8 Commits

Author SHA1 Message Date
0227b7d83c Add Link in Readme to Model Import Docs
For quick access.
2026-04-04 17:59:17 -04:00
490d2c1860 Creation of Model Import Docs
Goes over the process for getting a model resource ready to use in S&Box.
2026-04-04 17:58:57 -04:00
28f978b10e Update Git LFS to Track vmat and vmdl Files
vmat and vmdl files are materials and the model respectivly and
can be quite large and need to be track with git lfs.
2026-04-04 17:49:26 -04:00
f15c20affd Merge pull request 'Readme Created' (#6) from docs/5-readme into main
Reviewed-on: #6
2026-04-04 18:56:33 +00:00
ed60b60dc8 Readme Created
Start of the Readme, documents what is required to start working on the project.
2026-04-04 14:55:46 -04:00
eeac1ebaf6 Merge pull request 'feat/3-cicd' (#7) from feat/3-cicd into main
Reviewed-on: #7
2026-04-04 18:49:01 +00:00
86d751e25c Add CI/CD
Add Standard .dotnet CICD
2026-04-04 14:48:41 -04:00
2e22cb1b26 Add CI/CD
Some checks failed
s&box CI / build-and-lint (push) Failing after 55s
Add Standard .dotnet CICD
2026-04-04 13:11:57 -04:00
18 changed files with 141 additions and 6 deletions

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*.png filter=lfs diff=lfs merge=lfs -text
*.spp filter=lfs diff=lfs merge=lfs -text
*.assbin filter=lfs diff=lfs merge=lfs -text
*.vmat filter=lfs diff=lfs merge=lfs -text
*.vmdl filter=lfs diff=lfs merge=lfs -text

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.gitea/workflows/ci.yaml Normal file
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name: s&box CI
on: []
jobs:
build-and-lint:
runs-on: ubuntu-latest
steps:
- name: Checkout Code
uses: actions/checkout@v4
- name: Setup .NET
uses: actions/setup-dotnet@v4
with:
dotnet-version: '10.0.x'

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Assets/models/glock/glock.vmdl LFS Normal file

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# Model Import Process
The goal of this documentation is to go through what it takes to import a model into
S&box.
This documentation is based of [this](https://www.youtube.com/watch?v=1-L8BvNAbjQ) guide.
## Process
To start you will need the model that you wish to import into S&Box, and the textures
and the associated textures. The model can contain other things like animations, however,
those are only added if the model is non-static. A static element could be a picture, where
a non-static object could be something like a player model.
### Create the VDML Model
To start you can create the VDML model by right clicking the model in S&Box and then clicking
`Create model...`.
![create-model-import-model](./Img/create-model-import-model.png)
Once that is clicked an explorer window will appear and you will choose where you want the
vdml file to be saved. You will want the vdml file to be saved within the same folder as the
model.
![create-model-import-model](./Img/vdml-file-import-model.png)
Double clicking the VDML file will open a program called ModelDoc. ModelDoc is the program that
ties the animcation, the model, and the textures together to make a fully realized VDML file.
![model-doc-import-model](./Img/model-doc-import-model.png)
#### Create the .mat File and Attach it to the Model
In order to assoicate the textures with the model we need to create a .mat file. The .mat file
contains all the textures that will be used on the model. To create a .mat file, right click it
one of the textures and click `Create Material`.
![create-mat-import-model](./Img/mat-creation-import-model.png)
This will open the material creation window, and depending on the naming scheme of all the textures
some fields (or all) will have the texture automatically applied. Below contains all the suffixs that
are reconized by S&Box.
![texture-suffix](./Img/texture-suffix-import-model.png)
Once `Create Material` has been click an explorer window will open. Make sure to save the .mat file in
the same folder as all the other resources realted to the model. Once that is completed you should see
the material editor pop up.
![create-mat-window-import-model](./Img/texture-creation-import-model.png)
*NOTE: Make sure that `specular` and `metalness texture` are checkmarked, this will enable PBR materials.*
Go ahead and save the material if everything looks good, and now we can go back to ModelDoc.
#### Associate the .mat File to the Model
Once you are back to the ModelDoc program, located at the left of the application is the `MaterialGroupList`
and the `RenderMeshList`. What we care about is adding our material we just created to the
`DefaultMaterialGroup`.
![assiociate-material-import-model](./Img/model-doc-material-import-model.png)
Clicking on the `DefaultMaterialGroup` will open the `Node Editor`, and clicking the magnifying glass the explorer
will pop up for us to choose our new material.
![model-doc-mag-glass-import-model](./Img/model-doc-mag-glass-import-model.png)
Traverse to the file that we created and double click it. That will assign the material to the model. You will need
to go ahead and recompile, after recompiling you should see the texture applied in ModelDoc.
![model-doc-recompile-import-model](./Img/texture-recompile-import-model.png)
If everything looks good, go ahead and save the model in ModelDoc. If there are no animations associated with the
model, then your done. You can use the VMDL file as is in the project. If there are assoicated models, then go
to the [Assoicate Animations](#assoicate-animations) section.
#### Assoicate Animations
TODO: Lots to learn on how to even create the animations, once those animations are created, I'll go ahead
and update this doc on how to do this.

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@@ -5,9 +5,13 @@ Index:
- [Getting Started](#getting-started)
- [Visual Studio Configuration](#configuring-visual-studio)
Links to Other Docs:
- [Importing a Model](./Docs/model-import-process.md)
## Getting Started
Working on this project requires some things you need to install. Those being
Working on this project requires some things that you need to install. Those being
Visual Studio, S&box, Git (LFS enabled). Among that you will need access to the
[Gitea](https://gitea.vps.collinssoft.com). You'll know who to reach out to
if you are lacking access. This will only target Windows development since
@@ -42,10 +46,10 @@ for all developers to gain access, and this documentation will be updated.
#### 3.) Install Visual Studio
Installing Visual Studio is similar process to installing Git but with some UI
Installing Visual Studio is a similar process to installing Git but with some UI
elements added. To start download the installer from [Microslop](https://visualstudio.microsoft.com/downloads/?utm_medium=microsoft&utm_source=learn.microsoft.com&utm_campaign=inline+link&0utm_content=download+vs2026+desktopguide+winforms).
Once you run the installer, you should something similar to this:
Once you run the installer, you should see something similar to this:
![microslop-feature-selection](./Docs/Img/windows-vs-feature-selection.png)
@@ -81,7 +85,7 @@ Opening up S&Box you should see the project selector pop up.
In the picutre you can see an arrow pointing to a button, clicking
that button will open up the explorer. Traverse to the project root
and click Open. After that you should have the project appear as a
selectable option. Click that and it will open the S&Box editor and
selectable option afterwards. Click that and it will open the S&Box editor and
now you can start working on the project.
*NOTE: Make sure that you have started the project with S&Box it will
@@ -90,8 +94,7 @@ step.*
#### 6.) Add the Project to Visual Studio
The last step is to configure Visual Studio, and much like the last step
is to configure Visual Studio to the path of the project.
The last step is to configure Visual Studio.
![visual-studio-project-selector](./Docs/Img/visual-studio-project-selector.png)