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.gitattributes
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.gitattributes
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*.png filter=lfs diff=lfs merge=lfs -text
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*.spp filter=lfs diff=lfs merge=lfs -text
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*.assbin filter=lfs diff=lfs merge=lfs -text
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*.vmat filter=lfs diff=lfs merge=lfs -text
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*.vmdl filter=lfs diff=lfs merge=lfs -text
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15
.gitea/workflows/ci.yaml
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.gitea/workflows/ci.yaml
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name: s&box CI
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on: []
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jobs:
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build-and-lint:
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runs-on: ubuntu-latest
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steps:
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- name: Checkout Code
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uses: actions/checkout@v4
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- name: Setup .NET
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uses: actions/setup-dotnet@v4
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with:
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dotnet-version: '10.0.x'
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Assets/models/glock/glock.vmat
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Docs/model-import-process.md
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Docs/model-import-process.md
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# Model Import Process
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The goal of this documentation is to go through what it takes to import a model into
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S&box.
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This documentation is based of [this](https://www.youtube.com/watch?v=1-L8BvNAbjQ) guide.
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## Process
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To start you will need the model that you wish to import into S&Box, and the textures
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and the associated textures. The model can contain other things like animations, however,
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those are only added if the model is non-static. A static element could be a picture, where
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a non-static object could be something like a player model.
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### Create the VDML Model
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To start you can create the VDML model by right clicking the model in S&Box and then clicking
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`Create model...`.
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Once that is clicked an explorer window will appear and you will choose where you want the
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vdml file to be saved. You will want the vdml file to be saved within the same folder as the
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model.
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Double clicking the VDML file will open a program called ModelDoc. ModelDoc is the program that
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ties the animcation, the model, and the textures together to make a fully realized VDML file.
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#### Create the .mat File and Attach it to the Model
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In order to assoicate the textures with the model we need to create a .mat file. The .mat file
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contains all the textures that will be used on the model. To create a .mat file, right click it
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one of the textures and click `Create Material`.
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This will open the material creation window, and depending on the naming scheme of all the textures
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some fields (or all) will have the texture automatically applied. Below contains all the suffixs that
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are reconized by S&Box.
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Once `Create Material` has been click an explorer window will open. Make sure to save the .mat file in
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the same folder as all the other resources realted to the model. Once that is completed you should see
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the material editor pop up.
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*NOTE: Make sure that `specular` and `metalness texture` are checkmarked, this will enable PBR materials.*
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Go ahead and save the material if everything looks good, and now we can go back to ModelDoc.
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#### Associate the .mat File to the Model
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Once you are back to the ModelDoc program, located at the left of the application is the `MaterialGroupList`
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and the `RenderMeshList`. What we care about is adding our material we just created to the
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`DefaultMaterialGroup`.
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Clicking on the `DefaultMaterialGroup` will open the `Node Editor`, and clicking the magnifying glass the explorer
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will pop up for us to choose our new material.
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Traverse to the file that we created and double click it. That will assign the material to the model. You will need
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to go ahead and recompile, after recompiling you should see the texture applied in ModelDoc.
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If everything looks good, go ahead and save the model in ModelDoc. If there are no animations associated with the
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model, then your done. You can use the VMDL file as is in the project. If there are assoicated models, then go
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to the [Assoicate Animations](#assoicate-animations) section.
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#### Assoicate Animations
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TODO: Lots to learn on how to even create the animations, once those animations are created, I'll go ahead
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and update this doc on how to do this.
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@@ -5,6 +5,10 @@ Index:
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- [Getting Started](#getting-started)
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- [Visual Studio Configuration](#configuring-visual-studio)
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Links to Other Docs:
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- [Importing a Model](./Docs/model-import-process.md)
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## Getting Started
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Working on this project requires some things that you need to install. Those being
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Reference in New Issue
Block a user