Half Life 2 Sfm
Half Life 2 VR but the AI is Self Aware – SFM. As Gordon Freeman was reinstated back to Earth after the Black Mesa Resonance Cascade, he now has to go through this new world of Combine rule (Universal Union). But what he didn’t expect was to meet people meant to be dead. Least he was expecting was to be asked one more time for his wretched passport by Benrey himself in an outfit that resembled all that Gordon wanted to burn with infinite fire. Jul 21, 2016. Sending a shock through the gaming industry Half Life rises to climax in the gaming world only due to its extraordinary and creative gameplay style. Winning more than 50 game of the year awards Half Life 2 free download has marked its place in the heart of every video gamer. Oct 17, 2019. Half-Life 2: Epsoide 2.1; Half-Life 2 Deathmatch ( If you are doing the last three, unless you don't have them, then why do this one? Unless you want the maps? Lol) Counter-Strike Source; Counter Strike: Global Offensive; Team Fortress 2 ( Source Filmmaker downloads TF2 stuff with it, but the TF2 that SFM comes with is a completely old version.
HLMV (Half-Life Model Viewer) is the program used to preview 3D models created for Source, specifically Source .MDL files. It can be also used by modellers to refine a .QC file by finding the exact origin and physics constraints and generating a .QC with the right values. You can preview and, in some cases, edit many aspects of your 3D model from within Model Viewer.
It is accessible through the Source SDK.
v2.0
.Half Life 2 Smod Tactical
The original Half-Life Model Viewer
Up until 1999, HLMV was developed by chUmbaLum sOft for previewing Goldsrc models, the latest version at that time was 1.25
but only 1.24
was released as a binary.
Half Life 2 Smod Download
Jed's Half-Life Model Viewer
Development of HLMV was continued by Neil 'Jed' Jedrzejewski, who started a new branch with the original authors blessing, building on the 1.25 code using version numbers 1.0
to 1.36
. This version is widely known as 'Jed's HLMV' or 'JHLMV'.
The primary motivation for the branch was to add support for 1-bit transparent textures when previewing models. During development of JHLMV features such as wire-frame overlays, viewing and exporting of UV maps, view-model weapon origin view, previewing animation events and loading files from GCF archives were added. Supports was added for models created for the PS2 version of Goldsrc. Private/experimental versions of JHLMV also include support for models for the Dreamcast version of Goldsrc and ragdoll physics.
JHLMV is still supported although development is on-hold pending completion of other projects.
HLMV for the Source engine
Valve ship their own version of HLMV with the Source SDK specifically for viewing models created for the Source engine. It appears to be based on the original HLMV 1.22 codebase but re-worked to use Source's own 3D viewport and material system.
It's unclear under what license it is used/distributed but Source HLMV still provides a credit and link to chUmbaLum sOft in its About menu. Several features of the Source HLMV have been copied from JHLMV.
Half Life 2 Smg
Each iteration of the Source engine has a slightly updated version of the model viewer giving access to newer or enhanced features of the respective engine.
For the Source HLMV settings such as rendering options and background color is saved in the Windows registry and stored on a per model basis, unfortunately there doesn't appear to be a way to set the standard options.
Source HLMV features
- Normal mapping
- Specular mapping
- Generating QC code for Hitboxes, Physics, Attachments, IKRule, Event
- Visually displaying vertex weighting.
- Animation blending
- Pose parameters
- LOD models
- Flex animations
Usage
- drag in the center of the viewport will orbit the camera.
- drag on the edge of the viewport will roll the camera.
- Ctrl+ drag will orbit the light source.
- drag will dolly the camera back/forward.
- ⇧ Shift+ drag with pan the camera left/right up/down.
- F5 will refresh the textures if they have been recompiled.
- U will toggle UV chart view
- T will toggle textured view. Note:Normal mapping for textures is not checked on by default.
Creating/Modifying Hitboxes
Click through to learn to Create and Modify hitboxes with HLMV.
Issues
- If you find that HLMV is missing textures, such as floor, background, and cubemap, extract a set from a working SDK. Find them at
materials/hlmv/
(e.g. in source materials.gcf). - HLMV has had a very wobbly history. Without warning it sometimes no longer works because of changes/updates done to the Source SDK.
- Any
.jpg
model thumbnail made using Photoshop or ImageReady will crash HLMV. - The normal map flag can be tricky to switch on depending on your graphic card.
- Wireframe mode was broken shortly since after the release of the Source SDK, rendering the default texture (purple/black squares) over the model. To add injury to the insult, the flat shaded mode that provided some of the same functionality, was removed between Episodes One and Two. In later engine builds, the issues with wireframe mode has been resolved.
- When selecting a submodel category, the second submodel is displayed in the 3D view, but the name of the first submodel is still being displayed as the selected in the dropdown menu (also present in Goldsrc versions).
- When moving from folder to folder the scroll bar doesn't reset.
- Texture resolution on models may be displayed at 1/4 of it's actual resolution (Mipmap 1) on NVIDIA graphics cards.
- When viewing models using materials that use '$cloakPassEnabled' '1' the triangle count will double what it actually is due to a calculation bug.
- Using Options > Make Screenshot... doesn't seem to produce effective screenshots.
- Since the Steampipe update, opening folders with the
File -> (Steam) Load model...
browser will give an error if the corresponding folder does not exist in the game's mod directory. A workaround for this is create the same folders in your game directory with the same structure as the game's VPK files.
See also
External links
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The SFM can extract phonemes from a dialog clip to create a preliminary lip-sync animation that you can then refine. You can create lip-sync animations for both existing dialog clips and new ones you record yourself.
To create lip-sync animation for a dialog clip:
- Right-click the dialog clip, and click Show Waveform. Note that only waveforms with Show Waveform selected will be used for automatic lip-sync.
- Hide the waveforms for other sound clips by right-clicking them and clicking Hide Waveform.
- In the Animation Set Editor, expand the character's animation set.
- Right-click any of the character's controls, and click Extract Phonemes. (You can take the defaults until you know how you want to modify them.)
- Click Extract.
You can now play back your movie to see your new lip-sync animation.
Refining lip-sync animation
To refine lip-sync animation:
- In the Animation Set Editor, select the Lower Face and Tongue controls for your character. As you select the controls, you can see the mouth sliders appear on the Controls panel.
- Go into the Motion Editor. You can see the motion data for the character's mouth sliders.
- Right-click in the Motion Editor, and click Show Waveform. Now you can see the waveform of the dialog clip behind the facial animation curves.
- Play with the presets to adjust your lip-sync animation. For example, you can use Smooth to smooth out the movements.
- Next to the Procedural tab, click the Phoneme tab.
- Play with the phoneme presets to further refine your lip-sync animation.
Automatic lip-sync animation for custom models
Phoneme extraction will only work on the HWM TF2 classes, and HL2 FACS-compliant models.
For other models, here is a YouTube tutorial that explains how to create your own phoneme table.
To enable HL2 models (that are FACS-compliant) to accept phoneme mapping: Warning: The Element Viewer is very powerful, and has very few safeguards. If you use it incorrectly, you can irretrievably corrupt your scene and crash the SFM. It's a good idea to stay out of it until you are sure you understand what you're doing.
- Right-click on the AnimationSet of the model you wish to enable phoneme mapping on
- Select 'Show in Element Viewer > AnimationSet'
- Switch to the Element Viewer
- Right click on the root of the AnimationSet (ie: Alyx1) and select 'Create Phoneme Presets based on HL2 FACS controls'.