How to setup a propper gernerated model for light mapping.

Discussion in 'Tutorials & Resources' started by YoshiMario, May 14, 2019.

  1. YoshiMario

    aa YoshiMario

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    Models generated by propper from brush work don't support light mapping via prop statics by default. Here is how to use blender (2.79) to fix that. I won't bother covering creating props using propper as that has already been covered. All I care about is that you have a smd created by propper.

    Extra resources to help those who don't know what they are doing:
    DrSquishy's Guide to getting propper to work
    Generic blender navigation tutorial

    Requires:
    Blender (The 3d modeling software)
    Blender source tools (Importing and Exporting source model files)
    VTF Edit or equivalent (To convert vtf into either tga or png and back.)
    GCFscape (To get the materials from your source game)

    I assume you already know how to extract the texture files from the vpks, so I'll skip that.

    Step 1: Import your smd into blender.

    Simple enough, I don't think I need to explain this.

    Optionally, if you know what you are doing and how to do so, you can optimize the mesh manually in blender, making it one continuous mesh rather than a bunch of brushes. I will not cover this.

    Step 2: Set your render type to Cycles.
    upload_2019-5-13_23-41-41.png

    This is possible in blender render, but this guide will show you how to do this in cycles.

    Also, move over the right and set it on the edge here. Drag click this boundary left to see all of the different properties. I'd say this is a good amount for me.

    upload_2019-5-13_23-48-23.png

    Oh, and if you haven't already, select your mesh. Else you're probably selecting the armature blender created when importing the mesh.

    Step 3: Creating a second UV map.
    When doing this step, make sure you include all materials when unwrapping, you'll be merging them into one texture file so light mapping works.

    Go to this tab in the properties box

    upload_2019-5-13_23-51-27.png

    Scroll down till you see UV maps

    upload_2019-5-13_23-52-0.png

    Create a new one. Don't bother naming it. The default name is fine. Just creating the new UV map should mean it is the one selected by the blue bar.

    upload_2019-5-13_23-53-45.png

    You'll want it exactly like this.

    Step 4: Unwrapping the new UV map
    Hit tab to enter edit mode, and hit U to bring up the UV Unwrapping menu. Select Smart UV Project.

    upload_2019-5-13_23-56-20.png

    The default setting should be fine.

    upload_2019-5-13_23-56-57.png

    Hit okay. You've just created the new UV map that the prop will use for light mapping. Now we need to get the texture mapped as well.

    Step 5: Preparing the texture for baking
    Go to the material tab in the properties panel.

    upload_2019-5-14_0-0-54.png

    Click "Use Nodes".

    upload_2019-5-14_0-2-32.png

    Open the node editor.

    upload_2019-5-14_0-3-15.png

    Create two image texture nodes.

    upload_2019-5-14_18-21-3.png

    Drag click the color circle from one of the image texture nodes to the diffuse BSDF. Click open and select the tga/png of the material.

    upload_2019-5-14_18-24-34.png

    Alright. Now switch over to the UV Editing layout.

    upload_2019-5-14_18-26-53.png

    On the lower left, click new.

    upload_2019-5-14_18-27-53.png

    Uncheck the alpha tick box, set the width and height to be the size of the new material that you're creating. (Some number that is to the power of 2, I.E. 512, 1024, 2048, 4096, etc.) Name the something unique to the model.

    upload_2019-5-14_18-30-31.png

    Hit OK and go back to the default layout.

    upload_2019-5-14_18-31-45.png

    Click on the second image texture node you created earlier so that's it the only node selected. Click on the icon next to OPEN and select the texture you just made.

    upload_2019-5-14_18-33-0.png

    Repeat all of these steps for each material that your brush model has. When you export the model back into hammer, you need for it to only have one material.

    Now you've setup the textures for baking.

    I should explain what is going on here. What we are going is specifying to blender to take our "rendered" texture, what was attached to the node, and baking that information onto the texture that is selected in the materials panel.

    Simply put:
    Rendered UV map -> Selected UV map
    Rendered Material -> Selected Texture

    Step 6: Baking the texture in cycles and Exporting the Processed Image and Model
    Go back to the render tab in the properties panel. Scroll down until you see bake and open the tab up.
    upload_2019-5-14_18-41-12.png

    Click bake type and set it to diffuse.

    upload_2019-5-14_18-42-26.png

    Deselect Direct and Indirect. Those would bake in lighting data. We only care about the color.

    upload_2019-5-14_18-43-25.png

    Now you can hit bake.

    upload_2019-5-14_18-44-28.png

    Go back to the UV Editing layout and click Image. Save the image somewhere.

    upload_2019-5-14_18-47-26.png

    Go back to the default layout and delete the first UV map.

    upload_2019-5-14_18-48-46.png

    Go to the material tab and remove any existing materials until there is only one. Rename that material to be the same as the texture file you've created. (without the file type extension)

    upload_2019-5-14_18-50-31.png

    Export your model as a smd.

    Step 7: Compiling

    Everything from here on is standard model creation for source. I recommend using crowbar to compile.

    I could potentially go more in depth, but that's already information covered in standard tutorials anyways. Hopefully this was helpful for some people.
     

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    Last edited: Jun 1, 2019