TeamSpen210 / srctools

Modules for working with Valve's Source Engine file formats.
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Source 2 formats #22

Open wallworm opened 10 months ago

wallworm commented 10 months ago

Hello!

I've been developing Source tools for many years now. With the move of CS to Source 2, I've gotten a lot of interest in updating Wall Worm for the new engine. WW is a suite of Goldsource/Source tools to turn 3ds Max into a complete pipeline; we used it for a lot of the work in Black Mesa. I've started working on Source 2 support, and well on my way. But I moved to Autodesk a few years ago and don't have the time that I used for developing WW and am going very slow. So I did some searching to find any projects that are working on the various formats in Source 2 that might reduce my efforts. When I found this repo, it seems to contain a lot of the features I've implemented for Source but need to update for S2.

My question is if this project is intent on adding S2 support in the coming months? I'm largely interested in the various formats like VPK, KV3, DMX, VMAP, VMDL and VMAT. I don't know at this point if there are changes to VPK or DMX formats from Source.

I don't really have time now to contribute very much, but if those formats are supported and I can fast-track some updates, I would happily include links to this repo across the toolset and documentation.

TeamSpen210 commented 10 months ago

Thanks for the interest! I personally don't do anything really with Source 2 (yet?), so I haven't looked into those formats. I'd welcome having them, but if I don't have a use case it might be more difficult checking that the API I end up with makes sense, testing that it works, etc. Definitely I probably want to add support for S2 DMX/VPK/FGD, since I already parse those.

Even without those, stuff like my srctools.math module might be handy (though I expect you have your own).

wallworm commented 10 months ago

Thanks for the info.

Right now the use case I am looking for is to be able to replace some of the C++/C# tools in WW that read/write the game data. WW can, aside from making models, etc, be used as a complete level editor. Part of that is being able to bring in the game assets (models, materials) as you would in Hammer. The Source-era code in WW is largely C++/C#/MAXScript. With less time than I used to have, I'd like to consolidate it down to less languages to help reduce my maintenance burden and then update to support the Source 2 formats. I am no Python guru, but since a lot of my work during the day now is around OpenUSD and Python tools, I've become more inclined to utilize Python solutions. That is another reason your project is of interest to me.