I want more tutorials, no matter what part of source2 they are about, simply because the info about materialgroups was refreshing and about bodygroups I heard for the first time, so very useful! :D
Hope you do more of these, Been wanting to someday switch to S2FM but never been able to given I use techniques such as bodyhacking and also stuff like recolorable textures, material that glows. most of the things I make involve Splatoon and sometimes other things like halo. But I'm really looking foward for you covering porting source 1 models
I've been looking for tutorials on how to import models into Source 2 for months and could never find anything that actually works This is so simple and straight forward, you're an absolute legend for posting this
My thoughts exactly, Attemping CS2 Mapmaking and theres so little documentation/tutorials for ModelDoc right now it's relieving to find a video like this.
A bit late to this, but another incredibly helpful tutorial! Awesome to see how much easier the porting process over to SFM2 seems to be! Definitely gonna be trying to make the switch to Source 2 in the future, so these tutorials are gonna be incredibly helpful! Also, not really a suggestion or anything, but how's the process of getting the assets from other Source 2 things (such as Desk Job) into S2FM? I assume it'd be similar to how it works with downloading workshop items
Wish I'd had enough time to keep practicing with SFM. Love a good tutorial :D In terms of the original SFM program, I don't remember having to mess with any 'metalness' settings. Does ModelDoc just allow for better control in terms of modifying specific models and their details?
Source 2 uses a modern PBR material workflow, so it's much more similar to other engines like Unreal or Unity, etc. Original SFM didn't have metalness or roughness - just phong which doesn't offer as much control.
@aperture science oh hush he’s probably working on it. people who ask the same question non-stop usually slow the process. plus he doesn’t work for VALVe so it really won’t be Portal 3…
Pretty useful! I will try doing this in the apiture desk job version of s2fm, and see if I can port any model. It seems fairly easy from how I’ve seen it
Hey harry, I've been a long time viewer and I really appreciate all the content you make for us, thanks for all the laughs along the way. Thanks again and I wish you the best
I hope you're at least thinking about making Meet The Cores 4, I'm watching every Portal animation from you, including songs and bts, in loop. My sanity is going down fast, but I still love the Portal and I'm patiently waiting for more
I'd kill for a tutorial to import sfm models to s2fm. That, along with somehow porting popular S1FM utils like ragdolls and text generator, and s2fm would be a huge game changer
Thank you for this handy guide; even a total newcomer like myself could understand what you were doing. BTW, I know it's just a title typo that will probably get fixed soon, but "imorting" is a gorgeous word that ought to mean something. (Edit: OK, the typo has already been fixed, it's only got "imorting" in my notifications. Still a great word.)
No textures in hammer (cs2, custom model fbx) Source 2 There is such a model, but in the modeldoc it is displayed black (with any selected texture), the same in the hammer. If, for example, you select to display only albedo, then everything is fine. What could be the problem?
Damn, 8 years ago be made that "Going home" and to this DAY people are still begging for number 2, like for God's sake it's not happening. Not with harry.
If you could make a video on export, camera, focal distance settings etc, that'd be amazing. My exports just don't ever seem to be sharp enough despite fidding with the aperture settings and setting the usual progressive refinement settings to max like in SFM1.
Some. I just started messing with dota 2's sfm2 lately (and don't own alyx, nor a vr headset) but comparing what i've experienced with some of the alyx sfm2 info there doesn't seem to be alot of major differences. one big one i've seen tho is that dota uses some different shaders than alyx in the materials. like, if you open alyx vmats in notepad you'll see the "shader" listed as either vr_complex, or vr_simple (or vr_standard). but dota uses the shader simply titled "hero". so while you can use tutorials and even scripts made for alyx to get content into dota's sfm2, you have to keep in mind the shader otherwise it won't work. but its simple enough to change. just open the vmat in notepad and change the shader, then save. OR you can use notepad ++ and change ALL the vmats in an entire folder at the same time. just go into tools, select find in files, tell it which folder and tell it to change all instances of vr_complex etc to "hero". the only other difference i'd imagine is that in dota's sfm2 you can spawn not just a model, but a character. with a menu to let you set the character's loadout and it'll spawn ALL the models and particles for that character with them already attached to the main model. i dunno if alyx can do that.
Thanks for the video. I tend to come in and out of working in source and it’s “successor”. I was wondering if there’s a way to import a fbx file with a lot of animations and for source 2 to make an animation for each, or do I have to resign myself to exporting the model one animation at a time?
Man I really hope a workshop gets added to steam for this at some point, this is the one turn off for me, the same reason I didn’t bother with blender. Not good with keeping track of where I place crap, like that sfm1 does it for me
*Man i'm so confussed, i opened S2FM but in my case i have Counter Strike 2, but how is possible to open S2FM without the Counter Strike2? when i close CS2 the S2FM is closed too*
The best way to use S2FM without any huge problems is to use the Half-Life: Alyx version. I bought it when it had a discount, I recommend waiting for a discount too.
@@TdclatinsportsBlogspot Yes! You can select the option for HLA‘s workshop tools (including S2FM) when launching the game without the game being open. I would recommend to watch a tutorial to understand how and check for yourself again if the game needs to be open.
Sorry to bother but I ran into a problem with exporting a model to FBX in Blender. The model if perfectly fine but It didnt export with any texture files I'm not sure if I have to do that manually or find it with the Blender file but if theres anyway to find them let me know. Thank you!
Im trying this with a custom model and when I hit compile, it just sits. Ive tried 3 times already, and I left it for 30 mins each time, or sometime around there. I have a pretty good PC, and I dont know, nor can I think of anything that could have been causing it. Not only that, but its not just when I have no materials. Ive gotten to the point of making them, I just have the compile issue so I can't see the textures.