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Blender Source Tools BleST
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All Discussions > Help > Topic Details
Qai 18 Jun, 2015 @ 8:49pm
Compatibility with full release of Source 2
Will Blender + Blender Source Tools still be compatible (and, with regards to the latter, continue to be developed/updated) come the full release of Source 2? Or will model development have to be done with the Source 2 tools?

I'm a huge fan of Blender + Blender Source Tools and my main interest lies in Dota 2 and some personal ventures I have planned once Source 2 is released as a standalone engine. I would much rather prefer to continue with the majority of development in Blender.
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Showing 1-15 of 16 comments
Zappy 18 Jun, 2015 @ 11:12pm 
Back when DotA 2 was first upgraded to Source 2 (or had a version that was running Source 2), the Blender Source Tools were updated to support it. Not sure about the current DotA 2 Source 2 version, however, but you can bet your (virtual) hats the Blender Source Tools will be updated to support it fully at least once Source 2 will be fully released.
Artfunkel 19 Jun, 2015 @ 1:01am 
I've got the new engine downloaded and will take a look at the weekend.
Keepon dying 19 Jun, 2015 @ 3:14am 
The only problem I had so far with getting models to Source 2 was shapekeys (or 'morphs' as they now calling it).

It's like... there's list of all shapekeys (even those without controller/s), all defined controllers are there, but those seems to do nothing to the model.
I wonder, if it's just undocumented (yet) things to add in existing DMXs, or different setup for those in S2. :/
Zappy 19 Jun, 2015 @ 3:50am 
That was also a problem with the previous DotA 2 Source 2 compatibility (unless I'm wrong), so nothing's broken, just not added yet.
Keepon dying 19 Jun, 2015 @ 12:32pm 
okay, small progress.
Seems like setting "stereo" to "0" when using custom flex(morph) controller, makes them work correctly.
Last edited by Keepon dying; 19 Jun, 2015 @ 12:43pm
Qai 20 Jun, 2015 @ 3:30pm 
Thanks a lot for all the replies/checks thus far. This is really encouraging. I wouldn't mind if some final tweaking/adjustments might need to be done with the official toolset if there isn't 100% compatibility with BleST. I was just getting a bit worried that the majority of development would have to be migrated over. Thankfully it seems that this wont be the case.

@Artfunkel
From your preliminary investigation, do you foresee anything for the user in terms of Blender usage that might need to be changed? Or is it really just technical details of how BleST is implemented? There was mention by Valve a while back that Workshop submissions should no longer include custom particle effects for the time-being as that system is being overhauled in S2. Would it be possible for you to shed some light on how this affects BleST?
Artfunkel 20 Jun, 2015 @ 3:40pm 
There aren't any dramatic changes in terms of modelling, animating, or exporting. The big difference is the manner in which models are compiled but that's not something that the Tools have ever become involved in.

There's certainly no link between Blender and particles.
Qai 20 Jun, 2015 @ 3:49pm 
Thanks! This definitely makes for (continued) happy modelling =)
Keepon dying 20 Jun, 2015 @ 3:49pm 
did you figured out how to get stereo shapekeys/flexes/morphs to work yet?
I doubt that's bug on BleST side, but just wanted to ask.
Last edited by Keepon dying; 20 Jun, 2015 @ 3:52pm
Artfunkel 21 Jun, 2015 @ 9:39am 
No. You said you'd got something working, what was it? Can you upload the DMX?
Keepon dying 21 Jun, 2015 @ 1:01pm 
So far only I've managed to discover that regular shapekeys (those without 'left_/right_' sliders) are working straight from BleST. On 'stereo' ones, as I said earlier in post #3, there's list of cotrollers but none of them is changing mesh at all.

Here's dropbox link same mesh with regular and stereo shapekeys set via custom flex controllers (also included)
https://www.dropbox.com/sh/578elda1lm43sl5/AAATHZwU8rTVS6J5Q99-GPJJa?dl=0

in short,
- regular shapekeys ( "stereo" "bool" "0" ) work
- stereo shapekeys ( "stereo" "bool" "1" ) doesn't change mesh at all in S2 Model Editor

to get to Morph sliders in Model Editor, select 'Tools' Menu, 'Morph Explorer', and then 'Enable Manual Slider Control'

(sorry for engrish)

EDIT: oh, and i'm not sure if material used by model need to be set to 'Hero' shader with "Morph supported" option check for morphs to work at all :/
http://i.imgur.com/WqyYMLZ.png
Last edited by Keepon dying; 21 Jun, 2015 @ 1:13pm
Keepon dying 13 Jul, 2015 @ 9:27am 
Sorry for bumping this thread, but I got some (baddish) news
looks like stereo-ness wasn't yet implemented in Source2

http://dev.dota2.com/showthread.php?t=173901

The only solution for now is "(...) to do the splitting in blender and export a separate morph target for the left and right channels(...)"

Is there even option in clean Blender to split shapekeys in half like Source1 used to do?
Zappy 13 Jul, 2015 @ 9:29am 
Originally posted by Keepon:
Is there even option in clean Blender to split shapekeys in half
I don't think so.
Keepon dying 13 Jul, 2015 @ 10:43am 
that's what I thought :/

I've tested that thing mentioned in link, "(...)it relies on the naming of the morph targets to be right_foo and left_foo for a stereo morph named foo(...)"

Adding "right_" to first morph and (optionally!) "left_" to second one, seems to merging those two morphs into a stereo one in SFM! At least one (kind of) workaround for stereo morphs till it's implemented correctly.
Last edited by Keepon dying; 13 Jul, 2015 @ 3:51pm
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All Discussions > Help > Topic Details
Date Posted: 18 Jun, 2015 @ 8:49pm
Posts: 16