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That said, When you export a OBJ (with materials) the export function exports a Model (the Obj) and a Material reference (the mtl file). It does not export or create textures.
Exert from the .mtl file
----
newmtl brush/beach/decal/b_o_d_19_marker
Ns 9.000004
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.100000 0.100000 0.100000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd textures\\brush_beach_decal_b_o_d_19_marker.png
map_d textures\\brush_beach_decal_b_o_d_19_marker.png
newmtl brush/beach/decal/b_o_d_a_marker
Ns 9.000004
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.100000 0.100000 0.100000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd textures\\brush_beach_decal_b_o_d_a_marker.png
map_d textures\\brush_beach_decal_b_o_d_a_marker.png
----
These are the materials the model uses and the call to the textures (path/image.png) that the material commands are controls
If these are not physical files (and like I say, I'm haven't found them anywhere) then to get them you're going to have to convert the VTFs to the path and image format that the mtl file is calling.
In fact, if you save your blend file, close it then reopen it, the map will come in Purple, meaning it can't find the textures it needs to paint the mesh objects.
BleST only gets material information from the model it imports, that's it.
If you want a model textured in Blender after importing with BleST, you have to convert the VTFs to an image format that Blender can use (ie Png) and manually set up the nodetrees for the material to use the converted textures. BleST does not load or export textures.
This add-on you've found is using code from multiple add-ons and programs and this is a quick idea of what I think is going on (pure speculation, I really don't know unless I analyze the script.)
1) the io_import_vmf add-on is importing the brushes and texture information from the map decompiled using BSPSource. It is also gathering Model/Prop data contained in the map from the VMF.
2) then it's calling Crowbar to extract those models from the VPKs and sticking them into the map cache folder where it also uses Crowbar to decompile them there.
3) once decompiled it calls BleST to import them and using VMF data places them where they need to be. It also gathers more VMT info from the models through BleST.
4) it then calls Crowbar to extract the VTFs
5) and uses IO_Source to convert the textures from VTF to PNG format and goes about texturing the map in Blender.
These temporary PNGs are not being saved and they are not being packed into the blend file. They are immediately replaced as new textures are called, converted and used. (this is the bug to this add on that I see right now). Blender retains information about the previously used textures as long as the blend file is open. However, because these texture references are internal and not saved or packed, they are lost as soon as the file is closed.
.
VTM (Material, is a plain text file containing calls to the textures and how to display them in a Valve Source game engine.)
VTF (Texture, is a proprietary Image file format used to texture a Valve model. Blender can not use VTF texture files, these files have to be converted into a compatible image format before they can be used in Blender.)
And No, as I said, BleST does not import textures. It never has and there's nothing new in the documentation to indicate that it imports textures now.
When you import a model using BleST, it reads materials information (VMT names and what mesh uses what material) from the model when it it imported and that Material information is added to the mesh objects imported. BleST does not set up Shader NodeTrees from the materials.
The mesh will import using the Blender default texture for mesh (greyish white) and if you click the Material or Render view mode buttons in the 3D Viewer, the mesh will not texture on a model imported using BleST.
You have to manually turn on Use Nodes in the materials tab, convert the required VTFs to compatible image format, manually add Image texture nodes to the nodetrees then point them to the converted images and then plug them into the input nodes of BSDF shader being used.
If you are getting textured models in Blender on import then you're using a different add-on to bring in the SMD/DMX or QC files you're importing. It's Not BleST.
I suspect you're looking at a model that was imported by the add-on you first mentioned when you tried to import a map. Through the process it uses (and I tried to outline above) has used the code for IO_Source and that code has textured the model.