Open reepblue opened 11 years ago
That's something that should definitely be done, as it's a very trivial thing to fix. Also in the same function that the scheme file is loaded, adding in the code to load the vgui%language% file will fix the "#Asset..." missing label error near the top. It literally takes a total of 3 lines of code to fix both issues.
@Chris528 Played around and noticed something. If you use "&" instead of "#" (i.e &AssetPicker_Rescan instead of #AssetPicker_Rescan) in mdlpicker.res, this is fixed. The button is still too small where it is placed. It should just have "Rescan" instead "AssetRescan". That seems to fit better. Also, the "Select Light Probe" button can be fixed by making the "wide" string 120 from 100 under "ChooseLightProbe" in mdlpickerrender.res. In the end, it would look like this.
Again this is just nitpicking!! But let's not forget that one of the main issues is that Hammer reads the game/mod's sourcescheme over the platform. A work around or a special sourcesheme file for Hammer only is needed.
Having the same issue over here. Although i somehow managed to fix the opaque textures earlier i can't seem to do it after this update.
@MrBrax I have a feeling that this is because they are using an older system (shaders?) to draw the 3D elements.
Same issue since last sdk update
Is there a way to fix the black interface of the model browser and non-translucent textures?
@SuperNexus4 , yes, by me fixing bugs.
@alfred-valve Any chance of changing the max clipping plane distance from 10000 to at least 50000 or higher?
@Chris528 , that would be a perfect request for a new bug report (which we would tag as a feature request). But I think the answer would be no, isn't the point of clipping distances to constrain CPU and GPU work?
I think he's referring to the "Clipping plane distance" slider in the Hammer options. The maximum is currently 10,000 units, which is not suffice for some maps. @Chris528 suggests increasing this slider limit to 50,000.
Thanks Alfred, I'll add a bug report for an increased slider limit. I meant that it would be nice if the max value of the slider for the back clipping plane was set to at least 50000-60000. That would be really useful. A limit of 10000 is insufficient for large maps. Also the rescan button text in the model viewer needs to be fixed, its been broken for as long as i can remember.
I am still confused on how to fix the black shade in the Model Browser. Is there a specific file in the resource/platform folder that would allow me to fix it?
Looks like transparent model textures work, as with shaded textured polygons. However, cubemaps still seems to be broken, and model viewer is black.
@MrBrax I think Valve is working very hard (and long) on the cubemap issue. The engine is fine to play on, but not so much the same to work on. Hopefully everything will be ironed out eventually.
The model viewer being black is caused by the tools reading YOUR MOD or HL2 first over platform. I suggested earlier to make a res file that only the tools read. Not sure if I should close this since the model viewer is still an issue but the primary one is resolved.
Found a simple work around to have game menu text and VGUI Model Browser colors fixed.
Copy sourcescheme.res from platform/resource to your mod/resource directory.
Open the sourcescheme.res in notepad, the one you copied. Add the line below on the first line of the file.
Save it, open hammer, VGUI Model Browser should now be working. Load the game and your game menus should be there, the only weird thing is the console is green but I can put up with that.
"It seems to me that hammer editor is not loading the sourcescheme.res from platform. It is instead loading SourceSchemeBase.res"
If this method breaks your menu do this instead.
_\Steam\SteamApps\common\Half-Life 2\platform\resource_2. Find SourceSchemeBase.res 3. Find
2014-10-02 11:46 GMT+02:00 SpyShadow117 notifications@github.com:
Found a simple work around to have game menu text and VGUI Model Browser colors fixed.
Copy sourcescheme.res from platform/resource to your mod/resource directory.
Open the sourcescheme.res in notepad, the one you copied. Add the line below on the first line of the file.
base "SourceSchemeBase.res"
Save it, open hammer, VGUI Model Browser should now be working. Load the game and your game menus should be there, the only weird thing is the console is green but I can put up with that.
— Reply to this email directly or view it on GitHub https://github.com/ValveSoftware/source-sdk-2013/issues/67#issuecomment-57605866 .
First off, I would like to thank you for fixing Issue #54. Now users can work on their mods without porting anything to a different file nor using gameinfo hacks. Also, thanks for fixing the wireframe issue.
There are still now some issues because of this, but less critical.
First, any model that has texture with transparency or opaqueness shows up black in the 3D window and in the model viewer. This only happens in Hammer as far as I can tell.
Above I made my own Sourcescheme.res edit before this update to match the in-game tools. I pretty much did this for kicks. However this leads to the next 'issue'.
Since now the mod file is read first, Hammer picks up the source scheme first listed in the mod/game before the platform since most games use the HL2 sourcescheme, it will look like this:
A suggestion I have is to maybe make a clone of the sourcescheme.res file in the platform (naming it something like sourcecsheme_tools.res) and have hammer and other tools pick up the clone instead. This way, the game can have it's Sourcescheme settings for in-game without effecting the tools.
Last thing I want to point out is that I noticed that the 3D View looks different. It reminds me how the Source 2006 tools look back in the Source SDK compared to the other non-updated tools. Again, not a huge deal, just pointing it out.
Again, thanks for your hard work. If you want these issues split up for better management, just let me know.