BATools
This tool is a pipeline to convert at least one .smd and a texture to a .mdl with PBR shading in our Source Engine.
It's very beta. Here's what it does:
- Wrap VTFCmd to generate .vmt material files and .vtf textures from images
- Create PBR texture map from metallic, roughness, ao
- Generate .qc files
- Wrap studiomdl to compile
The program takes the user through 12 steps:
- input Metallic map file (optional)
- input Roughness map file (optional)
- input AO map file (optional)
- generating PBR .vtf .vmt (optional)
- Albedo map file (optional)
- Normal map file (optional)
- Height map file( optional)
As of beta this tool needs at least one texture to go on with compiling. s2c
- $body .smd file
- $sequence idle .smd file (optional)
- $collisionbox .smd file (optional)
- $surfaceprop text input (optional)
- $staticprop (optional)
- Compile
After you launch the program type in the models / materials name you want to generate. Drag and drop texture map images onto it, it will create two folders named "models" and "materials" with the subfolder "pbr" each, in the same folder as the image file. It converts the image to material + texture and moves them into \materials\pbr<name>. Give it a Metallic, Roughness, and / or AO map to wrap them into one texture for pbr. It then asks for albedo, normal and height map, you can skip every step. Second part of the program handles.smd files to generate .qc and then compile these, properly linked to the textures, into .mdl. It will automatically set the same as $body as $sequence if you only want to use one .smd or so.