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1: Metal and Roughness require their own greyscale maps to be useful which are generally created with an external tool. You would use it in conjunction with a material you created in something like Substance Designer or from a hand-made texture created in Photoshop. Metalness controls the smoothness and reflectance of the material, specularity controls the intensity of light hitting the material. You will likely not get much use out of these properties without the proper maps and textures.
2: A lot of the entities in Source 2 Hammer have been ported from Source 1 and many of them are deprecated. If there is no noticable visual difference in the 3d view, it likely does not work. This of course can't be said for all entities (as some require in-game testing), it's safe to say that a good chunk of Source 1 or GoldSource entities do not work.
3: See https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Modeling/Model_Troubleshooting . Although this is stated in the Dota 2 part of the wiki, this can apply here as well, I believe.
4: From the looks of it, the "player" in Destinations seems to be a bit taller than in Source 1 games. Not sure if this is totally correct. Don't take my word for it!
Bugs should be posted in this forum, as the developers are actively looking here for feedback. The Bug Report tool in the console (as far as I know) does not work.
1: Yeah, I'm an avid user of Substance Designer and have been since it was called MapZone :) Thus all the textures I have created originate from bakes within SD5. The problem is that the Metalness map in particular seems to have no effect in a hammer material. BaseColor, Normal are fine of course, but the rest of the settings inside of material editor are confusing me. It is like some kind of a mish-mash of Specular/Gloss workflow and Metal/Roughness workflow that I haven't been able to grasp yet. The problem could also be attributed to improper light setup which is why I also was curious about the functions of the other light types. I was just kind of hoping someone knew of a basic setup and workflow that worked well and produced accurate results.
2: Ok, so just because an entity is available inside of the editor... doesn't means it is meant to be used in this version of the editor? Hmm gonna be tough to troubleshoot and look for bugs then :)
Thanks again.
If you're talking about lighting in the material or model editor, there is (unfortunately) no lighting preview in these editors. You'll have to test your assets with lighting in the Hammer map editor or in-game when working on it (sorry if I misinterpreted this as well!). Note that you can modify your materials while in-game or in the Hammer map editor, and the material will update on-the-fly when you save, so you don't have to restart or anything.
But yea, the tools are in a sort of strange state at the moment. Lots of excess stuff in the editor that no longer works or isn't meant to be used yet. This has been the case for the Dota 2 tools too, ever since its release roughly a year ago!
Anyway, good luck :)
In the whole it will be a case of building a graph that works. It might be useful to look at some vmats for CS:GO textures because you woud imagine that the renderer in Destinations has more in common with CS:GO (trying to be realistic) than with Dota2 (art-style with rimlight etc).
People who have CS:GO assets (I don't have any) could bring them into Destinations and let us know if they render the same.
Diffuse = Color
Normal = Normal
Specular Map = Lighting/Reflectance
Glossines Map = Lighting/Gloss
Seems to be working pretty well now that I just switched up workflows. The bad thing is almost all of my core materials are done with a Metalness workflow.... the good thing is SD5 includes a basecolor_metallic_roughness_converter node to switch from metal/rough to specular/gloss. Whew :)
A tip: in case anyone else using SD happens along: Change the id's of your output nodes to:
- color for Difuse
- refl for Specular
- gloss for Glossiness
EDIT: Adding ids for other types of output nodes that Hammer Material Editor can use.
- trans for Opacity
- metal for Metalness Texture
- selfillum for Emmission
- mask for Tint Mask ( not sure what this does yet )
- ao for Ambient Occlusion
- gradient for a World Lighting Gradient ( not sure what this does either )
- lightmap for a custom lightmap.
That way the files you export are named such that the material editor will automatically give you the right set of maps when you try to open them from the related sections in the editor. IE, if you go to open a reflection map, files appended with _refl will automatically be shown, and by setting the id of your specular output node to refl... this appenndage will occur when you "Export outputs as bitmaps" . Otherwise it gets pretty irritating pretty quickly.
Pretty sure you have to manually create the texture with this right-click method because building the map doesn't update the texture automatically (correct me if wrong).
Still the results from an env_cube are not that pleasing in VR.