I was trying to (as a mod) had so many of it's own problems it was unbelievable. Is this common? I'm having trouble locating anyone else who's had a similar problem. The issue now is that the prop_static is not visible when the map is compiled and run through Steam. 2F2006.29) I managed to get my textured model to work in both the model viewer and Hammer. =firefox-aĪnyway, the bottom line is that after a little source hiccup (. The new tutorial is here, html version without pics here. I think the main issue I had previously was that I didn't realise I had to have my vmt in the materials\models\project\ folder. The major difference is that it was easier to see the proper folder structure and reasons for it etc. I started afresh and used another tutorial more geared towards creating a new mod rather than what I was doing, which was attempting to create a single map.
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