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Vampire the Masquerade: Bloodlines => Bloodlines Modding => Topic started by: Wesp5 on October 10, 2011, 08:59:57 AM

Title: Bloodlines SDK
Post by: Wesp5 on October 10, 2011, 08:59:57 AM
This is an unofficial software developer's kit (SDK) for Vampire - The Masquerade: Bloodlines, the greatest game of all time developed by Troika Games.

At this moment the project is not fully completed, but already it can be used to do the following (with some limitations):
* Create, edit and compile your own maps.
* Create, view and compile game models (animations are still not supported properly).
* Decompile game maps and models for editing.
* View, manage, extract and create game archives (.vpk files).
* View and convert game textures between tth/ttz, vtf, tga and dds formats.
* Edit game dialogues (lipsync files are not supported yet).
* Manage entity data in existing BSP map files (paste, delete and change entity properties).
* Validate misc game resources.

Download:
https://www.moddb.com/mods/vtmb-unofficial-patch/downloads/bloodlines-sdk (https://www.moddb.com/mods/vtmb-unofficial-patch/downloads/bloodlines-sdk)
Title: Re: Bloodlines SDK!?
Post by: Rick Gentle on October 10, 2011, 09:03:54 AM
Eeeeeeeeeeeeeeeeeeeenteresting...

But I'll let you pro modders figure out how it works, write up a tutorial, and then I'll give it a shot. I really enjoyed making maps for the Vampire: The Masquerade - Redemption Nod SDK - but that's because it was one of the few map builders I knew how to work. I've had lots of ideas for Bloodlines as well (such as opening up a lot of the closed buildings and shops around Hollywood, including a very special winery...), but I don't dare touch the game until I know what the heck I'm doing. It seems complicated enough for you people, and you DO know.
Title: Re: Bloodlines SDK!?
Post by: burgermeister01 on October 10, 2011, 06:48:33 PM
I dunno, I tried this awhile ago, and it didn't go so well. I read that the main limitation was that entities in the map don't work, and when I tried to make a test map, duplicating an existing one, it just crashed when I tried to load it.

IDK though, maybe I was doing something wrong, or maybe things have evolved since when I tried it. Perhaps I'll take another stab at it.
Title: Re: Bloodlines SDK!?
Post by: Signothorn on October 11, 2011, 12:33:20 AM
Looks like the latest update was 3 days ago, cool to see it's still a project in development. :rock:
Title: Re: Bloodlines SDK!?
Post by: burgermeister01 on October 11, 2011, 07:04:25 AM
Okay, so good news!

I tried this again tonight and I was able to successfully build a basic map, just using the instructions the russian modder and Wesp provided. I had to install the retail version of the game; the Steam version didn't work. BUT when I copied the map into my Steam version's folder everything clicked, no problem.

So, the trick is still what I said in the first place ... Worldcraft doesn't detect the custom entities used by the game. The basic ones like player spawn point are available and ambient_generic (sound effects), but no prop_hacking, no npc_VVampire, etc .

But I outsmarted the bastard. Went back to the basics. Loaded up VPK tools, manually copy pasted a pedestrian into the map at a coordinate that was inside the one room I made, and what do you know, it worked!

A vampire pedestrian getting murdered by a vampire character, using the vampire system, in a brand new map.

There's like another class of geometric objects/models (not quite a brush but not quite an entity), I think. But all of that stuff, you can usually just use a prop_static or prop_dynamic in it's place.

So, what I'm saying is, I think an inspired individual could make a brand new map for Vampire with this. I can promise you, because of the entity thing, it's going to be infinity harder than just working in Worldcraft directly, but it'd totally do-able.

Also, I think the lighting may be fucked up. Not sure. If that's a no-go, this might be a dead end anyways. Lighting is way more important than most people give it credit for. Especially in a game like Vampire. I'm going to look into it some more, when I have time, which due to unfortunate circumstances may 1+ weeks!

EDIT:

Something else I just realized. If someone was going to do this, you'd want to be fairly committed to the map's geometry before trying to manually add the Vampire custom entities. I think that since worldcraft wont recognize the entities from Vampire, you'd have to keep a list of all the entities you added manually separate from the map, and then anytime you compile the map in Worldcraft, copy and paste the entities back in, and also hope that if you made any major changes, they won't get in the way of the entities you have added!
This isn't too bad, it's kind of similar to what I do now, and ZTools would make it not nearly so horrible, but it would still be another bump on the road to making new maps.


EDIT:

Yea, lighting is definitely a problem. It doesn't seem to think there are any lights in the map, so it just renders the light as though it's full on noon, all the time. I even tried embedding one of the 'light' entities from the original maps, no luck.
If anyone knows something about this, let's hear it! Maybe somebody could try to get in touch with the guy that sorted this out? I seriously have to stop screwing around with this and get to sleep!
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on October 11, 2011, 09:46:22 AM
Quote from: burgermeister01
I tried this again tonight and I was able to successfully build a basic map, just using the instructions the russian modder and Wesp provided.

Wow, this is indeed good news! I for my part would be glad if someone made a library level, so we could finally restore that bit of the game :).

Quote
Loaded up VPK tools, manually copy pasted a pedestrian into the map at a coordinate that was inside the one room I made, and what do you know, it worked!

So the new map could be edited with VPK tools? That way adding stuff would be tedious, but after all it's the way we do patching and modding until today anyway.

Quote
There's like another class of geometric objects/models (not quite a brush but not quite an entity), I think. But all of that stuff, you can usually just use a prop_static or prop_dynamic in it's place.

At least one of the static entity classes can be edited by RobinHood70's BSPEdit which is included with the UP. Does that work with the new map too? If not, your way is still possible.

Quote
Yea, lighting is definitely a problem. It doesn't seem to think there are any lights in the map, so it just renders the light as though it's full on noon, all the time.

That's a shame, especially as a public library at night is probably very dark ;). Maybe you should contact the guy. I guess you know the most of us about it...
Title: Re: Bloodlines SDK!?
Post by: burgermeister01 on October 11, 2011, 04:30:32 PM
Quote from: burgermeister01
I tried this again tonight and I was able to successfully build a basic map, just using the instructions the russian modder and Wesp provided.

Wow, this is indeed good news! I for my part would be glad if someone made a library level, so we could finally restore that bit of the game :).

Quote
Loaded up VPK tools, manually copy pasted a pedestrian into the map at a coordinate that was inside the one room I made, and what do you know, it worked!

So the new map could be edited with VPK tools? That way adding stuff would be tedious, but after all it's the way we do patching and modding until today anyway.

Quote
There's like another class of geometric objects/models (not quite a brush but not quite an entity), I think. But all of that stuff, you can usually just use a prop_static or prop_dynamic in it's place.

At least one of the static entity classes can be edited by RobinHood70's BSPEdit which is included with the UP. Does that work with the new map too? If not, your way is still possible.

Quote
Yea, lighting is definitely a problem. It doesn't seem to think there are any lights in the map, so it just renders the light as though it's full on noon, all the time.

That's a shame, especially as a public library at night is probably very dark ;). Maybe you should contact the guy. I guess you know the most of us about it...



Yea, it's funny, it feels somewhat uninspired but the library was the first thing that popped into my head, haha. It could be a great place to meet a Tremere NPC, studying the occult late into the night. I also had ideas when I first starting modding this game for maps, when I was unaware new ones could not readily be made, such as the burned down remains of Grout's mansion, and Isaac's jewelry shop (not just his office).
What exactly do you anticipate is restorable for the library? There's the library card,  but other than that, I haven't seen much reference to it anywhere.

Static entity classes is what  I was thinking of! And I couldn't remember the tool I'd used just one time in the past to edit those, but that's definitely it. Yea, I think prop_static / prop_dynamic should be a suitable substitute if RobinHood's tool won't work on new maps.

I'll try to reach the russian guy. I just ran out of time last night. I tried some different things with lighting but it seems futile. I remember seeing some screen shots he'd made; I think there must be some way to do it. Without lighting working, it's honestly not even worth making a new map; they would all like kind of stupid.
Title: Re: Bloodlines SDK!?
Post by: burgermeister01 on October 12, 2011, 05:00:26 AM
I keep posting as I find new things ... good news.

Okay, so I was misunderstanding the problem with the entities. The problem was that, you could not even embed things like prop_dynamic. It would say model is incompatible or something to that extent.

But the good news! The good news! I somehow managed to fix it. You can trick the map into thinking its a different version, just by opening it up in a text editor and changing some headers! It's very easy. So, it allows you to not only insert prop_dynamic entities, but also it fixed the lighting! I added a spot light to the bail bonds!

Furthermore, I've confirmed that you can add a property to the worldspawn entity to have it load and use python scripts.

We can make Vampire maps.


EDIT:

Check this out. A new prototype map integrated into the game = )

P.S. The comments are legible if you watch it on Youtube.


VtM:B - Clan Quest Mod - Demo Video - New Maps! (https://www.youtube.com/watch?v=ePoB3d2NU_o#)
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on October 12, 2011, 02:48:01 PM
Check this out. A new prototype map integrated into the game = )

That's fantastic :)!!! Now regardless of what you plan to do in your own Clan Quest Mod, do you think you could build me a library map to finally get the missing Bloodlines content restored as much as possible? I'll email you about this to keep the new stuff a possible surprise for future plus patch players ;).
Title: Re: Bloodlines SDK!?
Post by: YamiRaziel on October 12, 2011, 09:52:35 PM
I can't believe... after all these years... new bloodlines maps!
Title: Re: Bloodlines SDK!?
Post by: Draco Alivi on October 13, 2011, 12:13:28 AM
It's awesome!!! (Knox dixit) Really looking forward to hearing more news  :cometome:
Title: Re: Bloodlines SDK!?
Post by: $hacaR on October 13, 2011, 01:43:01 AM
im actually a bit more than just excited right now  :chinscratch:
amazing work guys =)
Title: Re: Bloodlines SDK!?
Post by: burgermeister01 on October 13, 2011, 01:54:42 AM
We really owe it to fire64, the programmer that was able to get the newer source map compilers to work on the old Vampire map format. Without his hard work, this would not have gotten so far. I'm trying to find out now, if anything I did to overcome my problems is news to share with the greater community or if I just fixed my problems the hard way.

In any case, he's a wonderful programmer, but terrible at marketing. I don't think most people even knew this tool was out there, or how far it has come.
Title: Re: Bloodlines SDK!?
Post by: Signothorn on October 13, 2011, 02:05:51 AM
I just put it on the front page. Someone should get him to come here where he'd draw more attention to his work and people will be more supportive of his efforts.
Title: Re: Bloodlines SDK!?
Post by: burgermeister01 on October 13, 2011, 05:23:39 AM
I directed him to this thread, hopefully to get his attention. It sounds like he's even working on improving the existing tool.

I am going away for a few days, but when I get back, I am going to try and write a little tutorial for all the steps to make something like the prototype in that video.

Title: Re: Bloodlines SDK!?
Post by: $hacaR on October 13, 2011, 01:22:56 PM
ok.. :D I will speak out loud now what many people here maybe think:
"pls pls pls create a new city part with new quests and new people"
i bet thats in your mind, too m8 =)
Title: Re: Bloodlines SDK!?
Post by: Gurkhal on October 13, 2011, 02:32:15 PM
Burgmeister01 and the rest of you guys, you are divine. I will raise a shrine in my home and sacrifice a white horse at solstice to you. Awesome work!
Title: Re: Bloodlines SDK!?
Post by: fire64 on October 13, 2011, 05:42:15 PM
Hi all.
I'm glad you liked my program.

Please test the new version of the SDK

List of changes:

0.57
In HLMV added partial support for models with a few bones (So far, only to prop models).
Added display of models in the Vampires Map Editor
Fixed function of copying maps.

0.55
Fixed generation of collision physics.
Added generation of shadows for static models.
Fixed handling of dynamic and physical models.
Added program to view prop models.

http : // www 2shared com / file /vSCoSv9A Download
Title: Re: Bloodlines SDK!?
Post by: Dom on October 13, 2011, 09:06:33 PM
WOW!

Fantastic job fire64.

I've downloaded the file from here:
http://www.2shared.com/file/MALNrPdu/VampireSDK.html
 (http://www.2shared.com/file/MALNrPdu/VampireSDK.html)

Title: Re: Bloodlines SDK!?
Post by: fire64 on October 16, 2011, 11:36:41 AM
The good news:
I managed to solve several important problems with the models.
1. Model with several bones, no longer distorted.
2. Now the model can be rotated in HLMV on all 3 axes.
3. Model in the editor are now static angles and do not change their position on the motion of the camera.

Remains to be done:
1. Fix crash when loading certain models of the characters.
2. Reenable animations models.
3. Reenable flex animations.
4. Write a compiler models.
Title: Re: Bloodlines SDK!?
Post by: Malkyjeff on October 16, 2011, 08:02:19 PM
Hell yeah! Fire64 is now a legend amonst us!
Title: Re: Bloodlines SDK!?
Post by: Signothorn on October 17, 2011, 05:01:56 AM
If you have problems uploading the file (or any file) to the P-V server let me know, thanks and once again this is fucking awesome!  :rock:
Title: Re: Bloodlines SDK!?
Post by: fire64 on October 18, 2011, 06:25:52 AM
Update to version  0.7

Fixed construction of the skeleton, models with a few bones.
Fixed distortion vertices due to improper tension on the mesh skeleton.
Fixed crash high polygon models and models with flex animations.
Now the model can be rotated in HLMV on all 3 axes.
Model in the editor now has static angles and do not change their position, moving the camera.
Added FGD file with the entity VTMB
Added BAT file to automatically configure the editor.

I express my gratitude for providing CodenameV structure and Psycho-A for help in testing, as well as a BAT file and FGD.

Download (http://www.2shared.com/file/YxnVoDvt/VampireSDK.html)

If the compiler maps will be crashed, download the hotfix.
http://www.2shared.com/file/VtWxoPFt/vbsp.html (http://www.2shared.com/file/VtWxoPFt/vbsp.html)
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on October 19, 2011, 08:13:51 AM
Update to version  0.7

Amazing! Thanks for finally giving us new options. I'm not into real map editing myself, but with the help of burgermeister we may finally be able to restore the library level that was cut early on from Bloodlines in a future version of the Unofficial Patch :)!

Just one minor nitpick, please append the version number ;)...
Title: Re: Bloodlines SDK!?
Post by: Malkyjeff on October 24, 2011, 06:43:11 PM
I so want in on this new break through :)

As soon as I land a job, I'll be willing to lend a hand in male voice acting for you modders.
Title: Re: Bloodlines SDK!?
Post by: fire64 on October 25, 2011, 12:12:09 AM
Maybe by the end of the week will be released a new big update that will support cubemap, skeletal animation, and more other.
Title: Re: Bloodlines SDK!?
Post by: Psycho-A on October 26, 2011, 06:14:51 PM
Quote from: BloodlinesResurgence.com
Since fire64 likely could not give enough attention to the project some time (from several days to several weeks), I've decided to post the latest developments (right, from the previous version, changes were made very substantial), many of which already are well suited for the job.

Vampire SDK v0.78-beta
- Added Source SDK menu for easy access to all SDK utilities;
- Added completed fgd-file for all game entities access;
- Replaced VampEd with more new and functional PackFile Explorer 3.9;
- Added "MDL 2 SMD" model decompiler by CodenameV;
- Replaced "VMEx" with new "BSPSource" map decompiler;
- Fixed conflicts between Vampire Hammer and new Valve's ones (run "AutoConfig.bat" to reconfigure);
- Added Studiomodel compiler for compiling custom models (doesn't work properly - use $scale 250 to get the correct model dimensions);
- Fixed freezing in Hammer on some models rendering;
- Fixed cubemap's building on map compiling ('buildcubemaps' not available yet);
- Fixed hardware render of model skins in HLMV (now is loadable all of npc models);
- Added support for models with bone count more than 128;
- Added support for models having vertex format type 2;
- Added skeletal animation initial support (works crooked for now).


Download:
www.mediafire.com/?dxm97ekkp74h849 (http://www.mediafire.com/?dxm97ekkp74h849)

Title: Re: Bloodlines SDK!?
Post by: Wesp5 on October 27, 2011, 04:26:59 AM
Okay, as permitted by fire64 I will include the SDK in the next version of the Unofficial Patch. I will only remove two readmes, which were either non-english (VPKCreator) or not from the creator of the tool (VPKTool). I recommend you do the same for the next release of your SDK...
Title: Re: Bloodlines SDK!?
Post by: Psycho-A on October 27, 2011, 07:14:34 AM
Wesp5, VPKCreator is my tool and i'll translate the readme file on english at the next update :smile:
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on October 27, 2011, 07:28:30 AM
Wesp5, VPKCreator is my tool and i'll translate the readme file on english at the next update :smile:

Cool, but I don't think this is necessary, the bat file contains info enough :)!
Title: Re: Bloodlines SDK!?
Post by: Malkyjeff on October 27, 2011, 10:49:03 AM
Question, with the SDK up and working. Is it possible to have maybe a choice of skins to select upon character creation. Nothing too complex, for example:

Say you want to do that Brujah male, they have the generic "black guy from the streets" look that came with the game. But what if there were a few other sets of skins such as that "punk rocker" skin from the antitribu mod that team worked on?

I know you can exit the game, copy & paste, but wouldnt it be nice to have choices?  :razz:
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on October 27, 2011, 01:33:25 PM
Is it possible to have maybe a choice of skins to select upon character creation.

No idea. I thought the SDK is more about creating new maps, not actually changing the source code.

BTW, I'm having second thoughts about adding the whole SDK into my patch. I noticed that there is some tools overlap and it would be not wise as compared to the older editors it will hopefully be updated often, which would collide with the updates of the patch. But we could offer the SDK a permanent home here, if the admins agree?
Title: Re: Bloodlines SDK!?
Post by: Signothorn on October 27, 2011, 01:47:58 PM
Is it possible to have maybe a choice of skins to select upon character creation.
But we could offer the SDK a permanent home here, if the admins agree?

I'm all for it. :rock:
Title: Re: Bloodlines SDK!?
Post by: Psycho-A on October 27, 2011, 01:50:10 PM
Current version, optimized for Wesp5's patch: www.mediafire.com/?q22bab44mtm2rt2 (http://www.mediafire.com/?q22bab44mtm2rt2)
Title: Re: Bloodlines SDK!?
Post by: Malkyjeff on October 27, 2011, 02:05:57 PM
I dont see why not to add the SDK for download on this site. It'll surely help the modding community.
Title: Re: Bloodlines SDK!?
Post by: Signothorn on October 27, 2011, 05:24:40 PM
I dont see why not to add the SDK for download on this site. It'll surely help the modding community.

There is now a "Game Files" tab on the right of the forum to upload it.
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on October 27, 2011, 05:36:22 PM
Current version, optimized for Wesp5's patch: www.mediafire.com/?q22bab44mtm2rt2 (http://www.mediafire.com/?q22bab44mtm2rt2)

I see this as a request to include the SDK in the patch after all ;)! So first of all thanks for fixing the readmes already. There is still some overlap, so could you please add BSPEdit from my patch into the SDK, so I could then remove mine? Oh, and better hide FacePoser as long as it isn't working...
Title: Re: Bloodlines SDK!?
Post by: Rick Gentle on October 28, 2011, 12:28:54 AM
How's the SDK on adding in things like "actors" and "props", a.k.a. the Nod SDK from Redemption? Is it just an architectural tool for now?
Title: Re: Bloodlines SDK!?
Post by: Signothorn on October 28, 2011, 12:38:14 AM
How's the SDK on adding in things like "actors" and "props", a.k.a. the Nod SDK from Redemption? Is it just an archectural tool for now?

I kinda see where you're going with this but Redemption skins are much lower res and poly and wouldn't translate well  in a newer engine.
Title: Re: Bloodlines SDK!?
Post by: Rick Gentle on October 28, 2011, 12:40:00 AM
What I mean is, is there a tool to add in actors and props from the Bloodlines directory? In that video, there was a Tremere-model guy getting beaten up on. Was that a function of this SDK, or did you have to add him in some other way?
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on October 28, 2011, 01:27:47 AM
What I mean is, is there a tool to add in actors and props from the Bloodlines directory?

As far as I know burgermeister used the VPKTool to add entities to his new map. Which is what we are making since the patching started :).

One last comment to the SDK guys, besides BSPEdit you need to also include a readme text file acknowledging everyone whose tools you included. I know the VPKTool is from Turvy, the Packfile Explorer from Dave Gaunt and BSPEdit from Robert Morley. I'm sure you can get the others from their info windows. You should also explain what you did yourself!
Title: Re: Bloodlines SDK!?
Post by: fire64 on October 29, 2011, 01:28:15 AM
Wesp5, I have not got time to do a project, but I hope that the Psycho-A in the next release will add a list of authors and their development.
We are in no way trying to assign authorship itself.

My job is only used in the study formats VTMB, as well as to adapt SorceSDK to support them.

Dear users, please check this map and correct displays model suit?
http://www.2shared.com/file/NoeXpWLd/HevSuitTest.html (http://www.2shared.com/file/NoeXpWLd/HevSuitTest.html)
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on October 29, 2011, 07:04:25 AM
Wesp5, I have not got time to do a project, but I hope that the Psycho-A in the next release will add a list of authors and their development.

Okay, I also hope that he will add BSPEdit to the bunch, so I can remove my versions.

Quote
We are in no way trying to assign authorship itself.

I wasn't suggesting this, but I think it's only fair to mention everyone involved!

Quote
My job is only used in the study formats VTMB, as well as to adapt SorceSDK to support them.

Which is the greatest one of all :)! So you should also mention what you did yourself in a readme. As it is right now, anybody could steal your work and claim that is was his...

Quote
Dear users, please check this map and correct displays model suit?

Tested it and it worked fine for me, except that you can walk through the suit ;)!
Title: Re: Bloodlines SDK!?
Post by: Psycho-A on October 31, 2011, 05:07:18 AM
Instead "BSPEdit" tool I preffered to use the more functional "EntSpy". All of BSPedit features included in that app, so we don't need it more to be included in Wesp's patch.

Update to v0.79:
- Reworked and improved SDK main menu (uncompatible with older versions - delete "VampireSDK\bin" folder before installation;
- Updated studiomodel compiler - fixed scaling and collisions/hitboxes compilation (limitations: just one bone and one frame per model allowed);
- Added StudioMDL Compiler GUI for easy compiling your models;
- Added EntSpy BSP editor for managing entity data on the maps;
- Adapted to be included into Wesp5's unofficial patch;
- Added detailed readme file;
- Fixed some errors in fgd-file.

Download:
http://www.mediafire.com/?01qao20299956e7 (http://www.mediafire.com/?01qao20299956e7)
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on October 31, 2011, 10:34:58 AM
Instead "BSPEdit" tool I preffered to use the more functional "EntSpy". All of BSPedit features included in that app, so we don't need it more to be included in Wesp's patch.

Are you sure this program modifies the same kind of entities like BSPEdit? Note that these are not the common entities that can be changed by VPKTool too. Can EntSpy handle the rare entities that neither VPKTool nor BSPEdit can, like the trash in the parking garage?
Title: Re: Bloodlines SDK!?
Post by: Psycho-A on October 31, 2011, 12:03:44 PM
Quote
Can EntSpy handle the rare entities that neither VPKTool nor BSPEdit can, like the trash in the parking garage?

It looks like you're right. It's added now. But in any case, for editing the entities contained in "entdata" file of maps, EntSpy will be much more convenient than VPKTool.

p.s. I don't think these tools will be often used, since we have a full map editor and compiler ;)

http://www.mediafire.com/?nbynrk63vp14e68 (http://www.mediafire.com/?nbynrk63vp14e68)
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on October 31, 2011, 02:19:58 PM
It looks like you're right. It's added now. But in any case, for editing the entities contained in "entdata" file of maps, EntSpy will be much more convenient than VPKTool.

The problem is I can't even get it to run because I don't have Java installed on my system. Which is another reason why I will probably not include it with the patch.

Quote
I don't think these tools will be often used, since we have a full map editor and compiler ;)

That's great for modding but not necessary for people using my patch and maybe doing a little bit of editing now and then. I tell you what, if you give me permission, I will upload it here to Planet Vampire instead and post it on the main page! I could do this for each new version which has the advantage that you don't need to wait for my next patch version ;)...
Title: Re: Bloodlines SDK!?
Post by: Psycho-A on October 31, 2011, 03:05:01 PM
Quote
The problem is I can't even get it to run because I don't have Java installed on my system. Which is another reason why I will probably not include it with the patch.

Java RE installed on most macines, so I don't see the reason to not include Java-apps (which are also BSPSrc and MdlDecompiler - there are not windows-based analogues for this) being as part of SDK, into your next patches. Also, I don't see the problem to install Java - people who downloads 200Mb-patches easily can do this :) In the latest version of build I even added warn message, which appears if Java is not installed, and suggest the ready link for downloading...

Quote
I tell you what, if you give me permission, I will upload it here to Planet Vampire instead and post it on the main page! I could do this for each new version which has the advantage that you don't need to wait for my next patch version ;)...
Thanx, and of course I'm agree, 'cause first of all, - it will be useful to all members of the community, not for my ambitions ;) but also need to ask fire64, as a project's leader...
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on October 31, 2011, 04:48:59 PM
Thanx, and of course I'm agree, 'cause first of all, - it will be useful to all members of the community, not for my ambitions ;) but also need to ask fire64, as a project's leader...

Please ask him! As soon as we can figure out how to upload here again, I will try to do it. When the next version of my patch comes out very much latter, I may till consider including the SDK in the state it will be then...
Title: Re: Bloodlines SDK!?
Post by: Signothorn on October 31, 2011, 04:54:41 PM
Are you having a problem uploading?
Title: Re: Bloodlines SDK!?
Post by: Signothorn on October 31, 2011, 10:42:28 PM
I saw in the admin log someone was trying to upload but failed. I've been tinkering with the htaccess and php.ini files and this evening I believe I now have it set to anything up to 600mb. However Malkav got an error earlier preventing him from uploading more than 100mb. Let me know if there is a problem and what it is so I can address it while I'm home on vacation this week. Thanks!
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on November 01, 2011, 07:58:38 AM
I saw in the admin log someone was trying to upload but failed.

Yeah, that was me. I tried to upload the SDK but I didn't succeed. It can't be a size issue, the SDK is only about 10 MB...
Title: Re: Bloodlines SDK!?
Post by: Paine on November 01, 2011, 10:12:07 AM
I saw in the admin log someone was trying to upload but failed.

Yeah, that was me. I tried to upload the SDK but I didn't succeed. It can't be a size issue, the SDK is only about 10 MB...

This was caused by a 'feature' in the xoops protector module. I have fixed this now and uploading files with multiple dots works again.
Title: Re: Bloodlines SDK!?
Post by: Signothorn on November 01, 2011, 12:00:34 PM
Thanks Paine, I was able to upload it. :rock:
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on November 01, 2011, 12:37:47 PM
Thanks Paine, I was able to upload it. :rock:

Great! So what do you think of giving it an extra section like PackExplorer?
Title: Re: Bloodlines SDK!?
Post by: Signothorn on November 01, 2011, 12:40:39 PM
Thanks Paine, I was able to upload it. :rock:

Great! So what do you think of giving it an extra section like PackExplorer?

I'll leave that up to you.  I think it's changed in the files module of xoops, in the admin area.
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on November 01, 2011, 03:36:37 PM
I'll leave that up to you.  I think it's changed in the files module of xoops, in the admin area.

I added a new special section for the SDK to Tools, similar to the one for Packfile Explorer, but I didn't touch the later. I also took the liberty to fix several typos and grammatical errors in the SDK description and I added an Expansions section to Mods out of anticipation ;)!
Title: Re: Bloodlines SDK!?
Post by: ninja81 on November 21, 2011, 05:51:09 AM
Hi all, this tool seems to be great,  can have a tutorial for this?
Title: Re: Bloodlines SDK!?
Post by: Rick Gentle on November 21, 2011, 08:55:30 PM
Seconded. I'd love to spruce up Hollywood a lot once I know how to do it.
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on November 22, 2011, 03:16:20 AM
Seconded. I'd love to spruce up Hollywood a lot once I know how to do it.

I think burgermeister is the only one who could do a tutorial because he has some experience with creating Source levels. But I guess he is busy putting the last touches on a new big Clan Quest Mod mission right now :)!

Speaking of Hollywood, the next UP will restore two last unused Bloodlines music pieces by Rik Schaffer, one of which could have been used for an latino East Hollywood section. Now this would be something to do...
Title: Re: Bloodlines SDK!?
Post by: Malkyjeff on November 22, 2011, 09:34:22 AM
I don't mean to spoil anything (if I am), idk if burgermeister is putting on last touches of his next Clan Quest. When I last talked to him, he sounded like he had a lot of work to do. However I don't know his work speed so I could be wrong.

But every clan quest release he does he puts on a huge feature and advertises it. Pretty good marketing if you ask me.
Title: Re: Bloodlines SDK!?
Post by: ninja81 on November 24, 2011, 08:30:51 AM
At this time, with sdk 0.79 and other tool like zvtool, lipedit and other, it's possible create a custom map with sdk and place material and other enetities with help of other tools for create new quest and adventure fully playable?
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on November 24, 2011, 02:51:58 PM
At this time, with sdk 0.79 and other tool like zvtool, lipedit and other, it's possible create a custom map with sdk and place material and other enetities with help of other tools for create new quest and adventure fully playable?

Yes, check out the video from burgermeister on the main page. There are still limitations, but I hope something good comes out of this anyway!
Title: Re: Bloodlines SDK!?
Post by: ninja81 on November 24, 2011, 05:59:43 PM
Yes i see the video, i wanted to know if tool like zvtool lip edit and modding the animations could bypass limitations of this sdk specific version (0.79).
Title: Re: Bloodlines SDK!?
Post by: Malkyjeff on November 24, 2011, 08:51:28 PM
I hope SDK can help bypass limitations. We need more diciplines!
Title: Re: Bloodlines SDK!?
Post by: mdqp on January 14, 2012, 11:22:35 AM
Just  bumping the thread to ask if anyone knows if any new progress was made (this was probably one of the biggest news for VTMB modding lately, so I was wondering how things were going).
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on March 20, 2012, 02:44:54 AM
Burgermeister recently mentioned that the SDK has been updated, but I can't find any info about this...
Title: Re: Bloodlines SDK!?
Post by: burgermeister01 on April 09, 2012, 02:04:09 AM
Maybe people already knew about this newer version of the SDK, and I was just using some shitty older version, but the one I recently updated to is mentioned here:

http://forum.bloodlinesresurgence.com/showthread.php?tid=2664&page=3 (http://forum.bloodlinesresurgence.com/showthread.php?tid=2664&page=3)

... and is version 0.78.

It's *a lot * better than the earlier version I was using, let me tell you.
Title: Re: Bloodlines SDK!?
Post by: ColonelAlias on April 09, 2012, 09:29:40 PM

... and is version 0.78.

It's *a lot * better than the earlier version I was using, let me tell you.

http://forum.bloodlinesresurgence.com/showthread.php?tid=2664&pid=3404#pid3404 (http://forum.bloodlinesresurgence.com/showthread.php?tid=2664&pid=3404#pid3404)
Title: Re: Bloodlines SDK!?
Post by: burgermeister01 on April 10, 2012, 12:17:06 AM
Uh, yea that one ... lol
Title: Re: Bloodlines SDK!?
Post by: DDLullu on July 31, 2012, 05:23:54 AM
I play with this SDK and i find it very cool.  I then make some change to my files to make it more functional.

Upper image, the bailsbond map in the SDK editor with the green man reposition with Blender. Second , all models  decompress to type 0 with the computer turn with Blender. The last two images are made with the NPC , PC and some monsters hack a little to show them correctly.


(http://img543.imageshack.us/img543/1816/smbailbondssdk.jpg)

The map compiler accept the new decompress models so all prop statics will be compile in the map.


I discover some interesting things with this SDK, i put some pictures  to show you.

(http://img62.imageshack.us/img62/9039/smbailbondsclock.jpg)

(http://img99.imageshack.us/img99/5923/trashgarage.jpg)


I have a little video but i must wait to show you. It's my  first post here after all! :holy:


Title: Re: Bloodlines SDK!?
Post by: Wesp5 on July 31, 2012, 08:43:33 AM
I have a little video but i must wait to show you. It's my  first post here after all! :holy:

Cool! Also welcome back :). Burgermeister is busy recreating the cut library level and we hope that after people see it, we may get real expansions with help of the SDKl!

BTW, I remember that you helped me out with several model issues of the patch. There are still some problems left, maybe you have ideas on how to fix the following:

1) Female and male Gangrel show different stances in the character sheet background and I don't like that, because it looks sexist ;). I know it is connected to the idle animation they use there, so is there a way to change them inside the model file?

2) EntenSchreck who already restored the Thaumaturgy cast animations for the latest UP wants to do the same for Animalism and the other disciplines. Only for Animalism we don't have a Nosferatu hand that does these animations and for the mental disciplines, the animations are not correctly referred inside the models or are looped when they shouldn't be. So can this be fixed?
Title: Re: Bloodlines SDK!?
Post by: Malkyjeff on July 31, 2012, 04:48:11 PM
Badass, sounds like 2 new people are interested in the project.
Title: Re: Bloodlines SDK!?
Post by: MooCHa on August 01, 2012, 03:03:11 AM

1) Female and male Gangrel show different stances in the character sheet background and I don't like that, because it looks sexist ;). I know it is connected to the idle animation they use there, so is there a way to change them inside the model file?

It isn't anywhere near sexist. Why do you think its sexist?
Title: Re: Bloodlines SDK!?
Post by: Maxus Corvin on August 01, 2012, 04:32:10 AM
It isn't anywhere near sexist. Why do you think its sexist?

The male Gangrel gets a unique pose that the female doesn't? Also, compare the male and female Gangrel to the male and female Nosferatu. Where both of the Nosferatu have fairly similar idle stances, it is only the Gangrel male that has the unique one.

And I don't know if DDLullu's avatar really means anything, but it might indicate that this is already possible, if not already done.
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on August 01, 2012, 09:32:27 AM
It isn't anywhere near sexist. Why do you think its sexist?

Marvin Corvin already explained it, but I also couldn't find a better word for it. I had the impression that male Gangrel are cool and animalistic, but that female Gangrel are boringly normal ;)!

Also I didn't really notice that DDLullus avatar already includes the animation I need, so DDLullu, if you already have done this, could I please include it in the UP?
Title: Re: Bloodlines SDK!?
Post by: MooCHa on August 01, 2012, 03:45:07 PM
It isn't anywhere near sexist. Why do you think its sexist?

The male Gangrel gets a unique pose that the female doesn't? Also, compare the male and female Gangrel to the male and female Nosferatu. Where both of the Nosferatu have fairly similar idle stances, it is only the Gangrel male that has the unique one.

And I don't know if DDLullu's avatar really means anything, but it might indicate that this is already possible, if not already done.

Both poses are unique. Folded arms kind of make the point that the gangrel female isn't open to any discussion, whatsoever. I doubt she is cold, comforting herself, insecure or feeling vulnerable ;)

Looks like Dan did it judging from his avatar.
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on August 01, 2012, 06:49:12 PM
Both poses are unique. Folded arms kind of make the point that the gangrel female isn't open to any discussion, whatsoever. I doubt she is cold, comforting herself, insecure or feeling vulnerable ;)

I agree, but still the male gangrel looks more feral, beast like as Gangrel should :)!

Quote
Looks like Dan did it judging from his avatar.

So is he working on some Bloodlines project where this could have been used?
Title: Re: Bloodlines SDK!?
Post by: MooCHa on August 01, 2012, 07:12:12 PM
Both poses are unique. Folded arms kind of make the point that the gangrel female isn't open to any discussion, whatsoever. I doubt she is cold, comforting herself, insecure or feeling vulnerable ;)

I agree, but still the male gangrel looks more feral, beast like as Gangrel should :)!

Quote
Looks like Dan did it judging from his avatar.

So is he working on some Bloodlines project where this could have been used?

I have no idea if he is working on any projects. I'm sure he will visit again soon and be able to clarify.
Title: Re: Bloodlines SDK!?
Post by: DDLullu on August 01, 2012, 10:39:44 PM
I have put the gangrel file in the mod section of Bloodlines PV. You can use it. One problem the new idle routine wont work, it's because the other animations have lost there original constants for restoring the animation data. My goal was to import one PC's animation(the first one for the character sheet) to any NPC and that i did!! So it's your choice.


Take a   look (http://img594.imageshack.us/img594/1758/wn2nsiunztjrpixvdnjseq.mp4). First one perfect , the others 3 animations  bof!!!  if someone want to recalculate all the data and put it back go ahead .:razz:
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on August 02, 2012, 02:49:25 PM
I have put the gangrel file in the mod section of Bloodlines PV. You can use it.

Thanks, I will check it out and see if it is worth the effort or if EntenSchreck knows a trick how to get the other idle animations anyway. I noticed you uploaded some other model fixes, is the move version already in the UP?

Quote
First one perfect , the others 3 animations  bof!!!

So is this taken from the upcoming Antitribu mod?
Title: Re: Bloodlines SDK!?
Post by: DDLullu on August 03, 2012, 06:26:40 AM
No Antitribu, it's a program i'm working on.  It's import the first animation from a PC and export it into a NPC or PC.  It seemed to work pretty well. It's perfect for a character sheet animation.



Humm! try a crossbow with a female character in the UP. If you see the swan neck effect you don't have it . It's like the Lily scene, a deform skeleton. As i said it's free to use. It will do nicely in a Patch.



Have you look at the pictures of my first post?  I have not comment on them(the bailsbond and the parking garage) but i can tell you the hands on the clock move correctly now. The fix is so easy, only need the VPKTool. For the detail prop (the trash) in the parking garage, it's look like we can edit those like the static prop (only the origin and the angles) but it is enough i think.


And for the little video i could not post,  it's a thing in the medical hospital in Santa Monica ( the morgue and 2 freezers). With the SDK, i found in each vent a env_steam, but i never saw steam come out from them. So i look in the ocean house for the steam there and i put the entity in the sm_medical using the map editor for guide. The entity is an env_particle, so i copy the template  from the ocean house map and using the origin found with the editor i put it in the sm_medical map with VPKtool. Perfect! (http://img37.imageshack.us/i/10528582qnwpaffnkqbijpbrfwz.mp4/)


Maybe to much steam but i say better to much  then not at all.


In any case if you are modder or curious play with the SDK, decompile map and look how they made things. Wow!!!


 




Title: Re: Bloodlines SDK!?
Post by: Wesp5 on August 03, 2012, 12:11:51 PM
No Antitribu, it's a program i'm working on.

That's not what I meant :). The video you linked shows non-typical clans, so is this from The Final Nights or Antitribu or something else?

Quote
Humm! try a crossbow with a female character in the UP. If you see the swan neck effect you don't have it.

I don't have it and will include it happily, many thanks! But what is the difference between the original and UP variants of this fix?

Quote
I have not comment on them(the bailsbond and the parking garage) but i can tell you the hands on the clock move correctly now.

Ah, I never noticed that they didn't work. I fixed them there and at two other places where the clockhands had the same issues!

Quote
For the detail prop (the trash) in the parking garage, it's look like we can edit those like the static prop (only the origin and the angles) but it is enough i think.

I hope burgermeister can fix the parking garage in that way for me, but there is a similar problem in la_hub_1 and I heard that this is too large to decompile.

Quote
And for the little video i could not post,  it's a thing in the medical hospital in Santa Monica ( the morgue and 2 freezers).

I'll try to do the same for the patch. If you find anything else that is hidden or unused, post it here! I am always interested.
Title: Re: Bloodlines SDK!?
Post by: Serazahr on August 03, 2012, 02:17:49 PM
Talking about particles:
Do you guys know what the different parameters (like "burst 30", theta, mask, etc) stand for?
If you got it by any chance as a mathematical equation, even better.
Title: Re: Bloodlines SDK!?
Post by: Malkav on August 03, 2012, 04:54:08 PM
I'm not sure about most of them, but radius, theta, phi, and z are spherical, respectively cylindrical coordinates. Since I haven't worked with setting particles yet, I can only guess about the precise application. I do believe that radius and z give the distance and height from the attachment point at which the particles are emitted. Phi is the longitude, so it's in the range 0~360 for full circle; and theta is the latitude, range -90~90.
Title: Re: Bloodlines SDK!?
Post by: Serazahr on August 03, 2012, 05:42:40 PM
I'm not sure about most of them, but radius, theta, phi, and z are spherical, respectively cylindrical coordinates. Since I haven't worked with setting particles yet, I can only guess about the precise application. I do believe that radius and z give the distance and height from the attachment point at which the particles are emitted. Phi is the longitude, so it's in the range 0~360 for full circle; and theta is the latitude, range -90~90.

Thanks!

The theta and phi parts are really useful. What confuses me are entries like "radius -100~100". What is that supposed to mean, given that "radius 50" also exists as a valid entry.
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on August 03, 2012, 06:29:34 PM
I would guess random radius in between -100 and 100...
Title: Re: Bloodlines SDK!?
Post by: Serazahr on August 03, 2012, 07:17:05 PM
I would guess random radius in between -100 and 100...

Well what is a radius of -100?
Title: Re: Bloodlines SDK!?
Post by: Malkav on August 04, 2012, 07:17:51 PM
I would guess random radius in between -100 and 100...

Well what is a radius of -100?
Impossible. At least from a mathematical point of view.
But it seems they don't use these things completely according to mathematical conventions. I have also seen theta -180~180. My guess is that a positive number for the radius means in front of the character, and a negative one behind (if phi is 0).

A range for the radius can also mean, that the whole area covered by the range is filled with particles.
Title: Re: Bloodlines SDK!?
Post by: Serazahr on August 06, 2012, 02:06:03 AM
I feel goddamn stupid: https://dl.dropbox.com/u/104898/000_template.txt
Title: Re: Bloodlines SDK!?
Post by: DDLullu on August 07, 2012, 06:08:44 AM
Quote
Wesp's quote:
             The video you linked shows non-typical clans, so is this from The Final Nights or Antitribu or something else?


Answer:  The Final Nights,  you should try it!





The fix for the clock is simple. Here the procedure:

Code: [Select]
--------------------------------------------------------------------------
-Open sm_bailbonds_1.bsp with VPKtool(map tools).
-
-Search for:  func_rotating (right click mouse in the text, choose: FIND)
-
-Change the second 0 in angles to -90  => "angles" "0 -90 0"
-
-Scroll down to the next func_rotating and repeat operation.
-
-Scroll down to the last func_rotating, repeat and save new data.
-
-
-A perfect clock to watch in a newgame!
--------------------------------------------------------------------------


Quote
Wesp's quote:
   I hope burgermeister can fix the parking garage in that way for me, but there is a similar problem in la_hub_1 and I heard that this is too large to decompile.



The problem is not decompiling, it's recompiling, the map is too huge.  But with an Hexeditor and some coords taken in game or with the map editor(maybe we can not recompile that map but we can spy in it.), i found what to do:

Code: [Select]
                                                                 Origin                          Angle

                                                             X        Y        Z            Y       Z        X

la_parkinggarage_1.bsp    change at address 00BAE800:     D792A644 FEF6E744 D26ADDC5  for
                                                          2D029B44 FEF6E744 D21FDEC5
                                                           * * *               * *   


la_hub_1.bsp                                01144274:     00E0B844 00D066C5 0010E8C5     00000000 00000000 00000000 for
                                                          00E0B844 00D066C5 0020E8C5     000080BF 00000000 0000003F
                                                                               *              * *                 *

                                            0114431C:     0000E8C5   for
                                                          0030E8C5
                                            01144344:     0000E8C5   for
                                                          0030E8C5
 

That's should stop some floating garbages!


If you want some steam in the freezing rooms of the sm_medical_1.bsp try to do this:

Code: [Select]
{
"classname" "env_particle"
"angles" "45 0 0"
"active" "1"
"attach_type" "0"
"bounds" "512"
"ramp_scale" "1"
"ramp_time" "0"
"particle_definition" "particles/SteamRelease_Constant_Emitter.txt"
"origin" "746 426 -245"
}
{
"classname" "env_particle"
"angles" "45 90 0"
"active" "1"
"attach_type" "0"
"bounds" "512"
"ramp_scale" "1"
"ramp_time" "0"
"particle_definition" "particles/SteamRelease_Constant_Emitter.txt"
"origin" "779 215 -245"
}
{
"classname" "env_particle"
"angles" "45 90 0"
"active" "1"
"attach_type" "0"
"bounds" "512"
"ramp_scale" "1"
"ramp_time" "0"
"particle_definition" "particles/SteamRelease_Constant_Emitter.txt"
"origin" "927 215 -245"
}
{
"classname" "env_particle"
"angles" "45 0 0"
"active" "1"
"attach_type" "0"
"bounds" "512"
"ramp_scale" "1"
"ramp_time" "0"
"particle_definition" "particles/SteamRelease_Constant_Emitter.txt"
"origin" "1087 930 -222"
}
{
"classname" "env_particle"
"angles" "45 0 0"
"active" "1"
"attach_type" "0"
"bounds" "512"
"ramp_scale" "1"
"ramp_time" "0"
"particle_definition" "particles/SteamRelease_Constant_Emitter.txt"
"origin" "1087 1128 -222"
}


ADD THE TEXT ABOVE TO THE END OF SM_MEDICAL_1.BSP with VPKtool.


{
"classname" "infodecal"
"texture" "decals/structural/vent2"
"origin" "756 443.585 -255.202"         <-- search for this with VPKtool.
}

CHANGE ORIGIN OF THE INFODECAL ABOVE WITH VALUE BELOW (443.585 --> 424.585)
{
"classname" "infodecal"
"texture" "decals/structural/vent2"
"origin" "756 424.585 -255.202"
}

Write new data,  that's it.




I have to move one decal(a vent) because we can see the steam going through the open door.


Now there is at least two other freezers, one in noodle shop and the other in the malkavian house, that possibly can have the freezer steam, for the mood of course.

It will be very easy to do for a mod, using the SDK's editor and the decompile map. We only need the coord and angles for the env_particle and coord for the new infodecal.

Title: Re: Bloodlines SDK!?
Post by: Wesp5 on August 07, 2012, 07:22:28 AM
The fix for the clock is simple.

I have already figured this out myself and also fixed several others clocks with the same issue :).

Quote
That's should stop some floating garbages!

I used the hexeditor approach, it worked fine, thanks! But how did you find those? Could you improve the BSPEdit tool to include this?

Quote
If you want some steam in the freezing rooms of the sm_medical_1.bsp try to do this

Already done as well, I also searched all the maps for other non working env_steam entities and fixed them in a similar way :)!

Quote
Now there is at least two other freezers, one in noodle shop and the other in the malkavian house, that possibly can have the freezer steam, for the mood of course.

I'll already had the same thought but haven't yet checked them out...
Title: Re: Bloodlines SDK!?
Post by: DDLullu on August 07, 2012, 02:58:28 PM
 
Quote: June 26, 2008, 04:24:00 PM by CZUD2

Quote
There are two sections in the game lump for static entities.  'prps' contain the hundreds of different collidable static models placed around the level ( the stuff Packfile Explorer renders and exports ).  The junk is in a second section named 'prpd' that contains the instanced props, usually about half a dozen non collidable models that are then placed thousands of times around the level.  I have not yet had a good look at this section but it seems very similar to the first.





For example in la_hud  i count 959 details prop, that's why i make a spoof of BSPedit. I call it BSPdetail, it gives the origin and angle of the detail and you can search for an origin with a radius define by you with x and or y and or z.


Normally you do not edit those but you can do it. And for big maps that may be the only way to do it.  The format for it is very close to the version 4 of HL2 use in the compiler.

Code: [Select]
version 2:            origin                          angle               detail    leaf    ColorRGBExp32   lightofs    style    ??  ??  ??
               x        y         z           y         z         x
            xxxxxxxx xxxxxxxx  xxxxxxxx    xxxxxxxx  xxxxxxxx  xxxxxxxx    xxxx     xxxx      xxxxxxxx      FFFFFFFF     xx      xx  xx  xx

                                                                                                                                     ??         ??       ??        ?? 
version 4:  xxxxxxxx xxxxxxxx  xxxxxxxx    xxxxxxxx  xxxxxxxx  xxxxxxxx    xxxx     xxxx      xxxxxxxx      FFFFFFFF     xx        xxxxxx    xxxxxxxx xxxxxxxx xxxxxxxx



with lightofs a pointer in the table  name:    'tlpd':   
                   
                                                           ColorRGBExp32   style
                                               
                                                            xxxxxxxx        xx 


 

Sadly the map compiler doesn't put good origin for the detail prop and then it's useless to us.  The lighting(ColorRGBExp32) look bad also(a vrad.exe thing?). For the last 3 bytes i dont know.  I often see 3 zero and we can leave them to zero i think. So conversion is possible, version 4 to version 2, after the map is compile but not right now. Better if Fire64 makes it work.


Other things for the detail,  one parentheses was missing in the detail.vbps file of the SDK making the compiler tell us about the missing detail file.
And we must tweak the density by raising it, the value 100 for the junk is not enough. I put 1000 and it  compiles ok(badly for detail but it compile the detail in the BSP).


And i can tell you that the compiler doesn't like too much entities in your map. Often in the log it will say text entities very full or stop compiling saying too much text entities or too much entities. It's a compiler thing, Bloodlines can use more entities since  big map works in it! A workaround would be to trim entities not needed by the map at compile time and add them later with VPKtool.

I have put the BSPdetail and the decrompressor(model) in the tool section, 

have fun!!

----------------------------     new       -----          new     -------------

It's look like i was wrong for the compiler. It did compile the details correctly but not for bloodlines but for the 3 programs of the SDK. I add the prop_detail in the vmf by hand and recompile the map   la_skyline_1.bsp   .   I crop the data in excess and after many try(some errors from me of course!) the details show up in bloodlines, like the original map!   

I have to change the version 4  to   2   and  cut 4 bytes after the names locations of the details, and finally 12 bytes at the end of each detail data.  The lighting was very good in game.  So another thorn away, i have make a little program who will correct that.  i will test that more before uploading it.

I have found a little bug in BSPdetail, if the search give nothing it crash, oops!  Since i work on a combine editor i cannot correct it but the new program did not crash for the same error. Ah yes, i try changing the value for the lighting of the detail and it work too. So i add it to the editor.
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on August 07, 2012, 07:08:20 PM
I have put the BSPdetail and the decrompressor(model) in the tool section, 

Cool! Is there a way to combine BSPEdit and BSPDetail? I think there are too many editors around already ;). I just asked RobinHood70, the guy who did the original BSPEdit, and he gave permission for you to merge the two in one. Please do :)!

Also regarding the decompressor, I would suggest you contact the SDK people and ask them to include this in the next release of their SDK. It seems you are quite the Source engine specialist, maybe you can help them with the SDK for version 8.0!
Title: Re: Bloodlines SDK!?
Post by: River on January 28, 2013, 02:22:00 PM
Hello, (sorry i'm a bad english speaker)

I started modding VTMB with VampireSDK v.79 and I have some problems.

When I open the map sm_bailbonds_1 I get the picture below:
(see moi.png)

I circled in red what does not compare to the next image:
(gars.png)

Why am I not see the donut box and boxes ?
Why is Arthur down ?

Wen I run I get the following errors:

Error loading studio model "models/scenery/structural/warehouse/boxesc.mdl"!
Error loading studio model "models/scenery/misc/donuts/donut.mdl"!

And if I play with the maps the donut and boxes don't appear...

Why ?

In the vanilla game I can see the donut box and boxes, if I go to \Vampire\models\scenery\misc\donuts I have 4 files: "donut.dx7_2bone.vtx" "donut.dx80.vtx" "donut.mdl" "donut.phy", so what ?

I miss somethings ?
Title: Re: Bloodlines SDK!?
Post by: gschenker on January 30, 2013, 09:23:44 AM
"I miss somethings ?"

What did you do specifically? It's easier to give some help if we exactly see what you did before. Did you not screw up the model files? What kind of entities are you using?

Have you set the coordinates of these objects ("origin" property)? Or have you set "StartHidden" property to value "1"? In both case your objects will be invisible.
Title: Re: Bloodlines SDK!?
Post by: River on January 30, 2013, 03:18:42 PM
I don't add new object. I just open  sm_bailbonds_1 of the Camarilla Edition 1.6 version.
But I know now. I use the MDLdecompressor.exe for decompress all type1 or type2 MDL to type0.
Now when I open  sm_bailbonds_1 with the hammer editor SDK 7.9 I can see all the model.
Good.

But when I run the map, the .vmf isn't compile to a .bsp :'(

idea ?
Title: Re: Bloodlines SDK!?
Post by: gschenker on January 30, 2013, 08:52:32 PM
I don't know nothing about Hammer SDK, but why don't you want to use the good old VPKTOOL.exe? VPKTOOL is a certainly compatible application so I think that you should use this to create VMT files (I presume, you did mean VMT instead of VMF) without any problems. All I can say that you should take a try.
Title: Re: Bloodlines SDK!?
Post by: Ventrueloquist on March 14, 2013, 07:49:20 PM
I want to mod this game to create something like The Malkavian Mod for Deus Ex, Deus Ex : Malkavian Mod v0.30 New Content Video (https://www.youtube.com/watch?v=wrDp2zOAR64#) It's basically just adding weird dialogue (which I can create with the programme Audacity), but I don't know how make the characters speak my edited dialogue and I'm also completely new to modding. The VtMB ModDevGuide included in the Extras folder makes the assumption that you're already somewhat good at modding. Is this SDK easier to work with for someone like me? Or is there somewhere else where I can cut my teeth and get from being newly Embraced into modding to getting anywhere near ancillae status, so to speak.
Title: Re: Bloodlines SDK!?
Post by: Psycho-A on December 02, 2013, 12:14:36 AM
Finally, version 0.8 is out!
Download (http://yadi.sk/d/removed)

Changelog:
- Fixed multiple dirs support: now you can have two (extracted/original) game versions connected to SDK.
- Renamed "VampireSDK" folder to "SDKBinaries", and, your maps and extracted content go to "SDKContent" folder.
- Renamed "Vampire SDK.exe" launcher to "Bloodlines SDK.exe" to be mathed new naming and avoid confusing with Redemption.
- Added MDLDecompressor to fix Type 1/2 models (and NPCs) after extraction, so they may be correctly loaded in Hammer.
- Added automatized Wizard (runs when you start SDK first) that allows extract game's VPK and then run MDLDecompressor to fix models.
- Solved problem with 'Spaces' in paths: The legacy compile commands/dialog replaced with advanced custom (in "Expert" mode).
- Fixed VProject's path detection in all SDK apps (now only GameCfg.ini settings considered) - no more errors on compiling maps.
- Added "BSPDetail" v1.0 utility (it places/edits detail props onto maps) for SDK GUI access (Hammer can do that too :)).
- Updated "BSPSource" to version 1.3.13 with adding graphical "BSPInfo" tool to view varios map features and configuration.
- Added modified version of "VTFEdit" tool for quick viewing VTF and TTH textures, converting TTH to VTF and editing VTFs.
- Fixed all "editor" models (playerstart, nodes, etc.) to be correctly displayed on point entities in Hammer Editor.
- Added Launch Game, Extract VPKs, Decompress Models and Full SDK State Reset procedures for access from main menu.
- Optimized SDK launcher and service tools codes for better compatiblity with Windows 7 and filepaths with special symbols.
- Fixed (partially) Hammer crash after compiling map when map was opened via Open Windows dialog (see "Known bugs" note).
- Default compile mode in Hammer turned to "Expert", so, more options available now, and no more error with Spaces on paths.
- Packfile Explorer now always uses GameDir (your game folder) as the default root directory.
- Added Explorer associations with main game/engine file types like TTH/VMT/VMF etc. TTH-s are now viewable by doubleckick.
- Improved SDK main menu interface: Since we have a much of programs, they are sorted by categories.
- Fixed "Planet-Vampire" and "Bloodlines Resurgence" links and removed "Team Camarilla" link (not uses this SDK).
- Updated and actualized SDK readme.txt file; added information for future coders.

Known Bugs:
- If you loaded map file via standard "Open..." dialog, Hammer may crash after compiling map.
  To avoid this, you must open map from Recent Files list. If map not shown, tradicionally open map, do some editions and restart Hammer before compiling.
- Models of Type 1 and Type 2 (compressed) will be correctly displayed in editor and model browser after decompression only (see above).
- If you have whitespaces in game/project paths, do NOT use Standard compile mode in Hammer, or (Classic)-marked ones in "Expert" mode.
Title: Re: Bloodlines SDK!?
Post by: Psycho-A on December 09, 2013, 12:56:43 PM
Update to 0.81
Download (http://yadi.sk/d/removed)

Changelog:
- Optimized for Wesp5's Unofficial Patch including and removed warnings on Anti-viruses false detections.
- Added ability to run SDK from another (not Vampire's root) directories and added tool to specify the custom game paths.
- Added kHED v1.1.5 low-poly model editor to create your own models (.vtf textures and .smd meshes are supported).
- Improved wrong configuration detection on launching: now it causes a warning message and the full settings reset.
- Re-sorted tools on the SDK main menu to be the more convenient and removed still unused "Face Poser" program link.
- Removed models' broken animation displaying in Hammer 3D-View by default.
- Moved MDLDecompressor tool to "SDKBinaries" dir because it doesn't support dirs with tree depth more than 8 levels.
- Fixed "Launch Game" function in main menu to be able to run game from custom-defined paths.
- Updated "VPK Creator" tool to be able to work with games from custom-defined paths.
- Minor interface fixes and tweaks.

Known Bugs:
- The same as in 0.80.
Title: Re: Bloodlines SDK!?
Post by: Aloysius on December 13, 2013, 09:06:19 PM
Update to 0.81
Download (http://yadi.sk/d/v2qvCrKbE3AQY)

Changelog:
- Optimized for Wesp5's Unofficial Patch including and removed warnings on Anti-viruses false detections.

Does this mean that antivirus is suppose to stop deleting bloodlines SDK each time we try to extract it? If so, Norton doesn't care and keep deleting the files like with the previous version. Just to let you know.

That's no big deal, i simply extracted the file in a folder that i told Norton to ignore.
Thanks for the set of tools, it's very handy.
Title: Re: Bloodlines SDK!?
Post by: Wesp5 on December 14, 2013, 04:19:13 PM
If so, Norton doesn't care and keep deleting the files like with the previous version. Just to let you know.

Hm, I had the same problem with Avira Antivirus, but they changed it so it isn't recognized anymore.
Title: Re: Bloodlines SDK!?
Post by: Psycho-A on December 15, 2013, 11:16:39 AM
Quote
Does this mean that antivirus is suppose to stop deleting bloodlines SDK each time we try to extract it? If so, Norton doesn't care and keep deleting the files like with the previous version. Just to let you know.
As a developer, I guarantee the complete absence of viruses in this package.
But just in case, please tell me, which file reacts antivirus on? You may just add it to the exception list for now.
Title: Re: Bloodlines SDK!?
Post by: Aloysius on December 15, 2013, 01:05:20 PM
Don't worry i know there is no viruses, i used previous versions safely, and now this one, but Norton doesn't like SDK for some reason, It detect a threat called 'WSreputation1' for all files.  here are the list of the files he delete:

vvis.exe
vview.exe
vtex.dll
vstdlib.dll
vrad.exe
vphysics.dll
vguimatsurface.dll
vgui2.dll
unitlib.dll
stdshader_hdr_dx9.dll
sdklauncher.exe
sdkgui.dll 
stdshader_hdr_dx9.dll
vpktool.exe
vtmbedit.exe
sdkgui.dll
vvis.exe
vview.exe
vtex.dll
vstdlib.dll
vrad.exe
vphysics.dll
vguimatsurface.dll
vgui2.dll
unitlib.dll
packfileexplorer.exe
java_run.exe
bspedit.exe
tier0.dll (WS.Reputation.1)
studiorender.dll
stdshader_dx9.dll
stdshader_dx8.dll
stdshader_dx7.dll
stdshader_dx6.dll
stdshader_dbg.dll
Moyen,shader_nvfx_ps20.dll
shader_nvfx.dll
shaderapiempty.dll
mdlcompiler.exe
materialsystem.dll
filesystem_stdio.dll

Title: Re: Bloodlines SDK!?
Post by: atrblizzard on December 19, 2013, 04:56:54 PM
Psycho-A, do you happen to know anything about the modified dface_t lumps? From what article at Valve's Wiki says, Bloodlines were to have 4 lightstyle for day and 4 for night for a nightime lightmapping system. It comes with two new bytes, day and night which would add up to 8 lightstyle. Was it supposed to interpolate between day and night?

Which also would explain why some of the maps complain about too many lights on a surface (usually the Asylum stage lights) since from what I can tell, they removed such limit from the game.
Title: Re: Bloodlines SDK!?
Post by: Psycho-A on December 19, 2013, 07:54:04 PM
atrblizzard, I know about dface_t, but I'm still did't touching the compiler's source code (now I was concentrated on Hammer's features like Python scripts and it was made finally); nevertheless I'm planning this in the near future. And maybe I somehow be able increase this number. I don't think the Troika used this property directly to manage day or night (and I can't find the way to do it myself) - they rather used this to place more lights than Source engine albe.

By the way, the version 0.82 is out!

Changelog:

- Fixed patches being hardcoded before: VProject detection, Registry paths, Compile process window etc.
- Hammer: Finaly added full Python scripts support in "Outputs" section (read+write) - no more need to manually edit entity data!
- Hammer: Removed "Normal" compiile mode as an unnecessary and buggy, and removed an obsolete process window.
- Hammer, HLMV: Actualized all text data, removed all HL' crap and added actual Web-links to game's and mapping communities.
- Hammer, FGD file: Restored some unused in-game item classes that may be used in some advanced directions.
- Fixed setting-up 'ModDir' path as VProject path, and changed 'Game Directory' to Game's subdirecoty in some text mentions.
- Removed some unused content from the SDK binaries folder and decreased the target SDK distributive size.
- Updated VView.exe utility - increased window size, turned back control by hotkeys, etc.
- Restored ZLib.dll library that was missing in TTZViewer tool.
- Added SDK's source code target directory and programmer's notes document inside (includes code download links and user's guide).
- Updated readme: added links to official project pages and moved programmer's info to separate note in the source code subfolder.
- Corrected some SDK user interface issues.
- Other minor fixes and tweaks.

Download (http://yadi.sk/d/sBCKSDBDEcSW4)
Title: Re: Bloodlines SDK
Post by: atrblizzard on December 20, 2013, 10:23:18 AM
Hmm that's what I thought too, because they instead used it to place more lights, namely the stage lights found in the Asylum, the ballroom in Empires hotel and the explosion light in the warehouse. Without this the compiler would complain that there are too many lights on surface because those that either are named (which have to calculate the light on that surface for both when it's turned on and off) and for those with flickering or other effects.

Also really nice to see the Python issue has been fixed! It always broke them when edited with Hammer. I had a map I was working on with a newer Hammer but the Hammer from this SDK seems to crash at opening along with VBSP crashing. Changing the version won't do much either since most structures would be changed, which I will look into in-depth.
Title: Re: Bloodlines SDK
Post by: Psycho-A on December 20, 2013, 01:42:18 PM
atrblizzard, I will try to fix Hammer's native compatiblity with newer version maps, but for now you can do that too (manually): just open your .vmf by Notepad and find left arrow (unfortunatelly i don't able to paste example into site form) symbol in "On..." "...." strings. Well, replace it by comma char (,).
Title: Re: Bloodlines SDK
Post by: Psycho-A on December 26, 2013, 11:28:47 PM
There was a critical error in 0.82 (build from Dec 19 2013) not allowed to do the first-run content extraction. Please, redownload the file:
http://yadi.sk/d/sBCKSDBDEcSW4 (http://yadi.sk/d/sBCKSDBDEcSW4)
Title: Re: Bloodlines SDK
Post by: atrblizzard on January 04, 2014, 07:41:57 PM
Forgot to mention that, the first time I launched the first revision of version 0.82, it didn't extract the content properly and then it stopped working completely.

Also is fire64 still reachable? I'm wondering if he's still active in development regarding the model decompilers. What is its current status? I recall it doesn't work well with non-static models nor with animations.
Title: Re: Bloodlines SDK
Post by: Wesp5 on January 04, 2014, 08:42:47 PM
Forgot to mention that, the first time I launched the first revision of version 0.82, it didn't extract the content properly and then it stopped working completely.

I'll answer for Psycho-A because this happened to me too. He has fixed that in his latest release which I think I also updated here.

BTW, how was the feedback to the Resurgence alpha? It wasn't much here, do you have some other forums that are more active?
Title: Re: Bloodlines SDK
Post by: atrblizzard on January 04, 2014, 10:30:54 PM
Wonderful! I can now try getting the edited version of the library map to work in Hammer and hopefully getting it compiled properly.

About Resurgence to be totally honest, there wasn't much feedback besides the obvious ones due to a bug and other issues, and I must admit this release was a rather rushed one. There are huge changes being added to the project, code base changes to integrate both single player and multiplayer along focusing extensively on single player. There's a lot of features I'm planning to showcase and release once it's all done, most things are somewhat ready except the code base needs to be redone, but that won't happen until I've managed to settle in into my new place.
Title: Re: Bloodlines SDK
Post by: Wesp5 on January 05, 2014, 08:49:11 AM
Wonderful! I can now try getting the edited version of the library map to work in Hammer and hopefully getting it compiled properly.

No need to work on the library anymore, Psycho-A helped me fix the leaks and I learned enough Hammer to fix some other leftover issues :)!

Quote
About Resurgence to be totally honest, there wasn't much feedback besides the obvious ones due to a bug and other issues, and I must admit this release was a rather rushed one.

Okay, then this is your main forum after all, no? Have you tried posting on the Steam community too?
Title: Re: Bloodlines SDK
Post by: atrblizzard on January 05, 2014, 05:23:35 PM
No need to work on the library anymore, Psycho-A helped me fix the leaks and I learned enough Hammer to fix some other leftover issues :)!
That's good to hear! Now you will also able to edit brushes and triggers more easily within Hammer, including the fixed Python script inputs/outputs.

Quote
Okay, then this is your main forum after all, no? Have you tried posting on the Steam community too?
It hasn't been posted anywhere else besides the projects forum and here, mainly because I wanted to gather feedback first before making it into a fully official release. Originally I was only planning to release it here exclusively but Signothorn also announced the release on the Facebook page which was my mistake of not stating it being a preview version before all major bugs are fixed.
I won't make it an official release (hence why it wasn't released on ModDB and other places) until the requested feedbacks are implemented along with several new maps and other contents.
Title: Re: Bloodlines SDK
Post by: maherdb on April 24, 2014, 08:58:15 PM
Is the latest Bloodlines SDK using SSE2 instructions? Is it compatible with Windows XP? I get an ugly error on the v0.81 and 0.82, but the older versions are working properly.

If so is there a way to compile a map without running the game?

I've never managed the game to work on my laptop and the computer that I own, well it's as old as the game, except for some improvements.

Oh, and on the laptop I can run the SDK just fine.
Title: Re: Bloodlines SDK
Post by: mikl2609 on December 17, 2014, 07:22:10 PM
I have a problem with SDK. Why I don't see all model Entity in Hammer? Why they don't appear in game? It is solved? Or not all models work? And why the decompiled maps aren't compiled?
Title: Re: Bloodlines SDK
Post by: Michael on December 18, 2014, 07:15:03 AM
I have a problem with SDK. Why I don't see all model Entity in Hammer?

Unfortunately, Hammer doesn't have all VtMB entities, but you should be able to get them into a map manually.

Why they don't appear in game? It is solved? Or not all models work?

You mean they don't work in-game after compiling the map? Which ones? Some may need a bit more messing around with their proprieties before doing anything.

And why the decompiled maps aren't compiled?

If you've encountered a problem while compiling a map in Hammer, you should consider disabling "func_areaportal/_window".
Title: Re: Bloodlines SDK
Post by: Wesp5 on December 18, 2014, 09:42:37 AM
If you've encountered a problem while compiling a map in Hammer, you should consider disabling "func_areaportal/_window".

What does this actually do? Isn't important stuff missing from the map then?
Title: Re: Bloodlines SDK
Post by: Michael on December 18, 2014, 12:16:30 PM
What does this actually do? Isn't important stuff missing from the map then?

I could be wrong about this, but I did not see any area portals in the Bloodlines maps I decompiled. Did not notice any in-game neither. That's probably why the maps are so unoptimized in the first place. So basically, it shouldn't affect the maps in any way.
Anyway, I'm going to try using the "mat_wireframe" console command to see if I'm right about this.
Title: Re: Bloodlines SDK
Post by: Wesp5 on December 18, 2014, 01:19:24 PM
I could be wrong about this, but I did not see any area portals in the Bloodlines maps I decompiled. Did not notice any in-game neither.

Can you explain this a little bit more? I'm sure I saw some entities called similar, like in the Society caverns some areas are blacked out until you get there.

Quote
Anyway, I'm going to try using the "mat_wireframe" console command to see if I'm right about this.

How does this work? I may have to get some more into map editing over Christmas as both my former mappers seem to just have disappeared :(...
Title: Re: Bloodlines SDK
Post by: atrblizzard on December 18, 2014, 02:44:59 PM
Areaportals are used to seal areas from being visible thus reducing the render cost. Else you'll get the entire map being rendered even if they are behind walls, like in the Library map for instance. Once the map gets compiled, these entities get removed and merged within the map.

You can see more examples at the Santa Monica parking garage entries and parts of the Downtown map covered in black when seen from a distance, which is another brush that is being used with areaportals to stop rendering anything that's behind that area.
Not having them intact will decrease rendering performance and cause stuttering and other issues along the way.
Title: Re: Bloodlines SDK
Post by: Michael on December 18, 2014, 04:21:51 PM
How does this work? I may have to get some more into map editing over Christmas as both my former mappers seem to just have disappeared :(...

This (https://developer.valvesoftware.com/wiki/Mat_wireframe) is what the "mat_wireframe" console command is used for in Source games. You can use it to see if the areaportals placed in Hammer work as they are supposed to.

Can you explain this a little bit more? I'm sure I saw some entities called similar, like in the Society caverns some areas are blacked out until you get there.

While the larger maps do have some areaportals laying around, the smaller ones seem to be missing them, so editing those without areaportals should be fine.

(http://s21.postimg.org/cnfbh0n7n/hw_hub_10005.jpg) (http://postimg.org/image/cnfbh0n7n/) (http://s14.postimg.org/5jwfag3ul/sm_hub_10004.jpg)  (http://postimg.org/image/5jwfag3ul/)(http://s17.postimg.org/mjnnrr2gr/sm_pier_10007.jpg) (http://postimg.org/image/mjnnrr2gr/)
Title: Re: Bloodlines SDK
Post by: Wesp5 on December 18, 2014, 04:34:16 PM
You can see more examples at the Santa Monica parking garage entries and parts of the Downtown map covered in black when seen from a distance, which is another brush that is being used with areaportals to stop rendering anything that's behind that area.

Exactly like in the Society level, so I guessed right about what they were. Still, ten years after release any reasonable gaming computer should be able to render any Bloodlines level without them, so they shouldn't bother us much when creating new content!
Title: Re: Bloodlines SDK
Post by: mikl2609 on December 18, 2014, 07:55:02 PM
There are still questions. How to make that after compilation all models were visible? May I add new model from the Source 2006? How I can make it? What programs are for this purpose necessary? How to place own models on the map? May I make a physical raincoat? Can I make some aggressive cats and dogs, weapons who spawn it?
Title: Re: Bloodlines SDK
Post by: Michael on December 18, 2014, 08:43:11 PM
How to make that after compilation all models were visible?

I'm not sure I'm following this one ...
What models? And visible where?

May I add new model from the Source 2006?

Has anyone tried this before? Replacing VtMB models with other Source Engine game models. Is that even possible considering the engine used for Bloodlines is much older?

How to place own models on the map?

If you want to replace a game model, you can just use the VPK Unpacker to extract and change/replace existing models.

May I make a physical raincoat?

You mean something like cloak with physics? I'm not sure something like that is possible in this game.
Title: Re: Bloodlines SDK
Post by: atrblizzard on December 18, 2014, 09:02:01 PM
This (https://developer.valvesoftware.com/wiki/Mat_wireframe) is what the "mat_wireframe" console command is used for in Source games. You can use it to see if the areaportals placed in Hammer work as they are supposed to.
Mat_fillrate 1 shows a better representation of this.

Still, ten years after release any reasonable gaming computer should be able to render any Bloodlines level without them, so they shouldn't bother us much when creating new content!
That just makes the engine to scream in pain even more. This is an earlier Source version, where it isn't as optimized current version of the engine is, especially Portal 2 and Global Offensive. We're talking about an engine with limits here, one that has memory issues if they are not patched. Even Portal 2 has limits on the engine.

(http://files.atrblizzard.com/sharex/2014-12-18_20-16-47.jpg)

This makes no sense to be rendered, even if you cannot reach it. Else you'll start to experience odd issues, like flickering lights and weird cubemaps if the maps are not properly optimized. I see a lot of messy brush work on windows, and that's bad when everything is being rendered, regardless of being visible or not.
From the looks of it vvis wasn't even used to create a basic optimization if not anything, which is a bad practice.

How to make that after compilation all models were visible?
Which models and visible where?

May I add new model from the Source 2006?
No, unless they are decompiled and recompiled for VTM:B, which is where the problem lies: studiomdl cannot compile models with bones at all, even static props have issues there.

How to place own models on the map?
As usual with prop_static or prop_dynamic and by setting them to the new model's path.

May I make a physical raincoat?
Not sure how well the cloth data was reverse engineered but it's known to be done on compilation within a physmodel of some sort. These information are painted on the mode
Title: Re: Bloodlines SDK
Post by: mikl2609 on December 18, 2014, 09:55:03 PM
So. Can I add my new player model? Is it possible? All models on the my map.=) Can I add new prop_physics?
Title: Re: Bloodlines SDK
Post by: Wesp5 on December 18, 2014, 10:29:03 PM
This makes no sense to be rendered, even if you cannot reach it. Else you'll start to experience odd issues, like flickering lights and weird cubemaps if the maps are not properly optimized. I see a lot of messy brush work on windows, and that's bad when everything is being rendered, regardless of being visible or not.
From the looks of it vvis wasn't even used to create a basic optimization if not anything, which is a bad practice.

Burgermeister created that map and I can't even compile it on my system without errors, so there is nothing I can do about it right now. Also a lot of the original Bloodlines maps were done the same and I can get up to 100 FPS on that map with an Intel i5-2500 and an Geforce GTX 560 Ti which are both outdated already ;)...
Title: Re: Bloodlines SDK
Post by: Wesp5 on December 22, 2014, 04:36:17 PM
Update:

Can you please explain this a little bit more to me? I tried both commands and I am not sure what I am seeing. I can recognize that e.g. wireframes after a door will not be rendered unless the door is open which seems to be done automatically. The problem I have right now is that a decal is flickering unless I set it to ignorerez in which case it is then visible throughout the whole map. This is not the case in an original Troika map, so what can I do against this?

Update:
Found and solved the problem. It wasn't at all connected to areaportals...
Title: Re: Bloodlines SDK
Post by: atrblizzard on December 24, 2014, 03:40:35 PM
The decals flickering has to do with something else. Is this a custom decal or one from the game? If so they have to be LightmappedGeneric with $decal being turned on.
Title: Re: Bloodlines SDK
Post by: Wesp5 on December 24, 2014, 03:42:12 PM
The decals flickering has to do with something else.

As I wrote, I already solved that. It was two decals on top of each other!
Title: Re: Bloodlines SDK
Post by: Malkavi on January 17, 2015, 03:18:03 AM
This is amazing work.  I just might tinker with things after I'm doing with my TFN play-through.

We'll see if I should or should not tinker.  :razz:
Title: Re: Bloodlines SDK
Post by: Psycho-A on March 05, 2015, 01:12:15 PM
Update to 0.85

- Reworked all SDK modules to be able to work with separate mod directories.
- Added new "Texture Converter" utility that fast converts any images to TTh+TTz or VTFs (no more painfull manipulations in VPKTool! :)).
- Added "Mods Dupe Finder" tool to easy detect and remove content duplicated from original game.
- Completely rewrited "VPK Creator": added multi-dir support, unbinded from engine, made dozens of improvements.
- Improved "TTZView" tool: now it has GUI, supports uncompressed TTH textures and doen't create temp files near TTHs.
- BSPSource decompiler turned back to 1.2.1 version because of areaportal errors on newer versions.
- Decreased 3D models draw distance in Hammer Editor to reduce crashes and slow work.
- Changed SDK main menu order to get more effective tools using.
- Created new category "TEXTURING" in the SDK menu in which moved "VTFEdt", "TTZ Viewer" and "TTZ Converter" tools.
- SDK's programs assets now exctracts into SDKContent\ after the first start, each reset or VPK extraction (this avoids overwrittings from original game).
- Removed duplicated editor assets from "Vampire" directory since they're not used more (see above).
- Separated "VTFEdit" utility from TTZView and placed into SDK menu as independent application.
- Added "Install.bat" file to quick install/copy assets the SDK to game root dir in Wesp5's Unofficial patch.
- PakRat tool was removed from SDK main menu since it doesn't work correctly with the Bloodlines BSP format.
- Merged Programmer's notes and readme into the single file, removed SRC\ folder from the SDK root.
- Fixed minor bugs and defects.

DOWNLOAD (https://yadi.sk/d/lCoyKjraf4Kfz)
Title: Re: Bloodlines SDK
Post by: Wesp5 on March 05, 2015, 01:40:43 PM
Hi Psycho-A, is this the same SDK you already offered me or do I need to download it again?

P.S.: I noticed at least the readme has changed so I'll update it. I also updated it in files here!
Title: Re: Bloodlines SDK
Post by: Psycho-A on March 08, 2015, 06:32:57 PM
Small update:

- Fixed assigning file types procedure to be worked correctly for normal users (non admins) of the System
  (now all shell extensions for Texture converter and viewer works fine)
- Small tools' file system rearrangements and enhancements.

DOWNLOAD (https://yadi.sk/d/sBCKSDBDEcSW4)
Title: Re: Bloodlines SDK
Post by: Wesp5 on March 08, 2015, 06:59:27 PM
Okay, I will update the file mirrored here too!
Title: Re: Bloodlines SDK
Post by: Psycho-A on March 22, 2015, 05:50:54 AM
Quote
Update to 0.9:

- SDK is fully unbinded from needing to place itself into the game root dir.
- Hammer: Changed default settings to more comfortable (adatped texture viewer, enabled nudging objects and auto-selection in 2D..);
- Hammer: Fixed Entity creation in 2D views by right-click context menu (previuosly didn't work).
- Hammer: Added new experimental ability to build correct cubemaps after map compiling.
  >> Don't forget to attach "Brush Faces" of surfaces in entity's properties, or cubemaps won't be visible (engine limitation)!

- Hammer: Into the compile batch added new feature that allows you to include any content like custom materials, scripts, etc. into BSP.
- Hammer: In output system fixed "Param override" and "Python" commands not disabling when selecting new entity or empty output.
- Hammer: Improved texture selection dialog and removed unused animation bar.
- ModelCompiler: Fixed issue not creating default model path, improved output.
- ModelCompiler: Unbinded from Vampire directory, now it supports SDK project dirs.
- ModelCompiler: Added auto-importing of compiled model to SDK content dir.
- Added option "Refresh SDK Content" to the main menu to quickly import all new changes from mod to SDKContent folder.
- Added more steady error control on all SDK managing procedures & tools. See "sdk_errors.log" to learn what error occurs.
- Added shell extension to view game's .MDL files from the Windows Explorer by double click.
- Fixed problem that not allowed to run change game dir procedure correctly.
- Fixed assigning file types procedure to be worked correctly for normal users (non admins) of OS.
- Fixed problem with tools that can't use paths with more than 127 symbols, also added warning when SDK install path is closer to this number.
- Fixed all batch scripts to work on paths with "&", "()" and other sp.symbols.
- Dupe Finder: Disabled check for "Vampire" dir since we using whitelists; allowed scanning for VPK contents if dirs are equals.
- VPK Creator: fixed pack naming problem when more than 8 vpks exist in dir.
- Reworked Content Preparation Wizard: improved copying method, merged extraction and copying stages, disabled extracting of .lip and .vcd files.
- Heavy and unstable "VConfig" dialog for changing game dir changed to simple Win32 dialog.
- Resorted SDKBinaries assets & tools: now all SDK service tools and data placed into the "service" subdir.
- Removed ModelDecomp tool since it doesn't work normally. Use a standard "MDL2SMD" decompiler.
- In SDKContent dir created missing default dirs with info-files for Materials and Models.
- Updated Readme file: added installation notes and added solutions info to Programmer's part.
- Updated source code repository (see changelog.txt inside to view what was made for now).
- Minor bugfixes and improvements.

DOWNLOAD (https://yadi.sk/d/sBCKSDBDEcSW4)
Title: Re: Bloodlines SDK
Post by: Psycho-A on March 22, 2015, 11:36:27 PM
There was a critical error in the previous update.
Please, re-download the archive.
Title: Re: Bloodlines SDK
Post by: Psycho-A on April 02, 2015, 12:28:28 AM
Quote
Update to 0.91:

- Fixed problem that not allowed to call change game dir dialog correctly.
- Fully denied SDK installation for paths that MORE than 127 characters (Hammer doesn't work).
- Included material & model source examples to SDKContent folder (for better shaking down).
- Hammer [cr]: Improved interface elements (texture selection, undo/redo, entity menu, unused elements).
- Hammer [cr]: Now it generates paths from GameCfg as vars that readable by compilers without any tweaks.
- Hammer [sc]: Optimized cubemaps building procedure: now it'll run only if cubemaps exist on the map.
- ModelCompiler: Fixed issue not creating default model path, improved output.
- ModelCompiler: Unbinded from Vampire directory, now it supports SDK project dir.
- ModelCompiler: Added auto-importing compiled models to SDK content dir.
- Map Compilers [cr]: Added support for multiple folders from GameCfg.ini (models, textures etc will be read from native mod's dir).
- Map Compilers [cr]: Restored original ability to direct write TTH textures on building cubemaps (no external scripts more needed).
- Map Compilers [cr]: Fixed function for reading models and scripts from both gamedir and basedir(sdk) folders.
- Model Viewer: Improved viewing models in Explorer by double-click, now content paths detects correctly.
- Added "Open SDK Content folder" option to the main menu for quick access to your works or game resources.
- Minor file-level changes (don't use this version over older ones!).
- Updated SDK source code and it's repository.

* [cr] are source code-related changes.

DOWNLOAD (https://yadi.sk/d/sBCKSDBDEcSW4)
Title: Re: Bloodlines SDK
Post by: DDLullu on April 02, 2015, 08:39:11 PM
I have play with some animations trying to import them into the MDL, but i fail. So i was thinking for other ways and this morning i try another simple way to do things. 

Look here: http://fr.tinypic.com/r/2hdzl9e/8 (http://fr.tinypic.com/r/2hdzl9e/8)

Not bad,


DDLullu
Title: Re: Bloodlines SDK
Post by: Wesp5 on April 03, 2015, 01:07:22 AM
Look here: http://fr.tinypic.com/r/2hdzl9e/8 (http://fr.tinypic.com/r/2hdzl9e/8)

Cool! Is it possible to include that animation with the next Unofficial Patch?
Title: Re: Bloodlines SDK
Post by: DDLullu on April 03, 2015, 03:32:45 AM
Look here: http://fr.tinypic.com/r/2hdzl9e/8 (http://fr.tinypic.com/r/2hdzl9e/8)

Cool! Is it possible to include that animation with the next Unofficial Patch?

Of course you can, but let me explain how i did it.

So simple, sometime  it's hard to believe what can be done with Bloodlines. Ok, first i told myself:  found an animation with a NPC that raise his right hand. First one i choose was the Regent, with the third animation i was lucky, he present himself to us with his right hand, perfect. I choose the first 3 seconds, i try to make an exporter for the animation(animation made in Blender2.71 with the SMD importer)and  it fail.

But i remember WongHo with his phone so i look how it was done. The way how it work is very interesting. Between each animation ,in a dialogue, Bloodlines put an idle animation. That's why the phone go up and down. That is why the animations look so well between the breaks.  So i use that to try to make his hand raise at the good time.

It was easy to find because with Blender2.71 we can play a sound file  with an animation. Blender show the timing so i put the timing in the VCD and pouf Carson was showing his hand at the right time.

I put the animation into Carson's die_animation but we could have put the Regent MDL with Carson, change Carson extern animation to go to the Regent and the Regent will have go to the All sequence NPC animation. So i use the ACT_DIERAGDOLL animation but with the Regent it would have been the Regent_Line21_col_E.

 
I cut the finger, put the 2 files in place an it work the first time. Maybe someone could paint the finger with red dark to make it more realistic?

I cut the animation of the rights fingers to make them straight. The Regent was curving his fingers toward him. I have done this with an hexeditor, put
 zero in the pointers of the  right finger's animation.

___________________________________________________________________________

Speaking of zero, i put my sheet injector in the tool section so if someone want an animation in his NPC's character sheet he could try that. It was working last time i use it (Carson).

___________________________________________________________________________

I have also put some new scripts for Blender 2.42 , 2.43 (you can go higher) in the scripts section. You can use vamped 0.92 or Packfile explorer 3.09 with the import and save all or only the vertices or only the UV with the export. I change the .mdlx for x.mdl (better workflow for me). Vamped for all the vertices and packfile for the most detail model (not all the vertices). I could have upload that much sooner but i am so leazy.

DDLullu
Title: Re: Bloodlines SDK
Post by: Wesp5 on April 03, 2015, 12:34:11 PM
Of course you can, but let me explain how i did it.

Thanks, this sounds like a lot of work to fix one small detail! I will include it in the next patch version with your permission.

Quote
Speaking of zero, i put my sheet injector in the tool section so if someone want an animation in his NPC's character sheet he could try that.
__________________________________________________________________________

I have also put some new scripts for Blender 2.42 , 2.43 (you can go higher) in the scripts section. You can use vamped 0.92 or Packfile explorer 3.09 with the import and save all or only the vertices or only the UV with the export. I change the .mdlx for x.mdl (better workflow for me). Vamped for all the vertices and packfile for the most detail model (not all the vertices). I could have upload that much sooner but i am so leazy.

I think I will include both of these in the model section of the UP extras folder, if you don't mind. As I'm not a model specialist myself, could you look into some similar issues. You mentioned Wong Ho phoning. Can it be made that his mobile does not vanish during the animation? Also there is the animation of the player phoning e.g. in the diner. Can it be fixed that the phone does not jump back to the wall during the animation? And last not least very similar to the Carson stunt, can you make Gimble show his prothesis when it is mentioned during dialogue?
Title: Re: Bloodlines SDK
Post by: Psycho-A on April 04, 2015, 05:41:03 AM
Another update (0.91b):
Quote
- Improved (again) algorythm of multiple game paths processing for all apps and tools.
- MaterialSystem [cr]: Fixed reading uncompressed TTH textures (without .ttz chunk) for Hammer & all other tools.
- MaterialSystem [cr]: Fixed writing cubemap's headers, now SDK tools generated correct TTH files.
- Texture Converter: improved TTZ converter, now it respects source MipMap levels and writing correct TTx files too.
- VTex Utility [cr]: Added support for TTH images instead of VTFs and fixed dir managing issues. Now it can be used for game purposes.
- VTex Library [cr]: Added ability to run "buildcubemaps" command directly in game with real-time map updating.
- Launch Game procedure from SDK menu is separated from Preparation Wizard and gained improved error control.
- Updated source code repository.

DOWNLOAD (https://yadi.sk/d/sBCKSDBDEcSW4)
Title: Re: Bloodlines SDK
Post by: Psycho-A on April 05, 2015, 02:21:41 AM
Hotfix v0.91c:
Quote
- VTex Library [cr]: Fixed bug figuring out game path when SDK was at other location than game (thence, fixed building cubemaps procedure error).
- Common [cr]: Fixed paths detection and mounting procedure if not all game paths found in GameCfg.ini.
- VTex Utility: Added batches to SdkContent/MaterialSrc/ dir to quickly import all created textures into the game (use "convert_all.bat" to compile all tgas in subdirs).
- VBsp Compiler [cr]: Fixed compiling "tools_shadow" materials - now it works correctly and not solid to objects.
- Updated SDK source code repository.
- Other minor fixes and improvements.

DOWNLOAD (https://yadi.sk/d/sBCKSDBDEcSW4)
Title: Re: Bloodlines SDK
Post by: Psycho-A on April 05, 2015, 05:14:51 PM
Of course you can, but let me explain how i did it.
DDLullu, hello!
Since you seems to be good about the models, it may be, there are some ideas of how to make the Editor and compilers treats their geometry correctly without decompressors? Even with this, some models of type 1 & 2 incorrectly displayed, like has wrong axis rotation, invalid bounding boxes or twisted.. Sdk source code now is fully open, so even no need to make any hacks - all may be done directly..
Title: Re: Bloodlines SDK
Post by: Psycho-A on April 08, 2015, 04:05:09 AM
Update to 0.92:

- Increased BSP limits for entity and texture data, so compiling large maps like Hubs is not the problem more.
- Added shadowing on Hammer's 3D textured polygons view to get brush objects more discernible and volumetric.
- Made general cleaning source code and binaries dir from unused stuff.

Download link is the same.
Title: Re: Bloodlines SDK
Post by: Psycho-A on April 17, 2015, 05:36:39 AM
Big Update to 0.93:
Quote
- Hammer [cr]: Fixed generating bounding boxes for models (now models selection is normal).
- Hammer [cr]: Fixed Z-axis rotation for non-static models, now their orientations are correct.
- Hammer [cr]: Fixed multi-boned models pose calculation (now NPCs rendered correctly).
  >> Important: you need to (re)extract VPK content (if exist), and after, when you run Model Decompressor, check "Type 2 and type 1 to type 0 ONLY" option!
- Hammer [cr]: Added "Go to Coordinates" option into "Map" menu to quick go to certain position.
- Hammer [cr]: Added search paths info (GameDir/ModDir) into the starting message window.
- Hammer [cr]: Integrated launching advanced compile mode, no more "@" or "execute" in SDK binaries dir.

- Hammer [cr]: Fixed bounding boxes axis rotation issue for models.
- Hammer: Updated splash screen logo (added "Bloodlines version" string, edited copyrights).
- Made startup warning for Model Decompressor to enable appropriate checkbox (see above).
- VBsp Compiler [cr]: Re-fixed compiling "tools_shadow" materials (previously they were create empty spaces).
- VBsp Compiler [cr]: Fixed compiling "toolsnpcopaque" materials (previously they were return "bad surface" error).
- MDL Decompressor: Made startup warning to tell user to enable appropriate checkbox (see above).
- Prepatation Wizard: Fixed not-waiting until Model Decompressor finished it's work.
- VPK Creator: Improved separating & packing localized resources rules.
- Made a little file reorganization and optimization in SDK file system.
  >> Please, remove SDKBinaries dir before installing this version!
- Source code: Registered Fire64 (prev. developer) works, make backups of untouched files versions.
- Source code: Updated code repository.

DOWNLOAD (https://www.planetvampire.com/modules/files/index.php?id=31)
Title: Re: Bloodlines SDK
Post by: Malkav on April 19, 2015, 01:39:21 PM
Have you changed something in the model viewer? For some reason I can't get it running with the new SDK version.
Title: Re: Bloodlines SDK
Post by: Wesp5 on April 20, 2015, 08:57:19 AM
For some reason I can't get it running with the new SDK version.

I can confirm that it just doesn't start for me either now...
Title: Re: Bloodlines SDK
Post by: Psycho-A on April 20, 2015, 05:13:25 PM
Have you changed something in the model viewer? For some reason I can't get it running with the new SDK version.
Thanks for reporting! But I not changed anything related Model Viewer since v0.8, and for me it works fine now... What kind of error you're getting? Is this only on 0.93, or on 0.91-0.92 too (older versions can be downloaded from here (https://yadi.sk/d/sBCKSDBDEcSW4))?

Also, try to search "hlmv.exe" process in Windows Task Manager - sometimes it holds there after exiting, and blocks starting of the new process..
Title: Re: Bloodlines SDK
Post by: Wesp5 on April 20, 2015, 08:14:41 PM
Also, try to search "hlmv.exe" process in Windows Task Manager - sometimes it holds there after exiting, and blocks starting of the new process..

Maybe this was indeed the reason. It wasn't in the Task Manager now and the model viewer opened find...
Title: Re: Bloodlines SDK
Post by: Malkav on April 21, 2015, 07:54:11 AM
As yet I have only tested with .93. Mostly I only got the standard windows message "a problem has..." Once or twice I got "vstdlib.dll" (I think it was this one) not found.
On another matter, I can't get hammer to compile either. The error message is "GameDir not defined". But I have configured the SDK with the tools you provide and checked the options in hammer. The paths given there were right.
Title: Re: Bloodlines SDK
Post by: Wesp5 on April 21, 2015, 08:26:51 AM
On another matter, I can't get hammer to compile either. The error message is "GameDir not defined".

Have ypu downloaded the latest version? I had the same error but Psycho-A fixed it a day later...
Title: Re: Bloodlines SDK
Post by: Malkav on April 21, 2015, 01:17:20 PM
I think so, but I'll try a new download.
Title: Re: Bloodlines SDK
Post by: Malkav on April 21, 2015, 01:34:27 PM
Yep, new upload fixed the hammer problem.
Title: Re: Bloodlines SDK
Post by: Malkav on April 21, 2015, 05:05:40 PM
I still have a problem. Either the BSP decompiler doesn't start or I missed the info where to put the maps I want decompiled. I've tried /SDKcontent/vampire/maps. Btw, what is the name of the exe in case just the link from the SDK menu doesn't work?
Title: Re: Bloodlines SDK
Post by: Wesp5 on April 21, 2015, 05:59:56 PM
Either the BSP decompiler doesn't start or I missed the info where to put the maps I want decompiled.

It works for me and you can browse for the maps. But this is a tool that needs Java installed...
Title: Re: Bloodlines SDK
Post by: Malkav on April 22, 2015, 07:16:21 AM
Java was the problem.
Now I'm running a map for about 12 hours and it's still in VVIS calculating POrtalFlows, and has done so for most of the time. Is that normal?
Map is basically the beachhouse with the changes I made to use it a player haven.
Title: Re: Bloodlines SDK
Post by: Wesp5 on April 22, 2015, 08:00:22 AM
Is that normal?

It depends on your PC power. I recommend to compile without VVIS at first until the map is finished, because VVIS can really take its time. I also noticed that PLAYERCLIP and INVISIBLE brushes slow the compiler down, replace them with CLIP brushes!
Title: Re: Bloodlines SDK
Post by: Psycho-A on April 22, 2015, 11:26:01 AM
As yet I have only tested with .93. Mostly I only got the standard windows message "a problem has..." Once or twice I got "vstdlib.dll" (I think it was this one) not found.
On another matter, I can't get hammer to compile either. The error message is "GameDir not defined". But I have configured the SDK with the tools you provide and checked the options in hammer. The paths given there were right.

Very strange errors, seems like you didn't unpack SDK archive properly, or some programs like antiviruses blocks certain files.. Maybe you also mixed older version's binaries with newer one, that is strongly not recommended. It's better to completely delete SDKBinaries folder before installing new version, and then wait until auto-setup finish (no re-extracting content needed).
Title: Re: Bloodlines SDK
Post by: Psycho-A on April 22, 2015, 11:28:26 AM
Quote
It depends on your PC power. I recommend to compile without VVIS at first until the map is finished, because VVIS can really take its time. I also noticed that PLAYERCLIP and INVISIBLE brushes slow the compiler down, replace them with CLIP brushes!
Honestly not very good advice, because "Fast" mode in compile setting solves long compilation troubles fully, but also does basic geometry calculations for light. If we're disabling VVIS properly, the only direct lighting will be processed, that means it will pass through walls and other surfaces, moreover performance and light compiling time will be worse!
Title: Re: Bloodlines SDK
Post by: Wesp5 on April 22, 2015, 02:46:28 PM
If we're disabling VVIS properly, the only direct lighting will be processed, that means it will pass through walls and other surfaces, moreover performance and light compiling time will be worse!

I only disable VVIS until I get the geometry and entities right, then when everything is where I like it I compile with VVIS which for a huge level like the library takes half an hour on my system.
Title: Re: Bloodlines SDK
Post by: Malkav on April 23, 2015, 08:49:58 AM
Is there any useful tutorial for hammer?
This is the first map editing tool I have ever worked with and I have no idea how to start. And the help function is about as useful as any windows help... ...lots of text but you never find the info you're looking for.
Title: Re: Bloodlines SDK
Post by: Malkav on April 23, 2015, 09:07:31 AM
Another question. I have compiled a map and since then all my bloodlines mods run in windowed mode instead of full screen. Any idea what may have caused this and how I can reverse it?
Title: Re: Bloodlines SDK
Post by: atrblizzard on April 23, 2015, 11:14:53 AM
I only disable VVIS until I get the geometry and entities right, then when everything is where I like it I compile with VVIS which for a huge level like the library takes half an hour on my system.

Unfortunately VVIS isn't optimized to use all the resources as newer VVIS are, especially compiling them through multiple machines via VMPI. Wonder why nobody has made any of the compilers utilize the GPU instead, either through CUDA or OpenCL, which would be a whole lot faster.

Is there any useful tutorial for hammer?
This is the first map editing tool I have ever worked with and I have no idea how to start. And the help function is about as useful as any windows help... ...lots of text but you never find the info you're looking for.

You're better off checking for some online tutorials, they are far more helpful in that regard. Here are a few that crosses my mind:

https://developer.valvesoftware.com/wiki/Category:Level_Design (https://developer.valvesoftware.com/wiki/Category:Level_Design)
http://3kliksphilip.com/tutorials/sdk_specific.html (http://3kliksphilip.com/tutorials/sdk_specific.html)
http://lambdageneration.com/modding/source/beginners-source-mapping-guide/ (http://lambdageneration.com/modding/source/beginners-source-mapping-guide/)

Another question. I have compiled a map and since then all my bloodlines mods run in windowed mode instead of full screen. Any idea what may have caused this and how I can reverse it?

You can reverse it by running the game with -fullscreen parameter. Check if the Run Map window has -window added in the compile settings you are currently using. You can replace or add the -fullscreen there manually.
Title: Re: Bloodlines SDK
Post by: Psycho-A on May 01, 2015, 01:40:59 AM
Version 1.0 is out!
Quote
- Common [cr]: Finally obtained valid structures for models with vertex types 1 & 2 [thanks to Behar].
- Common [cr]: Added generic decoder of type 1 & 2 models with access for all sdk tools [thanks Behar].
- Common [cr]: Updated Hammer, ModelViewer & Map Compilers to support type 1 & 2 models [thanks Behar].
  >> NOTE: You don't need more to do models decompression and import mod resources to SdkContent dir!
- Common [cr]: Improved default project paths assigning for tools if some SDK settings are incorrect.
- Hammer: Merged Build Cubemaps with Run Game stages after compiling map (faster, solves areaportal issue).
- Model Viewer [cr]: Fixed rendering large complex models (NPC etc.), improved background.
- Model Viewer [cr]: Fixed loading model's .VTX and .PHY data if not placed near but found at one of FileSystem places.
- Removed "MDL Decompressor" tool and "Refresh SDK Content" option since they are useless now.
- Added simple Sound Browser tool for quick access to any game sounds in Project's filesystem tree.
- Rewrited Content Preparation Wizard: disabled copying mod content, improved extraction rules.
  >> NOTE: Extracted VPK content now go to dir "SDKContent\VpkContent", not "SDKContent\Vampire".
- Improved Texture Converter to generate TTH/TTZ's compatible with PackFile Explorer.
- Reworked apps file system: changed search paths priorities and improved searching algorythms.
- Made minor reorganization of SDKBinaries dir. DON'T install this SDK version OVER older ones!
- Source code: Merged with branch "src_mdlexp", made little cleaning, updated Repository.
- Corrected Readme file, actualized bugs and goals list an other.
- Other minor fixes, changes and improvements.

For now it's in beta state, so please, report here about bugs and issues you found!

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Malkav on May 03, 2015, 12:19:18 PM
Psycho-A, I see there are some properties for entities where you don't have descriptions in hammer yet. I think I can provide info on some of them.
-player criminal/supernatural attack/flee: A criminal/supernatural level is set to the player for certain actions or by script. When the level is equal or greater thean the threshold, the apropriate action is triggered for the npc. Flee overrides attack and a value of 6 means no action because the max value is 5.

-SetFakeSilence: shuts off the newscaster. I don't know if it has an effect on other sound entities. From my tests it seems to have no effect on prop_radio or ambient_generic.

-SetSoundOverrideEnt: works for the radio, the newscaster, and any other npc dialog. Not sure about ambient_generic.

-Follower Type: This is defined in /vdata/system/rules.txt under the heading "Npc_Follower_Info" Determines at whch distances a follower backs off from its boss, starts waking to the boss, or starts running to the boss.

And you can remove the "not tested" from use_interesting. This and the interesting groups work fine if there are info_nodes in the area of the interesting places.
Title: Re: Bloodlines SDK
Post by: Psycho-A on May 04, 2015, 07:30:53 AM
Malkav, thanks for feedback!
You right, I'm not so good in game mechanics exactly, unlike its technical part, so I wrote FGD (game definitiin file) just while disassembling game entities, where no any info exist for each property. Some stuff I knew, some came from the  native Source Engine, some left unknown and even forgotten soon... I need to update it now.

Just one question: to what entity classes related first properties you described? Are these NPCs classes, or something else?
Title: Re: Bloodlines SDK
Post by: Malkav on May 04, 2015, 07:59:57 AM
player criminal/supernatural... are properties of npc classes and determine the npc's behaviour if the pc commits a criminal or supernatural act.
When I find more where I can provide the info I let you know.
One more thing, when you update the help for intersting places, write that info_nodes are needed. It took me ages to figure out why interesting place animations didn't work in some places like the Asylum stage or the Chantry library.
Title: Re: Bloodlines SDK
Post by: atrblizzard on May 04, 2015, 09:45:32 PM
http://www.youtube.com/watch?v=ZEVbsfr8MFc (http://www.youtube.com/watch?v=ZEVbsfr8MFc)

A quick test I did on an old Half-Life 2 beta map that demonstrates large maps being able to compile and run properly on Bloodlines.

Although having lots of entities on such a large map can be problematic, so they require further testing.
Title: Re: Bloodlines SDK
Post by: Malkav on May 04, 2015, 09:52:52 PM
I have some more.
First for some entities, I haven't checked them all, the "skin" entry in the Inpuit section appears twice.

-SetScriptedDiscipline,<name> <level>,
-FleeAndDie
-TakeDamage,<amount>,
-SetFollowerBoss
-SetFollowerType
-OnFedUponBegin /End
-OnIncapacitatedStart /End all work

-WillTalk and UseInteresting are toggles: 0 disables, 1 enables

-for ChangeMasqueradeLevel it's important to note that a positive number is a violation and a negative number a redemption.

-Bloodloss,<amount> and Bloodgain,<amount> work; at least for the player. I haven't tested yet if it can also be used for npcs.

-BaseGender seems to have no effect. At least I get the right dialog icon according to the npc model no matter if BaseGender is set.
Title: Re: Bloodlines SDK
Post by: Psycho-A on May 05, 2015, 05:39:55 AM
http://www.youtube.com/watch?v=ZEVbsfr8MFc (http://www.youtube.com/watch?v=ZEVbsfr8MFc)

A quick test I did on an old Half-Life 2 beta map that demonstrates large maps being able to compile and run properly on Bloodlines.

Although having lots of entities on such a large map can be problematic, so they require further testing.
This is great! How is the C17's sun for the player's skin? =)) It would be funny to make the first daylight mod on Bloodlines %)

And, if seriously - how did you made VtMB engine load Beta's maps since they have different BSP version and lump/leaf types - did you recompiled beta's content to VtMB's one and then compiled with Unoff.SDK's compilers, or did something different (maybe in my source code)?

Btw, there must be no problems with large sizes and entities, because in 0.92 or 0.93 version I increased compiler's limits fourfold, and engine runs heavily stocked maps like merged Hubs with some sub-levels fine!
Title: Re: Bloodlines SDK
Post by: Psycho-A on May 05, 2015, 05:43:44 AM
I have some more.
First for some entities, I haven't checked them all, the "skin" entry in the Inpuit section appears twice.
Many thanks, I'll include improved info in the next update!
I also used Dheu's ModDev guide when wrote these files, and even then I saw that it contains far not all information game has...
Title: Re: Bloodlines SDK
Post by: Malkav on May 05, 2015, 07:09:56 AM
I also used Dheu's ModDev guide when wrote these files, and even then I saw that it contains far not all information game has...
Yes. Dheu only had the game files as source.  So he could only describe what he found there or tested for himself.
Title: Re: Bloodlines SDK
Post by: atrblizzard on May 05, 2015, 09:43:29 AM
This is great! How is the C17's sun for the player's skin? =)) It would be funny to make the first daylight mod on Bloodlines %)

Oh you know, alienish. The Combines did a pretty good job containing bad UV radiation from the player. Well, according to the dlightmap leaf fire64 and you've uncovered, they did plan on getting a day/night version of maps, so that's something to be done. Would be interesting to play through the Half-Life 2 maps through Bloodlines. ;)

And, if seriously - how did you made VtMB engine load Beta's maps since they have different BSP version and lump/leaf types - did you recompiled beta's content to VtMB's one and then compiled with Unoff.SDK's compilers, or did something different (maybe in my source code)?

This was compiled with the provided tools from the Bloodlines SDK, but apart from the dlightmap array leaf, was there any other difference between regular HL2 BSP and Bloodlines'? Also now that the models are being loaded correctly in Hammer, is it possible to get a working model compiler? Wanted to give it a try myself but couldn't find the latest source code. Also which compiler are you using to compile them, since they're not really VS2013 friendly at all.

Btw, there must be no problems with large sizes and entities, because in 0.92 or 0.93 version I increased compiler's limits fourfold, and engine runs heavily stocked maps like merged Hubs with some sub-levels fine!

That's good to hear! Entity limits go up to 8192 including brush entities and such, but if the engine fully supports it then what's the explanation of having the maps split, for example the Santa Monica hub, pier and beach house?

Yes. Dheu only had the game files as source.  So he could only describe what he found there or tested for himself.

Updated all entries in the FGD files, going to take a look later this day to see if there are more than the ones mentioned needing to be updated.
Title: Re: Bloodlines SDK
Post by: Psycho-A on May 20, 2015, 01:42:22 AM
Bloodlines SDK v1.1 is here!

Quote
- VRad Compiler [cr]: Finally fixed model full-brighting issue at the dark/shadowed areas.
  >> Note: to override default value, use "-avglight <float>" param to vrad.exe (0.0625 is default, 1 is full and brighter).
- Hammer [cr]: Removed limitation of using 127 craracters paths, now SDK may use up to 512 char paths!
- Hammer [cr]: Fixed loading model's .VTX data if not placed near .MDL but found at one of FileSystem places.
- Hammer [cr]: Added "Show Selected Brush Number" menu option for brushes debugging purposes.
- Hammer/FGD: Updated some entity's entries which previously were unknown (also thanks to Malkav).
- Hammer/FGD: Improved "light_environment" and "func_particle/env_particle" entities control.
- Hammer/Compiling: Added ability to turn off (standby) the machine after long large maps compiling.
- Hammer/Compiling: Another improvement for Creating Cubemaps stage - now it depends on compile settigns.
- VBsp Compiler [cr]: Fixed creating default materials for cubemap (strips in-game console error).
- VBsp Compiler [cr]: Fixed recognizing tools "novis" and "visonly" mateials, now they use Hint behaviors.
- VVis Compiler [cr]: Fixed (partially) system/compiler's freezing issues on long compilations.
- VRad Compiler [cr]: "Extra" operations are enabled by default, no need to add -extra key. Use -noextra to disable.
- Actualized readme file and other minor fixes/improvements.
- Updated Source Code repository.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)

For those who wanted Source Code but can't find it, here is a permanent link:
https://yadi.sk/d/vs3nqIRxEHd8N (https://yadi.sk/d/vs3nqIRxEHd8N)
Title: Re: Bloodlines SDK
Post by: Entenschreck on June 03, 2015, 04:48:06 PM
So much hard work and nobody has expressed their gratitude, yet?
Well, it's about time. Thanks alot!  :rock: I probably wouldn't be modding Bloodlines anymore if it hadn't been for you and possibilities you opened up.
Speaking of possiblities, do you work on the model/animation tools, too, or are you completely focusing on improving Hammer?
Title: Re: Bloodlines SDK
Post by: Psycho-A on June 05, 2015, 05:13:16 AM
@Entenschreck
Thanks for responding!

So much hard work and nobody has expressed their gratitude, yet?
Honestly, it's the last thing I'm thinking about :)

Quote
I probably wouldn't be modding Bloodlines anymore if it hadn't been for you and possibilities you opened up.
That's a point of my works - while the at least one person does some good things, I'll be motivated to make them better :)

Quote
Speaking of possiblities, do you work on the model/animation tools, too, or are you completely focusing on improving Hammer?
In latest versions I was mainly focused on improving compilers, 'cause still many issues were relative to lighting, performance optimizations and missing structures that disallowed to use all game features on new maps. And little by little, I get rid of them.. Since I'm not so strong programmer, it's easier to me, to divide my work to streams. Of course, the modelling and Editor are in main goals list too!

Also, now I have next update in which I recreated ability to make lighting closest to the original Troika's maps, so now recompiled originals will not be brighter or less-shadowed. It's cumulative update since 1.12, so much of changes of 1.15 included here too.
____________________________________

Update to v1.2
Please, carefully read the Readme file inside before using this!

Quote
- Map Compilers [cr]: Fully rewritten VVIS and VRAD to fix elder bugs and get better lighting, optimizations and faster compiling time.
- Map Compilers [cr]: Restored 'dprp' gamelump structure, now detailized surfaces like grass/trash will work. Also, disabled writting some unused VBSP lumps.
- VRad Compiler [cr]: Added most of features from later Source Engines like Fine supersampling (add "-final" cmd-line), 0/50-percent falloff distances for lights, etc.
- Map Compilers [cr]: Finaly written valid code to build closest-to-original Troika's maps lighting.
- FGD/VRad Compiler: Since original Troika's lighing gives hard lighting falloffs on surfaces if Distance specified, added parameter "Cut-Off Smoothing Factor" to adjust transitions smoothing from sharp to very soft.
- FGD/VRad Compiler: Removed former "Disable Extras / Disable Cutoff" from compiling options since don't need anymore, and added "Smoothing Scale" to override overall map's lighting transitions (see above).
  >> Note: Use "Map Properties" dialog in Hammer or "-lightsmooth <normal>" vrad.exe command line to control. Default it's turned off and not mainly needed to be touched.
- FGD/Hammer/Compilers: Added ability to use individual VVIS & VRAD compiling settings for each map, which may help to solve various per-map lighting/compiling issues or make some tweaks.
  >> Note: To use this feature, goto Hammer's "Map -> Map Properties..." menu and look into bottom several parameters. Description of each one is attached.
     -- "Lighting: Smoothing Scale / Brightness Scale" are equivalents of -lightsmooth and -lightscale cmdline-params of VRad.exe (see above);
     -- "Compiling: Force Fast" is equivalent of "-fast" parameter of VVIS.exe (helps some heavy maps which refuses to compile normally).

- Hammer/FGD: Updated and corrected some more object's entries and improved light entities controls and descriptions.
- Added global changes and improved usage notes in the SDK Readme file (please, re-read it!), and other minor fixes.
- Updated Source Code repository.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Psycho-A on July 08, 2015, 09:07:43 PM
Bloodlines SDK v1.3-1.3.1

Quote
- Hammer [cr]: Fixed most of sprite using/rendering issues:
  -- Fixed translucency through surfaces when 'Glow' render mode was selected;
  -- Fixed not appending ".vmt" extension needed for correct parsing by engine;
  -- Fixed texture browsing dialog: now it goes to "sprites/" by default.

- Hammer [cr]: Fixed issue not-starting compiling if we select any model/sound from entity setting before.
- Hammer [cr]: Increased accuracy for scaling surface textures using Face Edit Sheet, from 2 decimals to 3.
- Hammer [cr]: Added VtMB-specific content types (dlg,particles,signs, etc) into search paths on entity editing for easier access.
- Hammer [cr]: Made combined field types in entity editing dialog: now we may browse files and also choose default suggestions.
- Hammer/FGD: Fixed issue incorrect in-game rendering of func_areaportalwindow/func_brush pair after compiling.
- Hammer/FGD: Completely rewritten all entity classes and made a lot of optimizations and improvemens to simplify works:
  -- Removed bunches of unused and hindering parameters;
  -- Made intelligent sorting all properties by categories;
  -- Filled many 'untested' and 'unknown' parameters with their actual meanings;
  -- Optimized content choosing: now you may use default suggestions (mostly used in game) and also browse files for All VtMB-specific content types;
  -- Added lines between each Parent and Target entities for quick visual finding their connections.

- Hammer/FGD: Fixed default state (color cubes) rendering for some prop_* models that had 'parent' entity specified.
- VPK Creator: Added ability to make merged VPK with all specified folders.
- VPK Creator: Improved texts and made more clear readme file about main aspects of usage and vpk features.
- Updated Source Code repository.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: burgermeister01 on July 09, 2015, 05:28:10 PM
Psycho-A,

Thank you SO  MUCH for your hard work, making this great tool! The SDK, Hammer has come such a long way since I was building the library back in like 2013 of whatever it was. The tool is great, I'm using it a lot, and I'm extremely thankful
Title: Re: Bloodlines SDK
Post by: Psycho-A on July 09, 2015, 05:55:06 PM
Psycho-A,

Thank you SO  MUCH for your hard work, making this great tool! The SDK, Hammer has come such a long way since I was building the library back in like 2013 of whatever it was. The tool is great, I'm using it a lot, and I'm extremely thankful
Glad to hear that someone needs this :) And thank you too for your works and contrubution to the modding!
Title: Re: Bloodlines SDK
Post by: Sprony on July 12, 2015, 01:32:14 PM
I apologize if this has been mentioned somewhere but can I assume this SDK uses the vanilla Source version on which the game is build? So none of the options are available that were later added to Source? Like CSGO's lighting engine for instance.
Title: Re: Bloodlines SDK
Post by: Rick Gentle on July 12, 2015, 08:35:17 PM
When I click the big red shiny "Download" from the link provided in the first post, it says "File missing." and that is all.
Title: Re: Bloodlines SDK
Post by: rsunix on July 20, 2015, 11:36:44 AM
Download link not working (
Title: Re: Bloodlines SDK
Post by: Malkav on July 20, 2015, 12:38:17 PM
Then go directly to the files section on PlanetVampire home.
Title: Re: Bloodlines SDK
Post by: Psycho-A on July 20, 2015, 05:18:00 PM
Download link fixed! Please, try again :)
Title: Re: Bloodlines SDK
Post by: Aloysius on August 04, 2015, 05:30:27 PM
Hey,

It has been a while since i was around.
Trying to get back in modding bloodlines, though, i have a problem with hammer. When i try to compile a map, i get this:
================ Log started [04/08/2015, 17:55:56] =================

GameDir: "C:\Activision\Vampire - Bloodlines\Vampire".
BaseDir: "C:\Activision\Vampire - Bloodlines\bloodlines SDK 1.31\SDKContent\VpkContent".
MapFile: "c:\activision\vampire - bloodlines\vampire\maps\map scr\la_skyline_1_d.vmf".

Checking map for cubemaps...
Cubemaps will be built on map loaded.
Adding build helper script...
Aliasing executing commands...
String = alias wc_create "mat_specular 0; buildcubemaps; restart; mat_specular 1; alias wc_create echo Info: Map created with Bloodlines SDK."


============ Started VBSP compilation [04/08/2015, 17:55:59] =============
Parameters: [Default]



 materialPath: C:/Activision/Vampire - Bloodlines/Vampire/materials
 Loading c:\activision\vampire - bloodlines\vampire\maps\map scr\la_skyline_1_d.vmf
 KeyValues::RecursiveLoadFromBuffer:  expecting value, got } in key $surfaceprop of section LightmappedGeneric in materials/concrete/concrete_floor.vmt
 fixing up env_cubemap materials on brush sides...
 KeyValues::RecursiveLoadFromBuffer:  expecting value, got } in key $surfaceprop of section LightmappedGeneric in materials/CONCRETE/CONCRETE_FLOOR.vmt
 KeyValues::RecursiveLoadFromBuffer:  expecting value, got } in key $surfaceprop of section LightmappedGeneric in materials/CONCRETE/CONCRETE_FLOOR.vmt
 KeyValues::RecursiveLoadFromBuffer:  expecting value, got } in key $surfaceprop of section LightmappedGeneric in materials/CONCRETE/CONCRETE_FLOOR.vmt
 KeyValues::RecursiveLoadFromBuffer:  expecting value, got } in key $surfaceprop of section LightmappedGeneric in materials/CONCRETE/CONCRETE_FLOOR.vmt
  0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Entity logic_timer (-2420.54 -2558.76 -110.97) leaked!
 **** leaked ****
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 24.0, -308.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 24.0, -232.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 24.0, -156.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 24.0, -140.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 24.0, -72.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 24.0, 904.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 24.0, 1904.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 56.0, -308.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 56.0, -232.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 56.0, -156.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 53.0, -140.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 61.0, -140.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 52.0, -72.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 60.0, -72.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 56.0, 992.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 136.0, -308.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 136.0, -220.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 136.0, -140.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 136.0, 928.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 616.0, 836.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0, 1024.0, 836.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0, 512.0, 836.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -684.0, -308.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -297.5, -311.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -125.5, -311.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -297.5, -299.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -125.5, -299.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -748.0, -220.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -376.0, -230.5)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -376.0, -154.5)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -276.0, -232.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -276.0, -156.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -136.0, -220.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -624.0, -140.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -152.0, -140.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -40.0, -140.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -711.0, -72.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -388.5, -72.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -369.5, -72.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -180.0, -72.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -452.0, 124.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -452.0, 272.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -452.0, 424.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -740.0, 276.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -413.5, -4.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -189.5, -4.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -224.0, 128.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -224.0, 408.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -792.0, 1276.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -508.0, 1276.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -452.0, 1276.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -336.0, 1276.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -112.0, 1188.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -112.0, 1904.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0, -512.0, 836.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (319.9, -279.5, -299.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (326.4, -279.5, -299.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (284.1, -279.5, -299.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (277.6, -279.5, -299.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (326.0, -325.9, -299.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (329.5, -320.9, -299.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (326.6, -330.3, -298.6)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (288.1, -334.5, -299.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (276.7, -334.0, -299.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (274.1, -332.4, -299.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1702.0, -2048.0, 681.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1240.0, -2048.0, 681.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1472.0, -2048.0, 1799.7)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1240.0, -2048.0, 1799.7)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1702.0, -2048.0, 1799.7)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1932.0, -2048.0, 1799.7)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1702.0, -2048.0, 1954.7)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1240.0, -2048.0, 1954.7)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1952.0, -2048.0, 836.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2002.0, -2048.0, 836.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0, -1536.0, 836.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (18.0, -1024.0, 1276.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (602.0, -1024.0, 1276.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (108.0, -1024.0, 1276.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0, -1024.0, 276.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (206.5, -1024.0, -72.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (769.5, -1024.0, -72.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (464.0, -1024.0, -72.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (128.0, -1024.0, -140.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (904.0, -1024.0, -140.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (520.0, -1024.0, -140.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (904.0, -1024.0, -220.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (620.0, -1024.0, -220.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (452.0, -1024.0, -156.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (452.0, -1024.0, -232.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (352.0, -1024.0, -154.5)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (352.0, -1024.0, -230.5)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (252.0, -1024.0, -156.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (252.0, -1024.0, -232.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (224.0, -1024.0, -220.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (99.5, -1024.0, -220.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (199.5, -1024.0, -220.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (128.0, -1024.0, -308.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (908.0, -1024.0, -308.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (524.0, -1024.0, -308.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0, -1024.0, 836.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0, -1536.0, 836.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -2560.0, 1954.7)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -2560.0, 1799.7)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, -2560.0, 681.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0, -3072.0, 836.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0, -3072.0, 836.0)
 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0, -2560.0, 836.0)
 Processing areas... done (0)
 Building Faces... done (0)
 Chop Details... done (0)
 Find Visible Detail Sides...
Merged 98 detail faces... done (0)
 Merging details... done (0)
 FixTjuncs...
 PruneNodes...
 SplitSubdividedFaces...
 WriteBSP...
 done (1)
 Creating default cubemaps using skybox materials: skybox/santamonica*
Run "buildcubemaps" in the engine to get the correct cube maps.
 KeyValues::RecursiveLoadFromBuffer:  expecting value, got } in key $surfaceprop of section LightmappedGeneric in materials/CONCRETE/CONCRETE_FLOOR.vmt
 Finding displacement neighbors...
 Finding lightmap sample positions...
 Displacement Alpha :  0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
 Building Physics collision data...
 Bad water leaf!!
No water physics.
 done (0) (870049 bytes)
 Placing detail props :  0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
 Writing c:/activision/vampire - bloodlines/vampire/maps/map scr/la_skyline_1_d.bsp
 11 seconds elapsed.
 


============ Started VVIS compilation [04/08/2015, 17:56:11] =============
Parameters: [Default]



 reading c:/activision/vampire - bloodlines/vampire/maps/map scr/la_skyline_1_d.bsp
 Parsing compiling options...
 reading c:/activision/vampire - bloodlines/vampire/maps/map scr/la_skyline_1_d.prt
 LoadPortals: couldn't read c:/activision/vampire - bloodlines/vampire/maps/map scr/la_skyline_1_d.prt
 

 ================ Log closed [04/08/2015, 17:56:11] =================

It's the skyline map, just a test to show you, i have this kind of errors with each map i try to compile, wether it's a map from the game or a custom map... I didn't have this problem when i last used hammer a year ago or so. Tried older versions of SDK just to be sure, but it does the same thing.

There seem to be more hammer's users that the last time i was here, so if someone can help me.

Thanks.
Title: Re: Bloodlines SDK
Post by: Wesp5 on August 04, 2015, 06:59:11 PM
*Leaked* normally means that there is a map hole. You can select Load Pointfile in Hammer to get a red line from the leak to some entity nearby. You should be aware that for some reason original Troika maps contain leaks and have been compiled by them nevertheless. Also I added some leaks myself when I moved stuff in maps out of the way, because entities outside the skybox cause leaks as well!
Title: Re: Bloodlines SDK
Post by: Aloysius on August 05, 2015, 04:24:58 PM
I see, thanks Wesp. Though i see the red lines you mean, i am not sure what to do to fix the problems. Either the red lines are going outside the map in a black zone, or are going to some block where i see no hole per say.

Isn't there a way to force the compilation ? Because i remember compiling the exact same maps that those i tried recently with SDK 0.80 or so, and these maps were working just fine, leaked or no leaked...
Or maybe i am going to try to compile maps with the version 0.80 or 0.81.
Title: Re: Bloodlines SDK
Post by: Wesp5 on August 05, 2015, 04:30:22 PM
Either the red lines are going outside the map in a black zone, or are going to some block where i see no hole per say.

It's not easy to see sometimes, but if you follow the line from start to finish it should go through the map hole. Or just place a skybox around the whole map ;)!

Quote
Isn't there a way to force the compilation?

Just uncheck the VVIS part and the map will compile with a little worse lighting...
Title: Re: Bloodlines SDK
Post by: Aloysius on August 05, 2015, 07:05:32 PM
No VVIS seem to do the trick for now, thanks. I think i will use the good old way of VPK tool for editing existing map though, i might just use hammer to make block and textures in custom maps, don't know if i trust  hammer enough with entities yet.
Title: Re: Bloodlines SDK
Post by: Psycho-A on August 20, 2015, 02:56:55 PM
No VVIS seem to do the trick for now, thanks. I think i will use the good old way of VPK tool for editing existing map though, i might just use hammer to make block and textures in custom maps, don't know if i trust  hammer enough with entities yet.
Hammer is fully enough to manage entities, including models or scripts. If you're editing standard game maps, then yes, it's faster to edit some entity via VPKTool, but if you're making map from scratch, Hammer will be optimal variant. Also, note that some decompiled standard maps need to be fixed to be compiled normally, otherwise you get leaks and much of other errors in some cases. You need to learn more about it on Valve Developer's Community, in Source SDK Documentation index pages, and for now, don't make hasty conclusions about tool's useability.
Title: Re: Bloodlines SDK
Post by: Aloysius on August 20, 2015, 03:26:59 PM
No VVIS seem to do the trick for now, thanks. I think i will use the good old way of VPK tool for editing existing map though, i might just use hammer to make block and textures in custom maps, don't know if i trust  hammer enough with entities yet.
Hammer is fully enough to manage entities, including models or scripts. If you're editing standard game maps, then yes, it's faster to edit some entity via VPKTool, but if you're making map from scratch, Hammer will be optimal variant. Also, note that some decompiled standard maps need to be fixed to be compiled normally, otherwise you get leaks and much of other errors in some cases. You need to learn more about it on Valve Developer's Community, in Source SDK Documentation index pages, and for now, don't make hasty conclusions about tool's useability.

Don't worry psycho-A, I changed my mind the next day or so after writing that. I was just getting back into modding after a long time of inactivity and was trying to catch up. Hammer is a great tool. I did some learning since. Sometimes, I just loose patience too fast.
Title: Re: Bloodlines SDK
Post by: Psycho-A on September 16, 2015, 08:45:07 PM
Small update to v1.3.2

Quote
- Hammer/FGD: Fixed bug that put "../E.mdl" into the 'Dialog File' of "npc_VVampire" NPC class.
- VPK Extractor: Fixed VExtract crashings when we're using custom VPKs or missing some standard ones.
- [IMPORTANT] Texture Converter: Fixed critical issue that dissallowed to use TTZ converter an any cases.
- Texture Converter: VTF version now automatically sets to the game's default when converting to TTZ.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Hareonca on December 27, 2015, 01:12:27 PM
Was there ever a tutorial made for Hammer?
Title: Re: Bloodlines SDK
Post by: atrblizzard on December 29, 2015, 01:24:17 PM
Was there ever a tutorial made for Hammer?

I'm not certain if there are specific to Bloodlines, but you can follow the regular Hammer tutorials and Dheu's Bloodlines Mod Development Guide for its specific entity functions.
Title: Re: Bloodlines SDK
Post by: Psycho-A on January 18, 2016, 12:39:35 PM
Update to v1.4

Quote
- Hammer [cr]: Made env_cubemap reflections displayed on brush surfaces in 3D-view.
- Hammer [cr]: Re-fixed overbrighting of bump-mapped materials in 3D-view (it's native mode now).
- Texture Converter: Added "Decompile to TGA" item in Windows context menu for TTh/TTz and VTF files.
- Texture Converter: Added "Compile to TTz/Vtf" Windows context menu items for popular image formats.
- Added VTF texture format, Height-to-Normal and Aplha-mask plugins for Paint.NET image editor.
- Added VTF & DDS format, Tiler tool, NVidia's Normal-Map-filter & scripts for Adobe Photoshop.
- Added auto-installing the above plugins on first SDK launch or reset, when appropriate apps found.
- Note: some system configurations will require administrator rights for success plugins installation!
- Some file system reorganizations - please, make a full SDK reset after installing new version!
- Plugins installers separated from general SDK install script to avoid crashes and speedup configure.
- Other minor changes and also readme file actualization.
- Source code: Updated code repository.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Psycho-A on March 15, 2016, 10:37:28 AM
Update to v1.42-1.43

Quote
- Hammer,HLMV [cr]: Fixed random crashes when loading maps or models.
- Model Viewer [cr]: Fixed centering and scaling default view for models.
- Hammer/FGD: Better skin selection dialog.
- Hammer/FGD: Added render fields for prop_doorknob entity to control model color.
- Added new materials to lights.rad to self-illumintate on compiling.
- Added info about how to prevent crashing loading maps in Hammer to SDK readme.
- Source code: Updated code repository.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Entenschreck on March 16, 2016, 11:26:02 AM
Awesome! Thanks a lot for still working on the SDK!
Did Wesp tell you about the little problem with zombie spawner? Some descriptions and command lines used to be swapped with one another, which broke the entity. Have you already fixed that?

And would you mind taking a look at the func_dustmotes and func_dustcloud entities, please?
They don't seem to work correctly and for some reason they don't even appear on the original Bloodlines maps. For example, in hw_warrens_3, in that room with the two waterfalls right before that room in which you encounter the spiderchick for the first time, there're supposed to be little dust particles floating around in the light cone of the fan. I've seen old Screenshot from the E3 2003 demo and the func_dustmotes obviously worked back then, so it might have something to do with the compilers.
Title: Re: Bloodlines SDK
Post by: duchU on April 04, 2016, 01:27:32 PM
After compiling a map you are supposed to load a map and use 'buildcubemaps' command but the thing is when I try to do this I get "Can't load vtex.dll". Any help?
Title: Re: Bloodlines SDK
Post by: Entenschreck on April 04, 2016, 06:26:31 PM
Bloodlines Hammer should do that on its own, iirc. Cubemap support was added some time ago. Which version of the SDK are you using? There should be a "build cubemaps" option in that window that pops up when you hit "run".
Title: Re: Bloodlines SDK
Post by: Psycho-A on April 05, 2016, 12:50:48 AM
Update to v1.44

Quote
- Hammer [cr]: Corrected entity picker button position in Outputs section.
- Hammer/FGD: Removed some bad entities that broken or disabled in the game engine.
- Hammer/FGD: Fixed swap errors in parameters layout for npc_maker_* entities.
- Hammer/Compilers [cr]: Added "Collision Shadows" option to map's properties to be able to override shadow models for prop_statics.
- Model Viewer [cr]: Another improvement for default view position of models.
- Added info about using Texture Converter and it's shell extensions to SDK readme's notes.
- Source code: Updated code repository.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)


2 duchU:
I followed the discussion on Steam, and seems like you used some older SDK version that still didn't able to build cubemaps as well as hadn't any optimizations for Vrad and Vvis I did after version 1.1-1.2. Also, please note that decompiling maps is very inaccurate process, and original brush geometry coordinates can be just approximate comparing with original. It's a big bottlenecks for Vvis compiler, so the world geometry should be strongly optimized after decompiling to get an adequate results and time. That's why your museum map takes about 4h in full mode while it takes just about 7 mins on my system with honest two 2 Vvis passes (the fresly decompiled museum was totally hang Vvis on my system at all, until I didn't optimized each brush there for Wesp's release). Please, ask Wesp for the original maps vmfs if still didn't it, and update the SDK to the current version. I also recommend you to read the SDK readme since it contains some important aspects of using it.
Title: Re: Bloodlines SDK
Post by: duchU on April 05, 2016, 08:30:45 AM
Update to v1.44

Quote
- Hammer [cr]: Corrected entity picker button position in Outputs section.
- Hammer/FGD: Removed some bad entities that broken or disabled in the game engine.
- Hammer/FGD: Fixed swap errors in parameters layout for npc_maker_* entities.
- Hammer/Compilers [cr]: Added "Collision Shadows" option to map's properties to be able to override shadow models for prop_statics.
- Model Viewer [cr]: Another improvement for default view position of models.
- Added info about using Texture Converter and it's shell extensions to SDK readme's notes.
- Source code: Updated code repository.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)


2 duchU:
I followed the discussion on Steam, and seems like you used some older SDK version that still didn't able to build cubemaps as well as hadn't any optimizations for Vrad and Vvis I did after version 1.1-1.2. Also, please note that decompiling maps is very inaccurate process, and original brush geometry coordinates can be just approximate comparing with original. It's a big bottlenecks for Vvis compiler, so the world geometry should be strongly optimized after decompiling to get an adequate results and time. That's why your museum map takes about 4h in full mode while it takes just about 7 mins on my system with honest two 2 Vvis passes (the fresly decompiled museum was totally hang Vvis on my system at all, until I didn't optimized each brush there for Wesp's release). Please, ask Wesp for the original maps vmfs if still didn't it, and update the SDK to the current version. I also recommend you to read the SDK readme since it contains some important aspects of using it.

I use the one that goes with patch 9.5b. It's 1.43 I think. But I wonder if you can build cube maps without recompiling the map. If you already have bsp file and you only want to build cube maps.
And I used the museum map from 9.5b since it's the newest I could get.

Besides I do not mind if map compiling takes 3 or 4h if this means that I have lightning I like better.
Title: Re: Bloodlines SDK
Post by: FrederickVael on April 06, 2016, 11:04:51 PM
Maybe it is a naive question, but this is not compatible with Linux, is it?
Title: Re: Bloodlines SDK
Post by: Psycho-A on April 08, 2016, 01:45:43 AM
FrederickVael, I tested it on Wine under Linux Mint and Ubuntu, and it feels fine on this :) Game have some issues itself though...

duchU,

Quote
I use the one that goes with patch 9.5b. It's 1.43 I think. But I wonder if you can build cube maps without recompiling the map. If you already have bsp file and you only want to build cube maps.
Hammer tells to game engine to build cubemaps automatically on map loaded first time (it can't do it itself because compiled lighting required to make worlds snapshots).
If you ever seen a kind of picture slideshow at the top-left corner of game after map start, this is it!

Quote
Besides I do not mind if map compiling takes 3 or 4h if this means that I have lightning I like better.
That's just means brush coordinates were distorted on decompiling, so if you fix it yourself, maps will compile much faster :)
Title: Re: Bloodlines SDK
Post by: duchU on April 16, 2016, 10:06:27 AM

duchU,

Quote
I use the one that goes with patch 9.5b. It's 1.43 I think. But I wonder if you can build cube maps without recompiling the map. If you already have bsp file and you only want to build cube maps.
Hammer tells to game engine to build cubemaps automatically on map loaded first time [...]

Ok, so what is the command line if you want to do it manually? When I try to use 'buildcubemaps' it says that vtex.dll cannot be found...

Quote
Besides I do not mind if map compiling takes 3 or 4h if this means that I have lightning I like better.
That's just means brush coordinates were distorted on decompiling, so if you fix it yourself, maps will compile much faster :)

What do you mean exactly (by saying about fixing coordinates)? In case of the museum map it was about the stairs in the main hall cos all were solid objects and this means a LOT MORE visleafs. After changing bridge stairs to detail compiling time dropped from "who the hell know how much time it will take" to 3h. And after doing the same with stairs on both sides of the main hall compiling time dropped to 20 mins (with enabled -final parameter for vrad).
Title: Re: Bloodlines SDK
Post by: Camblu on April 17, 2016, 09:58:57 PM
Quote
I tested it on Wine under Linux Mint and Ubuntu,
Hi, Phycho. At last i remembered,  this sdk, like your USSDK  can`t work correctly under wine. Can YOU tell me, how to use it under wine/POL? Because I didn`t forget `bout  my SM_hub unity3d/ue4 port. And now i decided to move back on debian and get win7 to trash. And i`ve tryed many link to make bsdk run.
//Because i just needed to unpack and decompile VTMB content for blender/ue4
//To all of users - i`m sorry for bad english (i`m from Ukraine)
(thiss old screen represents my last attempt to port ii on unity3d engine)
(http://i67.tinypic.com/2mxh36w.jpg)
Title: Re: Bloodlines SDK
Post by: Psycho-A on April 26, 2016, 05:52:50 PM
Quote
Ok, so what is the command line if you want to do it manually? When I try to use 'buildcubemaps' it says that vtex.dll cannot be found...
It will work if you launch game from the SDK menu or Hammer's "View Map in Engine (%mode%)" preset of Run Map menu.
You also may place vtex.dll from SDKBinalries/ to game's Bin/ folder and set global "VProject" variable to your project's dir, but using SDK is much simplier in my opinion :)

Quote
What do you mean exactly (by saying about fixing coordinates)?
I mean that each brush vertex must lay on the minimal grid step (fit grid crossings on 2d-viewports), and brush sizes must have the integer size values to get smooth vvis working. Also, the higher grid step the brush uses (especially multiple to 2), the faster vvis computations. Decompiling maps is not very accurate process, and this conditions may be distorted sometimes.

Quote
Hi, Phycho. At last i remembered,  this sdk, like your USSDK  can`t work correctly under wine. Can YOU tell me, how to use it under wine/POL?
What a people here ;) I tested SDK on Linux Mint with Wine 1.6.2 (in Win7 mode) and it launches and works Ok in the native mode. Maybe it's important to place it to NTFS media and mount it to have most short path as it's allowed...
Title: Re: Bloodlines SDK
Post by: Camblu on May 01, 2016, 07:12:20 PM
>>what a people here
Yep, 'couse it seems, that csm (older ukrainian/russian cs and hl forum is down), I decided to be closer to sdk crew. Did you seen my pos in tbe vtmb sdk? Crowbar can decompile vtmb models without error and screwing it, but uw-mapping is reversed (you will ned to flip uw x-y coordinates, or flip texture by the same coord.)
And I'll remembered, that Unkle Mike suggested help with vtmb bsp version.
From now I recreating sm_hub_1 with obj-model of decompilled vtmb map. There are an issue - uw-mapping are to small, so I decided to build map from scratch with ue4 brushes. And there be an opportunity to use this map in own projects on other game engines.
Screens are not ready, but I have successfully imported common npc (without lod-geometry built-on main mesh). With proper anims. If you sent me link to your vk/fb I can inform you much quicker.
So, about wine. Debian 8.3 amd64. Your menu didn't work. Hammer has "segmentation fault" errors. Used versions from 1.6.2 to 1.9.8-staging.  Ntfs do work of wine more unstable. I have to test it with nouveau drivers.
Sorry for my bad english.
Title: Re: Bloodlines SDK
Post by: 3Dell on June 15, 2016, 09:06:44 AM
I can't understand wht my model viewer is broke after last sdk update.

I was trying to download separately HLMV, but after instal it write "error load model". If I try open model viewer in sdk window, nothing hapend. If I click 2 times on the model in the folder too -nothing happens. Perhaps I do not always notice the obvious, but I can't now try to figure out what was wrong.
Title: Re: Bloodlines SDK
Post by: TheIncredibleKraken on June 30, 2016, 06:22:56 PM
When I'm compiling any map that isn't one of the test maps I'm getting a error.

Error: Wrong map file specified:
"c:\users\my user name\desktop\bloodlines_sdk_v1.46_(25.05.vmf"!
Title: Re: Bloodlines SDK
Post by: Psycho-A on July 03, 2016, 07:30:33 PM
When I'm compiling any map that isn't one of the test maps I'm getting a error.

Error: Wrong map file specified:
"c:\users\my user name\desktop\bloodlines_sdk_v1.46_(25.05.vmf"!
Don't use locations like desktop or other that have brackets and any non-latin characters in its names.
The correct SDK installation example: D:\Games\Vampire - Bloodlines\Bloodlines SDK
The correct vmf maps storage location: D:\Games\Vampire - Bloodlines\Bloodlines SDK\SDKContent\MapSrc\
Title: Re: Bloodlines SDK
Post by: TheIncredibleKraken on July 08, 2016, 04:36:09 PM
None of the water textures don't seem to work. They just turn invisible after compile.
Title: Re: Bloodlines SDK
Post by: Wesp5 on July 08, 2016, 09:25:33 PM
None of the water textures don't seem to work. They just turn invisible after compile.

Yes, water is not easy and as far as I remember it only works with cubemaps. You could try to recompile the warrens shortcut of the UP and see how it is done there or just copy the different layers over into your own map...
Title: Re: Bloodlines SDK
Post by: TheIncredibleKraken on July 13, 2016, 04:37:00 PM
When I use the vpk tool to change a models textures its extension becomes File and it doesn't work.
Title: Re: Bloodlines SDK
Post by: 3Dell on July 19, 2016, 01:03:26 PM
Hallo all, who can tell how the SDK works with Windows 10? I have a problem with Model Viewer. It won't start at all. Who faced a similar problem?
Title: Re: Bloodlines SDK
Post by: Wesp5 on July 19, 2016, 01:52:24 PM
Hallo all, who can tell how the SDK works with Windows 10?

I have no idea, but are you sure you got the latest Java installed already? Many tools of the SDK need it!
Title: Re: Bloodlines SDK
Post by: atrblizzard on July 19, 2016, 03:23:17 PM
Hallo all, who can tell how the SDK works with Windows 10? I have a problem with Model Viewer. It won't start at all. Who faced a similar problem?

Honestly I don't think it was made to work with Bloodlines yet, not to mention I never got it to run regardless of the Windows version. And regardless of the parameters I use it still exists silently.
Title: Re: Bloodlines SDK
Post by: Entenschreck on July 21, 2016, 10:08:25 PM
Hi guys,

I've encountered a problem with Hammer while I was trying to work on la_dane_1. When I open the map, the editor's camera is facing the sarcophagus, but as soon as I turn around, Hammer crashes.
Some time ago, when I was using an older version of the SDK I used to have the same problem on hw_warrens_3. Hammer crashed as soon as I entered the spiderchick's room. One of your updates fixed that, however. I hope you can work your magic again.  :smile:

I also found a little bug. I haven't checked the readme in a while, to be honest, so I don't know if already found that bug. I just thought I should mention it while I'm at it.
When using the Entity tool, if you want to create a prop_dynamic, Hammer will create... something... somewhere... causing vvis to report a leak. Loading the pointfile, the red line starts somewhere in the void and extends beyond the grid's limits. There's no visible entity for the red line to start from.
Title: Re: Bloodlines SDK
Post by: Psycho-A on July 26, 2016, 12:31:06 PM
Update to v1.5.0

Quote
- Model Viewer [cr]: Fixed crashings on launching under Windows XP and 8/10 machines.
- VRad compiler [cr]: Changed computing minumum light for models, now models less stands out from world.
- VRad compiler [cr]: Param "-avglight" now uses 1..255 values where 1 is darkest level, 255 is lightest.
- Hammer/FGD: Added info about needing set "Origin" to "0 0 0" in func_brush'es in pair with func_areportalwindow.
- Corrected Hammer's splash-screen logo and fixed some typos in SDK interface and messages.
- Source code: Updated code repository.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Psycho-A on July 26, 2016, 01:20:32 PM
To Entenschreck:

Hi! I heard about the first problem, and it seems to be related to some models that badly decoded by the model system of the SDK, so they leads crashes when they are in the field of view. I sadly still have no time to reveal such models since it requires exclusion method, but it's in my plans for soon!
About second bug - honestly I never heard about this. Maybe you're creating an entity outside the map geometry? If so, that's normal behavior for VVis - the map must be fully sealed by brush geometry and have no items outside of this.
Title: Re: Bloodlines SDK
Post by: Psycho-A on December 14, 2016, 01:19:12 PM
Update to v1.5.1

Quote
- Texture Converter: Added ability to change output .vtf format (use TexConvert.bat's 'OutputFormat' param).
- Texture Converter: Added auto-detecting output .vtf/.ttz format and .vmt params by input file's subfolders.
- Texture Converter: Added Template manifests for world, cables, decals, effects, interface, models and skyboxes.
- Added new info on Texturing (see above) and some more usage notes from UP's readme to wider users' knowledges.
- Source code: Made little reorganization of sourcecode file system.
- Info: This version will be included into Wesp's Unofficial Patch v9.7.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Aloysius on December 14, 2016, 03:57:12 PM
Thanks Psycho-A. Not really in the mood to do some modding more than a half-hour per day (or even per week actually) right now, but it's always cool to see the work you do to improve the SDK.
Title: Re: Bloodlines SDK
Post by: Icicle on December 16, 2016, 03:40:35 AM
Thanks. The more updates the merrier.

I use this stuff every day for hours.

I really wish the water materials were working when compiling maps! Hope someone can fix this someday...
Title: Re: Bloodlines SDK
Post by: tschumann on December 26, 2016, 08:55:35 AM
Great to see the source code included with this. Thanks!
Title: Re: Bloodlines SDK
Post by: Psycho-A on December 30, 2016, 01:08:42 PM
Update to v1.5.2

Quote
- VRad compiler [cr]: Finally corrected computing average light for dark areas and removed -avglight crutch.
- Hammer/Compiling: Added auto-minimizing editor window on begin compiling (lower CPU usage, faster compiling).
- Source code: Reorganized some files and updated code repository.
- Corrected SDK usage notes in the readme file.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Icicle on January 05, 2017, 02:35:33 AM
Quote
- Hammer/Compiling: Added auto-minimizing editor window on begin compiling (lower CPU usage, faster compiling).

I don't notice any speed differences (but I have a pretty decent computer), however I do see that Hammer crashes a lot less when testing maps!

Thanks.
Title: Re: Bloodlines SDK
Post by: Psycho-A on January 10, 2017, 07:49:33 PM
Update to v1.5.3

Quote
- Hammer/Compiling: Added auto-closing old compile process windows on starting new compiling.
- Hammer/Compiling: Added ability to set custom priority for compilers (set Priority= command inside "SDKBinaries/hammer.runmap.bat").
- Added new "Create a New Mod" function into the main menu to be able to create new mods from scratch and connect them to SDK.
- Added new usage instructions into the SDK readme file.
- Source code: Added "portable" Visual Studio 6 to ease code compiling and strip legacy installation and configuring.
- Source code: Added in-place support for portable VS6 and updated code repository.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Psycho-A on January 17, 2017, 01:50:37 AM
Update to v1.6.0

Quote
- Added tool to edit LipSync data and Captions for voice files (based on HL2 FacePoser + wrapper). Features:
  -- Create new .lip files for existing voice .wav or .mp3 file.
  -- Automatically generate phonemes for voice depending on phrase text;
  -- Edit words, phonemes and subtitiles for already existing .lip files.

- Small SDK file system reorgranization (do not install over older versions!).
- Info: This version will be included into Wesp's Unofficial Patch v9.7 final.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Icicle on January 17, 2017, 02:43:05 AM
Oh. my. god.

Thanks for releasing this.

Lip Sync editor is weird to learn but after a couple minutes very easy...

I haven't finished making one yet but if it works this is gonna be GREAT~!

Wow :D
Title: Re: Bloodlines SDK
Post by: Psycho-A on January 17, 2017, 03:10:42 AM
Oh. my. god.
Thanks for releasing this.
Lip Sync editor is weird to learn but after a couple minutes very easy...
I haven't finished making one yet but if it works this is gonna be GREAT~!
Wow :D
For now it tested on Windows 7 only. If you see some oddities or bugs on your different system, please, report them here!
Title: Re: Bloodlines SDK
Post by: Icicle on January 17, 2017, 03:38:25 AM
Oh. my. god.
Thanks for releasing this.
Lip Sync editor is weird to learn but after a couple minutes very easy...
I haven't finished making one yet but if it works this is gonna be GREAT~!
Wow :D
For now it tested on Windows 7 only. If you see some oddities or bugs on your different system, please, report them here!

I am using Windows 10.

Ok a few things:
1. It likes to start Maximized automatically, but it misjudges the screen, so it appears 1/2 an inch from the top of the screen, which hides the "Phoneme Editor" and "Sounds" button at the bottom. Unmaximizing it makes it a tiny little rectangle on the screen, sometimes at the top left, sometimes in the middle of the screen. But maximize it from the tiny rectangle and it looks fine.

2. After first re-extract, if you try to clear/re-extract it will often crash. This isn't that bad, because I can't find a way to change where the phonemes start and end, once it extracts they seem 'stuck' on the timeline and can't be edited. I can add/delete words, but once I add a word myself, I can't add phonemes to it. Like I tried adding the phoneme "aa" and it just did nothing.

3. Select one word, then shift-select another word (I was trying to select 6 words by choosing start and end), it crashed. CTRL+click many words works though.

4. Like I said, no way to change start/end times of phonemes, so whatever Re-extract makes seems stuck that way. It's OK because I can just edit .lip file myself. First speech line .mp3 I tried, Re-extract did everything perfect automatically. The second line I tried (a different .mp3), it put some phonemes in the wrong places, so I'll have to change it myself (in this case it still did half of the line right, so it still saves me time even when it doesn't get it 100% right).

5. You can select areas of timeline but do nothing with them except playback that part. I think editing features must be broken?

6. Sometimes selecting 'Cleanup phonemes' from context menu crashes it. Cleanup phonemes does nothing for me anyway, no big deal.

7. Select many words, choose "Redo Extraction of Selected Words", does nothing.

8. After making two .lip files (I exit program and start over after each one), the Enter Name box pops up but closes immediately, the program still opens though. (Edit: After a few more runs, the Name box stays on screen again..)

I tried going to .exe in tools of SDK, and changing Compatibility to Windows 7, but same things.

Still a great program even with all these bugs :P

One more thing:

TTZ/TTH View stopped working! I right-click them and choose View, does nothing now. VTF view still works!
(I renamed SDKBinaries\tools\Texture Utils to "Texture Utils-not working" and then copied "Texture Utils" from older SDKBinaries\tools... it works again for me. So it's new SDK problem)
Title: Re: Bloodlines SDK
Post by: Psycho-A on January 17, 2017, 04:55:56 AM
Quote
1. It likes to start Maximized automatically, but it misjudges the screen, so it appears 1/2 an inch from the top of the screen, which hides the "Phoneme Editor" and "Sounds" button at the bottom. Unmaximizing it makes it a tiny little rectangle on the screen, sometimes at the top left, sometimes in the middle of the screen. But maximize it from the tiny rectangle and it looks fine.
Not sure if understood you correctly. Can you make a few screenshots of this?

Quote
2. After first re-extract, if you try to clear/re-extract it will often crash. This isn't that bad, because I can't find a way to change where the phonemes start and end, once it extracts they seem 'stuck' on the timeline and can't be edited. I can add/delete words, but once I add a word myself, I can't add phonemes to it. Like I tried adding the phoneme "aa" and it just did nothing.
Left-click on certain words on the waveform and press Delete to clear them one by one (they will be removed togerther with phonemes). After that, new Re-extracting should work fine. Also, as I said, you don't need to manually add phonemes or words - all you need is enter Phrase text on the first, and then the program will do all other things automatically. And manually adding phonemes works normal on my side as well...

Quote
3. Select one word, then shift-select another word (I was trying to select 6 words by choosing start and end), it crashed. CTRL+click many words works though.
It's normal on my side, but maybe it's really like this on your system. You better delete words manually or do the mouseover selection on waveform to select certain group of words.

Quote
4. Like I said, no way to change start/end times of phonemes, so whatever Re-extract makes seems stuck that way. It's OK because I can just edit .lip file myself. First speech line .mp3 I tried, Re-extract did everything perfect automatically. The second line I tried (a different .mp3), it put some phonemes in the wrong places, so I'll have to change it myself (in this case it still did half of the line right, so it still saves me time even when it doesn't get it 100% right).
Shift + Drag phoneme with mouse works fine for me. Maybe there are some other limitations I can't replicate, and sadly it should be the native FacePoser's limitations, not mine tool (I used version with closed source code and can't change it).

Quote
5. You can select areas of timeline but do nothing with them except playback that part. I think editing features must be broken?
Probably yes - like I said, I'm still haven't access to some native program features.

Quote
8. After making two .lip files (I exit program and start over after each one), the Enter Name box pops up but closes immediately, the program still opens though. (Edit: After a few more runs, the Name box stays on screen again..)
Name box (if you mean entering speaker name) appears if only speaker name is unknown - like it happen for creating .lip files from scratch. If you're editing already existing .lips, the speaker_name takes automatically from this, and saves on exit (entering box doesn't appear - it's just short console import log with the same size). Maybe I'm wrong making that behavior, and it's better to keep ability change names for every files, but hiding this significantly shorts editing time of existing files. Please, tell (you and others) your opinion about it.

Quote
I tried going to .exe in tools of SDK, and changing Compatibility to Windows 7, but same things.
It starts from .bat using the SDK main menu. Don't launch it by .exe or bat manually.

P.S. I also tested it on Windows XP, and it works the same as on Win7 for me...

Quote
TTZ/TTH View stopped working! I right-click them and choose View, does nothing now. VTF view still works!
(I renamed SDKBinaries\tools\Texture Utils to "Texture Utils-not working" and then copied "Texture Utils" from older SDKBinaries\tools... it works again for me. So it's new SDK problem)
Ah, dammit, it's really my fault. The fixed SDK build is already reuploaded onto the same link. Thanks for your reports!
Title: Re: Bloodlines SDK
Post by: Icicle on January 17, 2017, 05:12:14 AM
Quote
I tried going to .exe in tools of SDK, and changing Compatibility to Windows 7, but same things.
It starts from .bat using the SDK main menu. Don't launch it by .exe or bat manually.

P.S. I also tested it on Windows XP, and it works the same as on Win7 for me...

I have two sandbox virtual PCs, a Windows 7 and a Windows XP. I will test it in these, maybe Windows 10 causing these issues...
Title: Re: Bloodlines SDK
Post by: Icicle on January 17, 2017, 05:31:08 AM
Yeah Windows 10 makes the interface all messed up and terrible!

In Windows 10, the interface starts maximized, but it's positioned wrong, so there's a gap of ~100px at the top of the screen, and the bottom of the program is out of the screen.

In Windows 10, the two parts of the program, the audio selection and the waveform part at the top, are not visible, you have to click these two tiny tabs at the bottom to make them appear, otherwise the program just looks blank and unuseable.

BUT in Windows XP, it crashes a lot. I click Play to play the sound file... crash. I click on the timeline in the wrong place... crash.

So I'll try Windows 7 next...
Title: Re: Bloodlines SDK
Post by: Psycho-A on January 17, 2017, 05:35:42 AM
In Windows 10, the interface starts maximized, but it's positioned wrong, so there's a gap of ~100px at the top of the screen, and the bottom of the program is out of the screen.
As I asked - please, attach the screenshot from your PC into this topic so I can see what's exactly wrong.
And yes, I updated my previous post, please, re-read...
Title: Re: Bloodlines SDK
Post by: Icicle on January 17, 2017, 05:42:26 AM
In Windows 10, the interface starts maximized, but it's positioned wrong, so there's a gap of ~100px at the top of the screen, and the bottom of the program is out of the screen.
As I asked - please, attach the screenshot from your PC into this topic so I can see what's exactly wrong.
And yes, I updated my previous post, please, re-read...

Lip sync in Windows 10:

(https://s29.postimg.org/dyy9f8odv/screen01.jpg) (https://postimg.org/image/dyy9f8odv/)

(https://s23.postimg.org/gz7fithc7/screen02.jpg) (https://postimg.org/image/gz7fithc7/)

(https://s27.postimg.org/mtqyz8d27/screen03.jpg) (https://postimg.org/image/mtqyz8d27/)
Title: Re: Bloodlines SDK
Post by: Icicle on January 17, 2017, 05:49:21 AM
Lip sync in Windows 10:

Windows 7, same interface issues.

Also, no Sound playback, can't hear anything, and sound is working (other sounds in system/music player play fine).

Edit: Ok it works once you Re-extract. Before that Play doesn't work (it did in Windows 10).

Tried to shift+click to move a phoneme, nothing happens.
(<<nevermind this, see my next post)

Tried to shift+click on a word just for test, it crashed.

Edit 2: After restarting after the crash, the maximize problem is still there, except re-maximizing won't fix it. The tabs are hidden at the bottom..hmm.

That little tiny box that appears at the top of the screen, I can drag and resize... don't need to maximize.
Title: Re: Bloodlines SDK
Post by: Icicle on January 17, 2017, 05:56:27 AM
Ok, my bad. Shift+click move phoneme works in Windows 10! I am so happy about this.

I must have messed it up when I tried before, by not choosing Commit Extraction before trying, or something.

CTRL+Click selected phoneme at the edge allows a resize too.

This is PERFECT :D No more manual editing!

LOL, I tested this on the two lines my male prostitute has for Nosferatu players. It works flawlessly haha :)

There are plenty of lines where the extraction nails it the first time, and I don't have to do ANY editing. Wow...
Title: Re: Bloodlines SDK
Post by: Psycho-A on January 17, 2017, 06:54:04 AM
Lip sync in Windows 10:
(https://s29.postimg.org/dyy9f8odv/screen01.jpg) (https://postimg.org/image/dyy9f8odv/)
Seems like your system doesn't access registry settings optimized for this tool. Have you tried to run the SDK or LipSync tool with Admin rights?
Here's the correct tool window in Windows 7 where all unused windows are disabled:
Title: Re: Bloodlines SDK
Post by: Icicle on January 17, 2017, 07:20:34 AM
Bingo, thanks. I changed my SDK shortcut to run with Admin privs. It was popping up asking to change the registry every time before, now it doesn't, and the window looks exactly like what you're showing in the screenshot now.

I finished my male prostitute's lip sync and worked out the little bugs with it in just under 1.5 hours. This is really great. Now all I have to do is alter an existing model and reskin him.
Title: Re: Bloodlines SDK
Post by: Psycho-A on January 17, 2017, 07:47:34 AM
Bingo, thanks. I changed my SDK shortcut to run with Admin privs. It was popping up asking to change the registry every time before, now it doesn't, and the window looks exactly like what you're showing in the screenshot now.

I finished my male prostitute's lip sync and worked out the little bugs with it in just under 1.5 hours. This is really great. Now all I have to do is alter an existing model and reskin him.
Glad to help :)
Also, please, redownload the SDK archive, where I added admin rights inside of tool, restored TTZ View work and also made a couple LipSync interface fixes.
About error playing sound files - please, try to import some original .mp3s and tell, is the error still prevents playing? If it'll be okay here, I'll quickly fix this for wavs too.
Title: Re: Bloodlines SDK
Post by: Icicle on January 17, 2017, 08:50:39 AM
Bingo, thanks. I changed my SDK shortcut to run with Admin privs. It was popping up asking to change the registry every time before, now it doesn't, and the window looks exactly like what you're showing in the screenshot now.

I finished my male prostitute's lip sync and worked out the little bugs with it in just under 1.5 hours. This is really great. Now all I have to do is alter an existing model and reskin him.
Glad to help :)
Also, please, redownload the SDK archive, where I added admin rights inside of tool, restored TTZ View work and also made a couple LipSync interface fixes.
About error playing sound files - please, try to import some original .mp3s and tell, is the error still prevents playing? If it'll be okay here, I'll quickly fix this for wavs too.

Sound Playing problem was only on my Win7 virtual box, which has working sound.

I just put the new SDK there, which I just downloaded from your link now.

I ran the SDK with admin privs, opened Lip Sync, it asked for the mp3, then opened properly.

Works now - I double-click the sound file in the list, and it plays auto. I think you fixed it


P.S.

Wesp says you managed to get water working in some maps? How do you get water working??? I've tried so many things to trick VtMB into getting the water back but nothing worked for me
Title: Re: Bloodlines SDK
Post by: Psycho-A on January 18, 2017, 05:47:02 AM
Another update (v1.6+)!
Please, re-read the SDK readme to get some usage notes about new tools!

Quote
- LipSync Editor renamed to "Lip/VCD Editor" and extended to create and edit VCD files as well.
  -- Now users can edit existing or create new .vcd files to manage NPC gestures and dialog lines.
  -- Fixed some bugs found by users in the tool work and reorganized importing editing files.

- Made normal naming to clan-specific replies in "Dialogue Editor" being "Unknown" before.
- Another small SDK file system reorgranization (do not install over older versions!).
- Improved SDK readme and added usage details for new tools.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Icicle on January 18, 2017, 05:50:57 AM
sweet... :)
Title: Re: Bloodlines SDK
Post by: Icicle on January 18, 2017, 07:51:46 AM
any idea what's wrong wth TexConvert / VTF View export?

Some textures get screwed up by it... part of texture gets changed black(erased), which ruins the texture..

these ones I've found so far have this problem:

brick/
building1windowalit
itwndwa
itwndwa_lit
itwndwb
itwndwblit
theatwlld
theatwlldlit
tutwndwa

building/
labldg13
labldg22
labldg40
labldgbs01lit
labldgbs13
(all the chinabldg, labldg, some windawa ones... all having problems)

plaster/
wndweblit

stone/
vtwrdoorab
vtwrdoorat
vtwrwllb
vtwrwndwclit
vtwrwndwdlit
vtwrwndweb
vtwrwndwet

The viewer shows the original texture correctly, it just can't export properly for some reason

I had to take these ones out of my project because of this, the rest of the world now has doublesized textures though..these won't stick out too much but I'd prefer to resize them all...
Title: Re: Bloodlines SDK
Post by: Icicle on January 18, 2017, 10:36:51 PM
Also, things like...

/materials/models/scenery/furniture/theat_chair/theat_chair.tth/ttz

In the viewer it looks fine...convert it to .tga though, either with TexConvert or the VTF Viewer, it comes out as a transparent image with nothing to it almost...

In viewer:
(https://s23.postimg.org/52hbj5vqf/screen01.jpg) (https://postimg.org/image/52hbj5vqf/)

After export to .TGA:
(https://s30.postimg.org/x0o0ozb59/screen02.jpg) (https://postimg.org/image/x0o0ozb59/)

By contrast, the next files in this same directory..the dirty chair...convert fine and look OK in my image editor.

Anyway since this is 512x512 I can screenshot the VTF Viewer's image and then use that. . . .

If I had to guess I would say that Troika/whoever made some .ttz/.tth with layers and transparency still in them, so the converting process is only grabbing one layer and making a mess out of it. This chair was transparent in .TGA when the complete image from viewing the .TTH/TTZ wasn't at all. The buildings textures were the same (except it turned black instead of transparent, with jagged edges around the part that got extracted), so it has to be multiple layers... the convert just needs to flatten the layers out / merge them.... which it doesn't seem to be doing
Title: Re: Bloodlines SDK
Post by: Psycho-A on January 21, 2017, 12:21:04 AM
Update to v1.6.1
Please, re-read the SDK readme to get some usage notes about new tools!

Quote
- LipSync Editor: Shortened closing time by making some script optimizations.
- LipSync Editor: Importing VCDs now imports all sound files that referred inside of them.
- LipSync Editor: Fixed force changing LIP files not being edited in Phoneme Editor.
- Hammer/FGD: Added a full list of NPC soundgroups to all NPC entities for easy choosing.
- New GUI interface for "Create a New Mod" wizard; also added description for mod's main folder.
- Fixed minimizing and backgrounding the SDK main menu window in some cases.
- Corrected SDK messages when selecting mods with- and without .vpk archives inside.
- Some minor interface/shell fixes, also little improved usage notes in SDK readme.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Icicle on January 21, 2017, 06:06:16 AM
Nice. My feature requests are now:

- TTZ/TTH converter that can extract the textures properly when they are layered/transparent (currently many world/model textures cannot be extracted without a screenshot copy/paste and editing)

- powerful dialog editor like I describe here (https://forums.planetvampire.com/bloodlines-modding/dialogue-editor/msg133617/#msg133617) (allows line insert, adjusts line numbers auto, renames .mp3/lip/vcd and edits vcd auto)

- map compile that can handle water

Title: Re: Bloodlines SDK
Post by: Psycho-A on January 21, 2017, 07:22:31 AM
- TTZ/TTH converter that can extract the textures properly when they are layered/transparent (currently many world/model textures cannot be extracted without a screenshot copy/paste and editing)
They are extract and saves quite well now. Just don't use VTFEdit/TTZView for import form TGAs as they breaks their alpha channels on copy/paste procedure. Just use right-click menus for texture formats (or their "Texture Converter" GUI from SDK menu) for conversion forward and backward, and don't forget to save TGAs with alpha channel in the Image editor you're using, if it was originally exist.

Quote
- powerful dialog editor like I describe here (allows line insert, adjusts line numbers auto, renames .mp3/lip/vcd and edits vcd auto)
VTMBEdit tool from SDK allows to do as you want, except auto-fitting/auto-creating lips or vcds. For this needs I plan to write my own script in the close future.

Quote
- map compile that can handle water
I know about this bug, and it's still hard to found/fix for me. It's VBSP compiler-related problem caused by differences between water lumps in VtMB engine, and original Source one. A lot of reversing needed to find it, which I'm not so strong in. For now you can use water analog brushes that looks almost the same as the original. Just look as it's done on the UP's Pier or Warrens Shortcut map. There's func_illusionary entity with custom water texture (water/blackwater or water/warrenwater2b) with about such contents:
Code: [Select]
"LightmappedGeneric"
{
"$baseTexture" "effects/ref_12"
"%toolTexture" "water/oilfieldwatera"
"$bumpmap" "dev/water_normal"
"$envmap" "env_cubemap"
"$envmapcontrast" "0.85"
"$surfaceprop" "water"
"$translucent" "0"

"$bumpframe" "0"
"$bumpoffset" "[0 0]"
"$scale" "[0.5 0.5]"

"Proxies"
{
"AnimatedTexture"
{
"animatedtexturevar" "$bumpmap"
"animatedtextureframenumvar" "$bumpframe"
"animatedtextureframerate" "24.00"
}
}
}
Above this texture there's placed env_cubemap with high resolution and force-linked brush faces to this water brush. In game it looks like a normal animated water except more rough reflections and opacity. To hear the water sounds and see splashes sprites, you will add a normal water brush (in parallel with our func_illusionary) with regular water texture. It won't be displayed after compiling, but needed effects will kept. I didn't test though, can player swim in this.
Title: Re: Bloodlines SDK
Post by: Icicle on January 21, 2017, 07:27:53 AM
- TTZ/TTH converter that can extract the textures properly when they are layered/transparent (currently many world/model textures cannot be extracted without a screenshot copy/paste and editing)
They are extract and saves quite well now. Just don't use VTFEdit/TTZView for import form TGAs as they breaks their alpha channels on copy/paste procedure. Just use right-click menus for texture formats to conversion forward and backward, and don't forget to save TGAs with alpha channel in the Image editor you're using, if it was originally exist.

No, no. I can import and create TTZ fine.

I mean the existing TTZs that came with the original game. Look at some of my previous posts. They don't extract right, they become messed up looking (mostly black with fuzzy stuff) or missing part of the image and transparent when they shouldn't be.

This is when you convert from TTZ/TTH -> TGA. Taking out of the game, not putting in.

This is a problem with many, MANY textures...not just a few.

(https://s29.postimg.org/d9yjes6qv/ttzextractiontotga.jpg)
Title: Re: Bloodlines SDK
Post by: Psycho-A on January 21, 2017, 07:31:26 AM
Quote
I mean the existing TTZs that came with the original game. Look at some of my previous posts. They don't extract right, they become messed up looking (mostly black with fuzzy stuff) or missing part of the image and transparent when they shouldn't be.
How do you convert them to get such result? If you use "Convert to .tga" menu option, the resulting TGAs get just fine. Just edit in in your graphic editor as you want, and then use "Convert to .ttz" context to get the normal version without these chess in alpha. Or maybe your image editor can't handle alpha channels normally? Regarding your screenshots, that's exactly is - it just enables transparency by default, not giving you ability to normally edit RGB channels. Maybe it's your configuration though.
Title: Re: Bloodlines SDK
Post by: Icicle on January 21, 2017, 07:33:50 AM
Quote
I mean the existing TTZs that came with the original game. Look at some of my previous posts. They don't extract right, they become messed up looking (mostly black with fuzzy stuff) or missing part of the image and transparent when they shouldn't be.
How do you convert them to get such result? If you use "Convert to .tga" menu option, the resulting TGAs get just fine. Just edit in in your graphic editor as you want, and then use "Convert to .ttz" context to get the normal version without these chess in alpha. Or maybe your image editor can't handle alpha channels normally?

see my previous post, I added a screenshot.

I am rightclicking the texture TTZ or TTH, "Convert to TGA" with bloodlines SDK

I already screenshotted this with a model's texture further up this thread...look at that too

I found this problem when I converted all the original textures to double size (1024 -> 2048px etc.), like 10% of them were all messed up looking, either transparent like the one above, or black

(https://s30.postimg.org/q3l0gy3td/how_Iconvert.jpg)
Title: Re: Bloodlines SDK
Post by: Psycho-A on January 21, 2017, 07:37:05 AM
see my previous post, I added a screenshot.
I am rightclicking the texture TTZ or TTH, "Convert to TGA" with bloodlines SDK
Well, as I expected, it's just your GIMP issue - it enables transparency by default. Maybe there's some settings to change this behavior (I use Paint.NET and Photoshop, so I don't know) which allows to view full RGB image without overlapping alpha. So be sure, your TGAs are quite fine. Just tune up viewing mode in your editor. You also may try to re-save your TGA back to TTZ, and see there are everything's as before. You may press Ctrl+M in VTFEdit, and it will show the similar result because these are transparent textures.
Title: Re: Bloodlines SDK
Post by: Icicle on January 21, 2017, 07:48:23 AM
see my previous post, I added a screenshot.
I am rightclicking the texture TTZ or TTH, "Convert to TGA" with bloodlines SDK
Well, as I expected, it's just your GIMP issue - it enables transparency by default. Maybe there's some settings to change this behavior (I use Paint.NET and Photoshop, so I don't know) which allows to view full RGB image without overlapping alpha. So be sure, your TGAs are quite fine. Just tune up viewing mode in your editor. You also may try to re-save your TGA back to TTZ, and see there are everything's as before. You may press Ctrl+M in VTFEdit, and it will show the similar result because these are transparent textures.

Wow, thanks. I just fired up Photoshop and loaded the tga... you're right it looks fine.

DAMN I wish I had thought of this earlier!
Title: Re: Bloodlines SDK
Post by: Icicle on January 21, 2017, 08:23:17 AM
I figured out what's 'wrong' with GIMP...

For some reason it treats alpha channel as full transparency and doesn't show it, EVEN if you are working in a script from console without the user interface! It IGNORES the alpha'd pixels like they are not there!

(Retarded behavior if you ask me, no other image program does this; it should at least show the image and THEN offer to use alpha channel for transparency... I don't see any options in GIMP to turn off this behavior)

Anyway all I have to do is: right-click the only layer -> Add Layer Mask..., choose Transfer layer's alpha channel, click Add, then right click the Layer mask that appears and choose Delete Layer mask...

bam then it appears properly.

I wanna kick someone who made GIMP for this, now I have at least a couple hours of work ahead of me doing directory compares and restoring all the files that were fked up...

I will improve my GIMP script to do this auto........
....argh

but at least now I'll have full texture set at double size :)
Title: Re: Bloodlines SDK
Post by: Icicle on January 21, 2017, 10:20:50 AM
Eh ok it's not so bad.

Wrote a script which grabs file lists of VPKContent/materials/<folder> and myproject/materials/<folder>

then it subtracts all lines from VPKContent list that are already in myproject list

then it copies all files from VPKContent which weren't removed in previous step

then I can batch convert to TGA, batch double size/sharpen/etc. with fixed alpha GIMP script, batch convert to .ttz, batch edit VMT with double texture size line


...

But there's still a bunch of files left in my project which have that stupid issue Gimp caused. ugh. I have to find them on my own

maybe I can batch convert the ttz already there back to .tga,

then use an image finder program that checks for similarities, use a black image and see if it picks them out...

easier than going through thousands of files by hand.....................

............

nope, I've searched around a lot, seems like nobody has made a tool just for searching images on your computer by color....... ???????? even though there are zillions of these things for the web?

anyway I think it would be faster just to reconvert the entire materials library over again, rather than hunting for this issue in thousands of textures

.........
so instead of doing it partially manually like before

I am gonna make a powershell script to handle this stuff, ugh

I will shell script all material folders in VPKContent and then just fix or take out any ones that won't work (like textures that must be transparent)
Title: Re: Bloodlines SDK
Post by: Icicle on January 21, 2017, 08:54:07 PM
next best thing...I got SageThumbs, allows TGA (and many more) thumbnails etc. in Windows

now I can find the bad images easily and fix this mess...

wrote another script which grabs all my existing .ttz/.tth in my project /materials/ folder, copies elsewhere, then converts all to TGA... so all I have to do is pan over thumbnails of one folder. phew
Title: Re: Bloodlines SDK
Post by: Icicle on January 21, 2017, 10:39:53 PM
Update to v1.6.1
Please, re-read the SDK readme to get some usage notes about new tools!

Quote
- LipSync Editor: Shortened closing time by making some script optimizations.
- LipSync Editor: Importing VCDs now imports all sound files that referred inside of them.
- LipSync Editor: Fixed force changing LIP files not being edited in Phoneme Editor.
- Hammer/FGD: Added a full list of NPC soundgroups to all NPC entities for easy choosing.
- New GUI interface for "Create a New Mod" wizard; also added description for mod's main folder.
- Fixed minimizing and backgrounding the SDK main menu window in some cases.
- Corrected SDK messages when selecting mods with- and without .vpk archives inside.
- Some minor interface/shell fixes, also little improved usage notes in SDK readme.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)

Sorry for all the posts in this thread ... here's the latest SDK as of this post
Title: Re: Bloodlines SDK
Post by: Psycho-A on January 25, 2017, 06:44:48 PM
Update to v1.6.2
Please, re-read the SDK readme to get some usage notes about new tools!

Quote
- LipSync Editor: Shortened file importing time by making script optimizations.
- LipSync Editor: Fixed issues on importing .wav and .mp3 files from VCD links.
- LipSync Editor: Added support for opening .lip and .vcd files from Windows context menu.
- Added simple tool "Captions Editor" to quick edit or localize subtitles inside .lip files.
  -- Tool works from the SDK menu (File Open dialog) and Windows context menu item.
  -- Please, test and report bugs here!

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Psycho-A on January 28, 2017, 08:01:30 PM
Update to v1.6.3
Quote
- LipSync Editor: Fixed saving .lip files with more than 200 chars subtitles.
- Captions Editor: Fixed and improved text reading algorythms and speed-up work.
- Captions Editor: Fixed insterface issues and aligning height of text box.
- "Edit Subtitles" is now default double-click action for .lip files (opens Captions Editor).

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Icicle on January 28, 2017, 08:19:34 PM
Update to v1.6.3
Quote
- LipSync Editor: Fixed saving .lip files with more than 200 chars subtitles.
- Captions Editor: Fixed and improved text reading algorythms and speed-up work.
- Captions Editor: Fixed insterface issues and aligning height of text box.
- "Edit Subtitles" is now default double-click action for .lip files (opens Captions Editor).

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)

Not a huge issue, but now when I load the Bloodlines SDK menu up, it quickly flickers and disappears, then reappears, 3 to 4 times before I can use it. It didn't do that in the last release...
Title: Re: Bloodlines SDK
Post by: Psycho-A on January 28, 2017, 09:37:54 PM
Not a huge issue, but now when I load the Bloodlines SDK menu up, it quickly flickers and disappears, then reappears, 3 to 4 times before I can use it. It didn't do that in the last release...
Please, try to redownload, I tried to fix your issue, not being to reproduce it myself though...
Title: Re: Bloodlines SDK
Post by: Icicle on January 28, 2017, 09:45:38 PM
Correction, it only did it the first two times.

Now it doesn't do it. Disregard, I'm not sure what was going on there...could be Windows? Who knows
Title: Re: Bloodlines SDK
Post by: Psycho-A on February 01, 2017, 09:57:37 PM
Update to v1.6.4
Quote
- Map Compilers [cr]: Increased MAX_MAP_BRUSHES to 32768 to be able to compile huge maps.
- Map Compilers [cr]: Increased MAX_MAP_BRUSHSIDES to 256000 to be able to compile huge maps.
- Map Compilers [cr]: Increased MAX_MAP_TEXINFO to 32768 to be able to compile huge maps.
- LipSync Editor: Fixed crashing file parser during saving .lip files with long phoneme data.
- Source code: Updated code repository.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Icicle on February 01, 2017, 10:21:34 PM
works great thanks!
Title: Re: Bloodlines SDK
Post by: Icicle on February 02, 2017, 07:17:47 AM
oops, not quite.

the engine still doesn't like how many brushes there are...
after compile, Vampire.exe starts trying to load then the program exits with this pop-up:

(https://s23.postimg.org/ap59zdpej/toomanyplaneserror_aftercompile.jpg)

no worries I'll just delete those novis ones like you said

I'm gonna have to cannibalize an existing building for my meat factory then, since I won't be able to make a new building

not finding many novis brushes actually, but the parking garages all have a lot of unnecessary brushes, just removing some and stretching others works

ya and there's a lot of blocks on the ground with tools_invisible, no apparent reason, might even clip the player unnecessarily? I don't know if tools_invisible does that but they seem to serve no purpose so, deleting those... (hope they aren't leak sealers but whatever, I can fix leaks myself)

also around the sewers there are some sewer pipes just floating in the void? I think they probably had them there as a template to copy/paste into the rest of the sewers and just left them there, lots of stuff to delete

wow...what...I deleted a bunch without causing a single leak, nice

Edit: got it, deleting enough brushes made it work fine again
Title: Re: Bloodlines SDK
Post by: Icicle on February 02, 2017, 08:44:10 AM
Hey Psycho-A,

Lenuska told me that the SDK allows use of any static model without animation, with no limit of vertices. Physics shells don't work normally (I don't care, I can just put a clip box around the prop). She said I can make any model in Blender, export as a .SMD file, write the QC file, and compile a new model working in-game with the SDK.

She said she didn't know exactly how to do this though. She also said you wanted to write a guide but never got around to it - can you tell me how it works? If I get it going I can put it in my guide later. Thx
Title: Re: Bloodlines SDK
Post by: Psycho-A on February 10, 2017, 08:58:55 PM
Lenuska told me that the SDK allows use of any static model without animation, with no limit of vertices. Physics shells don't work normally (I don't care, I can just put a clip box around the prop). She said I can make any model in Blender, export as a .SMD file, write the QC file, and compile a new model working in-game with the SDK.
Yes, you can do it. Model compiler included in the SDK allows compile any static models. The QC syntax is the same as for HL2. As for physics - it's okay for player, but can be transparent to NPCs, so, as you said, placing clip brushes is the solution (they also may be parented to model as func_brush if make model to be prop_physics). Btw, you also can create simple models with kHED Editor, included inside the SDK too - it's very easy! And it allows to directly export models to SMD or import SMDs of game's decompiled models. Sometimes result of importing may be glitchy, but mostly okay.

She said she didn't know exactly how to do this though. She also said you wanted to write a guide but never got around to it - can you tell me how it works? If I get it going I can put it in my guide later. Thx
I planned this, but sadly now I haven't enough time for reflections :(. Maybe a bit later, after the final UP 9.7 will be released...

As for you map's "Too much planes" thing... The decompiling of BSPs is inaccurate process, so often adds some junk planes or breaks optimization. To make compiling good, you first need to re-optimize map. It's basically supposed next:
1) Make ALL back plane surfaces that player can't see to be NODRAW.
2) Make ALL detail brush objects (that's not basic world geometry and not sealing it) to be func_detail. F.e., rough building boxes will be as world brushes, but fine detailing around this box are func_details.
3) Avoid crossing brush surfaces and each-other penetrations, so always cut or divide these brushes to avoid the mutual overlappings.
4) DON'T use "Carve" method of making holes inside of brush as it may create junk planes and vertexes.
5) Always use snapping to grid for brush vertexes. If you encountered the misalligned brush, do snapping. To make it more fine, you can use Vertex mipulation tool.
6) Avoid creating excess VisLeafs, so always check symmetry of opposite brushes if it's supposed to be a correct form. Even shifting of opposite wall at 0.5 unit will create new VisLeaf and slow the compiling.
Title: Re: Bloodlines SDK
Post by: Icicle on February 10, 2017, 11:10:15 PM
Cool, thanks for the info. I'm going to try this out.
Title: Re: Bloodlines SDK
Post by: Icicle on February 11, 2017, 05:10:18 PM
slow the compiling.

As for this, check out this patcher utility (http://www.ntcore.com/4gb_patch.php). It's very small.  It enables 32-bit .exes to become compatible with 64-bit resource allocation, and removes performance bottleneck running these programs on x64 systems (they aren't slow anymore because of 32-bit compatibility/emulation).

I used this on all .exe in /SDKBinaries/ (not the subdirs) and they all work perfectly, and map compiles over 2x faster. Hammer lags less too (still crashes from env_sprite issue on maps, so what. Also crashes when vampire.exe dev mode starts sometimes still, again so what. No different from before)

It makes a backup of the original .exe auto.  If one .exe doesn't work, just restore from the backup it makes.

Anyway you could use this to make 64-bit version of your Bloodlines SDK...
Title: Re: Bloodlines SDK
Post by: Psycho-A on February 11, 2017, 11:55:49 PM
Update to v1.6.5
Quote
- LipSync Editor: Fixed working on some machines and added console window with process log.
- LipSync Editor: Fixed Editor window not-showing and improved "Enter Speaker name" dialog.
- LipSync Editor: Fixed opening .lip files if they're not inside of sound/ folder.
- LipSync Editor: Prevented opening Phoneme Editor if none of .lip/.wav pair imported.
- LipSync Editor: Fixed detecting phrase's end-time in case of buggy word's phonemes.
- Hammer/FGD: Fixed description and default value on "Floats Frequency" of NPC entities.
- A few other various minor fixes.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Psycho-A on March 06, 2017, 07:12:33 PM
Update to v1.6.6
Quote
- Generic: Fixed working some tools and scripts on Windows 10 and non-admin user accounts.
- Hammer/Shell: Fixed miss of current project/game configuraion in some cases.
- Captions Editor: Added ability to fully disable subtitles and speaker inside .lip files.
- Captions Editor: Fixed appending new captions and speaker-name if source data is empty.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Entenschreck on March 14, 2017, 09:49:19 PM
Awesome, thank you very much! Had to be said again. I'm really glad you keep updating the SDK. If you ever find out how to import/create animations for models I'm going to found a religion and worship you.

In the meantime I've got a suggestion for a future update. Could you please add some more optional commands for the compilers? Running vvis.exe with
-final or vrad.exe with -staticproplighting, for example. I tried to add them manually, but I ended up screwing up the whole menu...
Title: Re: Bloodlines SDK
Post by: Psycho-A on March 15, 2017, 05:48:31 AM
In the meantime I've got a suggestion for a future update. Could you please add some more optional commands for the compilers? Running vvis.exe with
-final or vrad.exe with -staticproplighting, for example. I tried to add them manually, but I ended up screwing up the whole menu...
Just open to yourself the presets I included into the Hammer compiling options. Everything possible and required for various settings are there ;)
About "-staticproplighting" - I would be so happy to add this feature into VRAD, and even tried to do it - but it's not supported by BSP version 17, and game engine doesn't read any extra-lumps from BSP file :(

Here are my future plans if I'll have time, health and required knowledges:
1) Add auto-creating Hammer VisGroups by object types;
2) Implement browsing models and sounds directly in Hammer;
3) Add auto-saving progress on VMFs during some time period;
4) Implement normal computing shadows from static prop models (use original mesh instead of collision or bounding boxes);
5) Fix rain and water compiling and rendering;
6) Improve entity data in Hammer by more deep game entities analysis;
7) Fix model compiler work with physics models, multiple bones and hitboxes;
8) Try to enable animations in Model Viewer;
9) Make FacePoser directly work with .lip files (now it uses custom wrapper) and load facial animations;
...
Title: Re: Bloodlines SDK
Post by: atrblizzard on March 18, 2017, 12:22:15 PM
Here are my future plans if I'll have time, health and required knowledges:
1) Add auto-creating Hammer VisGroups by object types;
2) Implement browsing models and sounds directly in Hammer;
3) Add auto-saving progress on VMFs during some time period;
4) Implement normal computing shadows from static prop models (use original mesh instead of collision or bounding boxes);
5) Fix rain and water compiling and rendering;
6) Improve entity data in Hammer by more deep game entities analysis;
7) Fix model compiler work with physics models, multiple bones and hitboxes;
8) Try to enable animations in Model Viewer;
9) Make FacePoser directly work with .lip files (now it uses custom wrapper) and load facial animations;
...

If you could get VisGroups to be created and organized in the same way as post-2004 Hammer can, then you're already making Hammer 100x better. It makes life painstakingly easy, something you can't go back from once you used any newer version of Hammer since HL2.

It'd also be really useful to have something like Instances from later versions of Hammer, it would make managing multiple chunks of maps separately easier, which then would get merged when the 'main' map is compiled. There's already a way to that in non-hybrid version of Source, should be quite easy to incorporate VMFInstanceInserter (http://"https://github.com/Metapyziks/VMFInstanceInserter") into the process.

As for enabling animations for Model Viewer, are there any new updates on Bloodlines' MDL format and how it stores animations?
Title: Re: Bloodlines SDK
Post by: Icicle on April 06, 2017, 03:33:20 AM
Update to v1.6.6
Quote
- Generic: Fixed working some tools and scripts on Windows 10 and non-admin user accounts.
- Hammer/Shell: Fixed miss of current project/game configuraion in some cases.
- Captions Editor: Added ability to fully disable subtitles and speaker inside .lip files.
- Captions Editor: Fixed appending new captions and speaker-name if source data is empty.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)

Great work on the SDK, Psycho-A !
Title: Re: Bloodlines SDK
Post by: samspin on May 14, 2017, 02:44:28 AM
Hello everyone, your friendly Planet Vampire admin here  :smile:

Unfortunately Google (in their infinite wisdom) have emailed me to say they've decided that the latest SDK download is malicious and has now added the download URL to their blocklist. Therefore anybody using Google Chrome will receive error messages. I have manually scanned the contents of this SDK and found that it has flagged "cmdow.exe" as a virus. This file, according to other forums, has been flagged as a virus before via AVG back in 2006. Apparently the problem is, this program can be used both legitimately and illegitimately, so virus canners err on the side of caution. https://ritchielawrence.github.io/cmdow/ seems to show an explanation of this. Of course Google's interface refuses to let me review the block until I tick a box to say I've removed the suspicious file, which I am not willing to do as it will break the SDK. I have therefore filled in a form requesting a manual review with an explanation that in this instance, they have got a false positive. Whilst I can certainly understand antivirus companies erring on the side of caution (since cmdow *can* be bundled by malware writers to hide their viruses' progress) the program itself is *not* malware and provides useful functionality, such as being able to hide the SDK windows whilst debugging the game. In the meantime this *does* mean if you are using Google Chrome to download the SDK, it will be blocked as a malicious file. It is worth noting that at the time of writing, Adaware Antivirus also flags "cmdow" as a virus erroneously, I am therefore in the process of finding a way to report a false positive to a human being.
Title: Re: Bloodlines SDK
Post by: Psycho-A on May 14, 2017, 11:15:30 AM
Unfortunately Google (in their infinite wisdom) have emailed me to say they've decided that the latest SDK download is malicious and has now added the download URL to their blocklist. Therefore anybody using Google Chrome will receive error messages. I have manually scanned the contents of this SDK and found that it has flagged "cmdow.exe" as a virus. This file, according to other forums, has been flagged as a virus before via AVG back in 2006. Apparently the problem is, this program can be used both legitimately and illegitimately, so virus canners err on the side of caution. https://ritchielawrence.github.io/cmdow/ seems to show an explanation of this. Of course Google's interface refuses to let me review the block until I tick a box to say I've removed the suspicious file, which I am not willing to do as it will break the SDK. I have therefore filled in a form requesting a manual review with an explanation that in this instance, they have got a false positive. Whilst I can certainly understand antivirus companies erring on the side of caution (since cmdow *can* be bundled by malware writers to hide their viruses' progress) the program itself is *not* malware and provides useful functionality, such as being able to hide the SDK windows whilst debugging the game. In the meantime this *does* mean if you are using Google Chrome to download the SDK, it will be blocked as a malicious file. It is worth noting that at the time of writing, Adaware Antivirus also flags "cmdow" as a virus erroneously, I am therefore in the process of finding a way to report a false positive to a human being.

That's too bad, because when I've started using this utility, I knew good there's not any viruses and malwares. Also, I know that some commoner-oriented antiviruses detects as viruses ANY code that makes some hidden manipulations on system, but this is exactly what provides some features of my SDK. Cmdow is the oldest tool that used by thousands scripters on the operating systems features since Win98, and suddenly Google raises the panic. Of course, I can seek some alternative on this utility, but - GOOGLE, YOU'RE WASTING MY TIME!
Title: Re: Bloodlines SDK
Post by: samspin on May 14, 2017, 12:41:09 PM
I have just received a generic response: "Google has received and processed your security review request. Unfortunately, our systems still indicate that URLs on http://www.planetvampire.com/ (http://www.planetvampire.com/) contain content that can harm visitors. Browsers such as Google Chrome will continue to display a warning when users visit your site or click links on your site that lead to downloads containing malware or unwanted software."
I am rather miffed that it appears no human being has even bothered to read my appeal, and that "our systems still indicate..." which only fuels my suspicion they haven't bothered to read it. This is very heavy-handed, to quote from Oliver on Silktrade: "It's a bit like banning all music to prevent another Justin Bieber Album."
I tried to file another appeal, only for the system to tell me that a review has already taken place and to wait a few hours. I will try again after the weekend as that may well mean a human being is available by then to actually *read* an appeal! Watch this space... EDIT: I have now complained about this on Google's Webmaster Forum here (https://productforums.google.com/forum/#!topic/webmasters/FQ8NIWkAie4;context-place=forum/webmasters) in an attempt to find a human being response!
Title: Re: Bloodlines SDK
Post by: Wesp5 on May 16, 2017, 12:00:46 PM
This explains why I recently failed to mail miracle.flame the developer tools folder, so it's not only about Google. Pyscho-A, is this tool really necessary?
Title: Re: Bloodlines SDK
Post by: Psycho-A on May 16, 2017, 12:57:21 PM
This explains why I recently failed to mail miracle.flame the developer tools folder, so it's not only about Google. Pyscho-A, is this tool really necessary?
This tool provides normal displaying of LipSync/VCD Editor windows, and I can't find a real alternative to this which work as I need. Google's technicians at least would read antiviruses report on VirusTotal, that detects this file just as "Unwanted program" or "Tool.HideWindows" (not trojan's or viruses), and don't raise stupid panic. Yes, hiding windows may used for dishonest operations, but - damn, ALL of OS stuff may be used for this, including *.bat files with that you may erase all someone's hard drive content! It's totally stupid for me and just says about competency level of Google's workers.
Title: Re: Bloodlines SDK
Post by: Wesp5 on May 16, 2017, 02:42:34 PM
This tool provides normal displaying of LipSync/VCD Editor windows, and I can't find a real alternative to this which work as I need.

What would be different if this program isn't used? Would there just be some unused batch windows in the background? I could live with that...
Title: Re: Bloodlines SDK
Post by: Psycho-A on May 17, 2017, 01:40:33 PM
What would be different if this program isn't used? Would there just be some unused batch windows in the background? I could live with that...
I'd be glad, but after this Google incident I seek the alternatives and nothing was found. It's not for hiding console windows there, it for UNhiding main program window that often starts hidden by default due to internal program bug. Although I tried to replace cmdow.exe with scripted commands. This work for me, but not so fast and effective as before. Please, test, you and other users, how the LipSync Editor launches in freshly uploaded SDK build, and/or how it opens .vcd files by double-clicking 'em in Windows Explorer. This is the only tradeoff I make if it will work; otherwise we should do mass complaint into Google, so they cancel their blockings. Anyway, download access is fully okay now in Firefox, PaleMoon and Opera with no any warnings.
Title: Re: Bloodlines SDK
Post by: Wesp5 on May 17, 2017, 03:10:53 PM
Please, test, you and other users, how the LipSync Editor launches in freshly uploaded SDK build, and/or how it opens .vcd files by double-clicking 'em in Windows Explorer.

Everything looks fine to me! The LipSync Editor opens and the main menu appears only after initialization, but this is no problem for me as you shouldn't do something there anyway.

Quote
This is the only tradeoff I make if it will work; otherwise we should do mass complaint into Google, so they cancel their blockings.

As I wrote, the problem isn't only with Google. I couldn't mail the SDK to miracle.flame either because his ISP blocked it. So better save than sorry :)!
Title: Re: Bloodlines SDK
Post by: samspin on May 17, 2017, 03:16:50 PM
Please, test, you and other users, how the LipSync Editor launches in freshly uploaded SDK build, and/or how it opens .vcd files by double-clicking 'em in Windows Explorer.

Everything looks fine to me! The LipSync Editor opens and the main menu appears only after initialization, but this is no problem for me as you shouldn't do something there anyway.

Quote
This is the only tradeoff I make if it will work; otherwise we should do mass complaint into Google, so they cancel their blockings.

As I wrote, the problem isn't only with Google. I couldn't mail the SDK to miracle.flame either because his ISP blocked it. So better save than sorry :)!

Thank you for the updates, I can now confirm that Google have removed the malware warning on the Webmaster Console. I do still think blocking anything with "cmdow" is a bit OTT, but it is worth noting that the SDK has been included in the unofficial patch too, and never been flagged. I can only assume this is because the filesize of the unofficial patch is too large for automated scanning at this point in time. Going forward, taking "cmdow" out might save a lot of trouble longer term, as opposed to ending up with the unofficial patch being flagged as malicious, given it's popularity. EDIT: Sorry Wesp, I didn't mean to click "modify" instead of "quote", I've reverted that now and made my own post. Ohhh power comes with responsibility...
Title: Re: Bloodlines SDK
Post by: Wesp5 on May 17, 2017, 10:14:51 PM
EDIT: Sorry Wesp, I didn't mean to click "modify" instead of "quote", I've reverted that now and made my own post.

I didn't even notice this ;).
Title: Re: Bloodlines SDK
Post by: Paynamia on June 12, 2017, 12:10:54 AM
I registered to say that the current version seems to have some issues with the install process, specifically relating to the registry changes. The options for converting to TTZ and VTF are placed in some bugged up key under HKEY_CLASSES_ROOT (looks like a simple mistake based on the name), and another change I haven't tracked down yet has caused some options in my context menu to mess up. Here's a picture.
http://i.imgur.com/EFJNTD4.png (http://i.imgur.com/EFJNTD4.png)
Title: Re: Bloodlines SDK
Post by: Uradamus on June 12, 2017, 06:52:41 AM
Running into a bug with the SDK that is included with UP 9.7 (final). While the initial setup is running, any time a popup should be showing up (for like when it wants you to pick a dir and such), Wine throws an unhandled divide by zero exception for wineconsole.exe. I still managed to get to the SDK launcher window on that first run despite the errors, but after I tried to manually set the dir paths in the SDK's GameCfg.ini I get the crash directly upon launch now. I wasn't getting this with the version that came with UP 9.6 (final), which I had been using earlier today before grabbing the latest patch.

In case it's helpful, here is the dump that Wine spit out with the crash popup that was triggered from this.
Code: [Select]
Unhandled exception: divide by zero in 32-bit code (0x7ed1e978).
Register dump:
 CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b
 EIP:7ed1e978 ESP:0033f9c0 EBP:0033fa88 EFLAGS:00010202(  R- --  I   - - - )
 EAX:00000640 EBX:7ed26000 ECX:00000000 EDX:00000000
 ESI:0033fb7c EDI:00000492
Stack dump:
0x0033f9c0:  001109e8 0033fbd4 0000000d 00000190
0x0033f9d0:  7ed26000 001109e8 0033f9fc 001109e8
0x0033f9e0:  00010007 00000000 0033fa88 00000000
0x0033f9f0:  00000000 00000640 00000492 00000049
0x0033fa00:  00000000 00000000 00000040 00000060
0x0033fa10:  00000000 00000000 00000000 00000000
000c: sel=0067 base=00000000 limit=00000000 32-bit r-x
Backtrace:
=>0 0x7ed1e978 in wineconsole (+0xe978) (0x0033fa88)
  1 0x7ed1f4e1 in wineconsole (+0xf4e0) (0x0033fc68)
  2 0x7ed1fbff WinMain+0x3de() in wineconsole (0x0033fd28)
  3 0x7ed143df main+0xce() in wineconsole (0x0033fdc8)
  4 0x7ed1feeb in wineconsole (+0xfeea) (0x0033fe08)
  5 0x7b461cd9 call_process_entry+0x18() in kernel32 (0x0033fe38)
  6 0x7b462f8c in kernel32 (+0x42f8b) (0x0033fe88)
  7 0x7bc8706c call_thread_func_wrapper+0xb() in ntdll (0x0033feb8)
  8 0x7bc8a1bf call_thread_func+0xce() in ntdll (0x0033ffa8)
  9 0x7bc8704a RtlRaiseException+0x21() in ntdll (0x0033ffc8)
  10 0x7bc57c43 call_dll_entry_point+0x422() in ntdll (0x0033ffe8)
  11 0xf759d01d wine_call_on_stack+0x1c() in libwine.so.1 (0x00000000)
  12 0xf759d180 wine_switch_to_stack+0x1f() in libwine.so.1 (0xffcbabd8)
  13 0x7bc5eb1c LdrInitializeThunk+0x39b() in ntdll (0xffcbac58)
  14 0x7b469610 __wine_kernel_init+0xa5f() in kernel32 (0xffcbbdc8)
  15 0x7bc5faf3 __wine_process_init+0x172() in ntdll (0xffcbbe38)
  16 0xf759b257 wine_init+0x2c6() in libwine.so.1 (0xffcbbe98)
  17 0x7c000c02 main+0x81() in <wine-loader> (0xffcbc2f8)
  18 0xf73ca366 __libc_start_main+0xf5() in libc.so.6 (0x00000000)
0x7ed1e978: divl 0x40(%esi),%eax
Modules:
Module Address Debug info Name (49 modules)
ELF 7b400000-7b7ec000 Dwarf           kernel32<elf>
  \-PE 7b420000-7b7ec000 \               kernel32
ELF 7bc00000-7bd04000 Dwarf           ntdll<elf>
  \-PE 7bc10000-7bd04000 \               ntdll
ELF 7c000000-7c004000 Dwarf           <wine-loader>
ELF 7ec8a000-7ed02000 Deferred        advapi32<elf>
  \-PE 7eca0000-7ed02000 \               advapi32
ELF 7ed02000-7ed4d000 Dwarf           wineconsole<elf>
  \-PE 7ed10000-7ed4d000 \               wineconsole
ELF 7ed4d000-7ed60000 Deferred        libnss_files.so.2
ELF 7ef60000-7efbc000 Deferred        libm.so.6
ELF f69b4000-f69bb000 Deferred        libxfixes.so.3
ELF f69bb000-f69c6000 Deferred        libxcursor.so.1
ELF f6a6c000-f6a96000 Deferred        libexpat.so.1
ELF f6a96000-f6ae0000 Deferred        libfontconfig.so.1
ELF f6ae0000-f6b59000 Deferred        libpcre.so.1
ELF f6b59000-f6c84000 Deferred        libglib-2.0.so.0
ELF f6c84000-f6d10000 Deferred        libharfbuzz.so.0
ELF f6d10000-f6d4e000 Deferred        libpng16.so.16
ELF f6d4e000-f6d5f000 Deferred        libbz2.so.1.0
ELF f6d5f000-f6d78000 Deferred        libz.so.1
ELF f6d78000-f6e40000 Deferred        libfreetype.so.6
ELF f6e40000-f6e53000 Deferred        libxi.so.6
ELF f6e53000-f6e57000 Deferred        libxcomposite.so.1
ELF f6e57000-f6e64000 Deferred        libxrandr.so.2
ELF f6e64000-f6e70000 Deferred        libxrender.so.1
ELF f6e70000-f6e77000 Deferred        libxxf86vm.so.1
ELF f6e77000-f6e7b000 Deferred        libxinerama.so.1
ELF f6e7b000-f6e82000 Deferred        libxdmcp.so.6
ELF f6e82000-f6ead000 Deferred        libxcb.so.1
ELF f6ead000-f6ffa000 Deferred        libx11.so.6
ELF f6ffa000-f700f000 Deferred        libxext.so.6
ELF f7053000-f70e1000 Deferred        winex11<elf>
  \-PE f7060000-f70e1000 \               winex11
ELF f70e1000-f7239000 Deferred        user32<elf>
  \-PE f70f0000-f7239000 \               user32
ELF f7239000-f7367000 Deferred        gdi32<elf>
  \-PE f7250000-f7367000 \               gdi32
ELF f7369000-f736e000 Deferred        libdl.so.2
ELF f7370000-f7374000 Deferred        libxau.so.6
ELF f7374000-f7398000 Deferred        imm32<elf>
  \-PE f7380000-f7398000 \               imm32
ELF f7398000-f73b2000 Deferred        version<elf>
  \-PE f73a0000-f73b2000 \               version
ELF f73b2000-f7572000 Dwarf           libc.so.6
ELF f7572000-f7590000 Deferred        libpthread.so.0
ELF f7590000-f775f000 Dwarf           libwine.so.1
ELF f7761000-f7786000 Deferred        ld-linux.so.2
ELF f7788000-f7789000 Deferred        [vdso].so
Threads:
process  tid      prio (all id:s are in hex)
00000008 Bloodlines SDK.exe
["C:\Program Files\Steam\steamapps\common\Vampire The Masquerade - Bloodlines\Patch_Extras\Developer Tools\Bloodlines SDK\Bloodlines SDK.exe"]
00000009    0
0000000e services.exe
[C:\windows\system32\services.exe]
00000035    0
00000034    0
00000030    0
0000002a    0
00000023    0
0000001f    0
0000001e    0
00000019    0
00000018    0
00000012    0
0000000f    0
00000010 explorer.exe
[C:\windows\system32\explorer.exe /desktop]
0000003c    0
0000003b    0
0000003a    0
00000039    0
00000011    0
0000001c winedevice.exe
[C:\windows\system32\winedevice.exe]
00000029    0
00000026    0
00000025    0
00000022    0
00000021    0
0000001d    0
00000027 plugplay.exe
[C:\windows\system32\plugplay.exe]
0000002d    0
0000002c    0
00000028    0
0000002e winedevice.exe
[C:\windows\system32\winedevice.exe]
00000038    0
00000037    0
00000036    0
00000033    0
00000032    0
0000002f    0
0000003d cmd.exe
[C:\windows\system32\cmd.exe /c SDKBinaries\start_sdk.bat -int ]
0000003e    0
0000003f (D) C:\windows\system32\wineconsole.exe
[wineconsole --use-event=12]
00000040    0 <==
00000043 explorer.exe
[C:\windows\system32\explorer.exe /desktop]
00000048    0
00000047    0
00000046    0
00000045    0
00000044    0
System information:
    Wine build: wine-2.8 (Staging)
    Platform: i386
    Version: Windows XP
    Host system: Linux
    Host version: 4.4.70-1-MANJARO

EDIT: I just tried the latest version of the SDK I could find on here (v1.66+ (17.5.17)) and I am still getting the same problem.
Title: Re: Bloodlines SDK
Post by: Psycho-A on June 15, 2017, 07:43:47 AM
2 Uradamus:
The SDK wasn't managed to get optimal work on emulators like Wine, but I'll try to test it and find the reason in near future.
Title: Re: Bloodlines SDK
Post by: Psycho-A on June 15, 2017, 07:48:59 AM
2 Paynamia:
I'm currently online from phone only and don't get the image you sent. Can you upload it to something else or use forum's attachment, and can you please tell, which is the last version of SDK you dpn't get these issues? I didn't change the converter settings during several versions, and you're first man who tells about it.
Title: Re: Bloodlines SDK
Post by: Uradamus on June 15, 2017, 09:22:08 PM
Psycho-A:
I'm totally fine with it not being optimized for Wine; I'd just like it to be able to launch without problems like it did previously, heh. It had to be something that changed between the 9.6 and 9.7 releases of the UP, since the version with 9.6 ran just fine with enough stuff added through winetricks.

If I recall I had to add in cmd and vcrun2005-2010. I might've also had to install Python as well for something and I already had dotnet up through 4.5.2 installed for other stuff.

I mainly just want to find a way to cleanly get maps exported to a format that I can import into Blender with UVs and material names intact. I was thinking if I could get Propper to work with the SDK's version of Hammer, that might be the solution I've been looking for. Though my lack of experience with Hammer has left me scratching my head more than once on which dirs I need to point the SDK setup at to make Hammer run without errors.

BTW, If you or anyone else here know a better way to go about getting maps into Blender, I'd be glad to hear about them. I've managed to find a few ways now, but usually without the UVs which makes them a no go. I am fine with having to manually add in textures, but I have no desire to recreate the UV maps from scratch just for something I mainly want as a reference to build nice high poly models from.
Title: Re: Bloodlines SDK
Post by: Wesp5 on June 15, 2017, 10:41:23 PM
It had to be something that changed between the 9.6 and 9.7 releases of the UP, since the version with 9.6 ran just fine with enough stuff added through winetricks.

Have you tried the latest version available from here yet? Because Psycho-A removed a tool that made problems with some security programs and site accesses.

Quote
Though my lack of experience with Hammer has left me scratching my head more than once on which dirs I need to point the SDK setup at to make Hammer run without errors.

Normally this should be the main directory where all the subfolders are located, like e.g. "Vampire" for the original game or "Unofficial_Patch" for the patched version.
Title: Re: Bloodlines SDK
Post by: Uradamus on June 16, 2017, 05:50:12 AM
Wesp5:
If v1.66+ (17.5.17) is the latest, then yes I tried it already. It had the same issue.
Title: Re: Bloodlines SDK
Post by: Psycho-A on June 19, 2017, 01:54:33 PM
Update to v1.6.7-beta
Quote
- Swapped cmdow.exe for LipSync Editor with scripted workaround, so Google shoudn't panic more.
- The full SDK source code has been uploaded onto the Planet-Vampire servers for wider user access.
- Texture Utils: Changed system context menus assignment behavior to fix issues on some systems.
- Added 4GB Exe Patcher to use on 64-bit OS for expanding game's or SDK tools RAM usage to 4 GB.
- Attempted to fix console errors in Wine emulators when select-directory-dialog is showing up.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Uradamus on June 19, 2017, 07:25:26 PM
Well, seems I get the same issue with the latest build, even went into the registry and deleted anything that seemed related to the SDK, then deleted my latest Bloodlines install, unpacked a fresh copy, reapplied the latest UP and overwritten the SDK with the latest version. Still getting that same divide by zero error when I try to launch the SDK.

At this point what fire I had for trying to get into modding this game has petered out again. Guess I will try again in another 6 months to a year, heh. But I am still willing to test out any new updates of the SDK you release to see if/when this issue gets cleared up. If you need any extra info from me, just let me know.

BTW, is there a way to follow this thread so that I can get notices sent to my email when someone posts here to make it a little easier keep track of new releases without having to manually check the forums all the time? NVM, just found the notify button, lol. >.<
Title: Re: Bloodlines SDK
Post by: Psycho-A on June 20, 2017, 12:16:53 AM
If you need any extra info from me, just let me know.
Yes, I will. First, please tell me: on what exactly stage of pre-installation or launching that error appears? I mean, what steps you already did before it appear (f.e. clicking on some notify messages, selecting mod destination folder etc.). Second, try to launch freshly-extracted SDK with the file "SDKBinaries\Start_SDK.bat" instead of native exe. It keeps the command prompt window opened, and when your issue will appear, you do the screenshot with the console window log and Wine error message over it. With this you will do a good help for me.
Title: Re: Bloodlines SDK
Post by: Uradamus on June 20, 2017, 07:20:32 AM
The very first time I tried running the SDK that came with the latest UP I think I got the popup telling me that the setup was starting, but as soon as I clicked on the first button to open up the window to chose a dir I got a crash popup from Wine about the divide by zero error. But the initial popup was still there and I was able to hit cancel or whatever to skip manually chosing dirs, and that closed down and the SDK window came up. But any time I tried to click on the option to change game dir I would get the crash popup from Wine again with the same error.

Every single time after that though, including with each SDK update I've tried so far, as soon as I try to launch the SDK I get the the crash popup with the same error as the above instances. I no longer get the initial setup notice popup and the SDK window itself never launches.

I tried to run Start_SDK.bat as suggested (using wineconsole) and that gave the exact same error output as if I were trying to launch from the main exe. I did however decide to give a shot at running sdklauncher.exe and that brings up the main SDK window just fine, so it seems to be a problem somewhere early on with one or more of the bits that try to run before that either with checking the install or running the setup.

I've included the requested screenshot. It's for the main exe, but when I tried to launch the bat I got the exact same output, so it shouldn't really matter. Also, here is the full output from the crash window Wine pops up, should be pretty similar to the one I posted previously.
Code: [Select]
Unhandled exception: divide by zero in 32-bit code (0x7ed1e452).
Register dump:
 CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b
 EIP:7ed1e452 ESP:0033f9c0 EBP:0033fa88 EFLAGS:00010202(  R- --  I   - - - )
 EAX:00000640 EBX:00000492 ECX:00000000 EDX:00000000
 ESI:0033fb7c EDI:0033fa3c
Stack dump:
0x0033f9c0:  001109e8 0033fbd4 0000000d 00000190
0x0033f9d0:  0033f9ec 0033f9fc 7ed26000 001109e8
0x0033f9e0:  00010007 00000000 0033fa88 00000000
0x0033f9f0:  00000000 00000640 00000492 0000004a
0x0033fa00:  00000000 00000000 00000040 00000060
0x0033fa10:  00000000 00000000 00000000 00000000
Backtrace:
=>0 0x7ed1e452 in wineconsole (+0xe452) (0x0033fa88)
  1 0x7ed1f09b in wineconsole (+0xf09a) (0x0033fc68)
  2 0x7ed1f715 WinMain+0x384() in wineconsole (0x0033fd28)
  3 0x7ed143b7 main+0xd6() in wineconsole (0x0033fdc8)
  4 0x7ed1fa64 in wineconsole (+0xfa63) (0x0033fe08)
  5 0x7b461c99 call_process_entry+0x18() in kernel32 (0x0033fe38)
  6 0x7b462d5c in kernel32 (+0x42d5b) (0x0033fe88)
  7 0x7bca51cc call_thread_func_wrapper+0xb() in ntdll (0x0033feb8)
  8 0x7bca843f call_thread_func+0xce() in ntdll (0x0033ffa8)
  9 0x7bca51aa RtlRaiseException+0x21() in ntdll (0x0033ffc8)
  10 0x7bc75b93 call_dll_entry_point+0x432() in ntdll (0x0033ffe8)
  11 0xf759b50d wine_call_on_stack+0x1c() in libwine.so.1 (0x00000000)
  12 0xf759b670 wine_switch_to_stack+0x1f() in libwine.so.1 (0xffc21828)
  13 0x7bc7cd9b LdrInitializeThunk+0x39a() in ntdll (0xffc218a8)
  14 0x7b46950a __wine_kernel_init+0x929() in kernel32 (0xffc22a18)
  15 0x7bc7d99d __wine_process_init+0x15c() in ntdll (0xffc22a88)
  16 0xf759a418 wine_init+0x2d7() in libwine.so.1 (0xffc22ae8)
  17 0x7c000c02 main+0x81() in <wine-loader> (0xffc22f48)
  18 0xf73c8253 __libc_start_main+0xf2() in libc.so.6 (0x00000000)
0x7ed1e452: divl 0x40(%esi),%eax
Modules:
Module Address Debug info Name (49 modules)
ELF 7b400000-7b7eb000 Dwarf           kernel32<elf>
  \-PE 7b420000-7b7eb000 \               kernel32
ELF 7bc00000-7bd24000 Dwarf           ntdll<elf>
  \-PE 7bc40000-7bd24000 \               ntdll
ELF 7c000000-7c004000 Dwarf           <wine-loader>
ELF 7ec8a000-7ed02000 Deferred        advapi32<elf>
  \-PE 7eca0000-7ed02000 \               advapi32
ELF 7ed02000-7ed4d000 Dwarf           wineconsole<elf>
  \-PE 7ed10000-7ed4d000 \               wineconsole
ELF 7ed4d000-7ed60000 Deferred        libnss_files.so.2
ELF 7ef60000-7efbc000 Deferred        libm.so.6
ELF f69ad000-f69b4000 Deferred        libxfixes.so.3
ELF f69b4000-f69bf000 Deferred        libxcursor.so.1
ELF f6a65000-f6a8f000 Deferred        libexpat.so.1
ELF f6a8f000-f6ad9000 Deferred        libfontconfig.so.1
ELF f6ad9000-f6b52000 Deferred        libpcre.so.1
ELF f6b52000-f6c7d000 Deferred        libglib-2.0.so.0
ELF f6c7d000-f6d09000 Deferred        libharfbuzz.so.0
ELF f6d09000-f6d47000 Deferred        libpng16.so.16
ELF f6d47000-f6d58000 Deferred        libbz2.so.1.0
ELF f6d58000-f6d71000 Deferred        libz.so.1
ELF f6d71000-f6e3e000 Deferred        libfreetype.so.6
ELF f6e3e000-f6e51000 Deferred        libxi.so.6
ELF f6e51000-f6e55000 Deferred        libxcomposite.so.1
ELF f6e55000-f6e62000 Deferred        libxrandr.so.2
ELF f6e62000-f6e6e000 Deferred        libxrender.so.1
ELF f6e6e000-f6e75000 Deferred        libxxf86vm.so.1
ELF f6e75000-f6e79000 Deferred        libxinerama.so.1
ELF f6e79000-f6e80000 Deferred        libxdmcp.so.6
ELF f6e80000-f6eab000 Deferred        libxcb.so.1
ELF f6eab000-f6ff8000 Deferred        libx11.so.6
ELF f6ff8000-f700d000 Deferred        libxext.so.6
ELF f7051000-f70de000 Deferred        winex11<elf>
  \-PE f7060000-f70de000 \               winex11
ELF f70de000-f7237000 Deferred        user32<elf>
  \-PE f70f0000-f7237000 \               user32
ELF f7237000-f7365000 Deferred        gdi32<elf>
  \-PE f7240000-f7365000 \               gdi32
ELF f7367000-f736c000 Deferred        libdl.so.2
ELF f736e000-f7372000 Deferred        libxau.so.6
ELF f7372000-f7396000 Deferred        imm32<elf>
  \-PE f7380000-f7396000 \               imm32
ELF f7396000-f73b0000 Deferred        version<elf>
  \-PE f73a0000-f73b0000 \               version
ELF f73b0000-f7571000 Dwarf           libc.so.6
ELF f7571000-f758f000 Deferred        libpthread.so.0
ELF f758f000-f775d000 Dwarf           libwine.so.1
ELF f775f000-f7784000 Deferred        ld-linux.so.2
ELF f7786000-f7787000 Deferred        [vdso].so
Threads:
process  tid      prio (all id:s are in hex)
00000008 Bloodlines SDK.exe
["C:\Program Files\Steam\steamapps\common\Vampire The Masquerade - Bloodlines\Patch_Extras\Developer Tools\Bloodlines SDK\Bloodlines SDK.exe"]
00000009    0
0000000e services.exe
[C:\windows\system32\services.exe]
0000002b    0
00000026    0
00000020    0
0000001d    0
00000012    0
0000000f    0
00000010 explorer.exe
[C:\windows\system32\explorer.exe /desktop]
00000033    0
00000032    0
00000031    0
00000011    0
0000001a winedevice.exe
[C:\windows\system32\winedevice.exe]
00000025    0
0000001f    0
0000001e    0
0000001b    0
00000023 plugplay.exe
[C:\windows\system32\plugplay.exe]
00000028    0
00000027    0
00000024    0
00000029 winedevice.exe
[C:\windows\system32\winedevice.exe]
00000030    0
0000002d    0
0000002c    0
0000002a    0
00000034 cmd.exe
[C:\windows\system32\cmd.exe /c SDKBinaries\start_sdk.bat -int ]
00000035    0
00000036 (D) C:\windows\system32\wineconsole.exe
[wineconsole --use-event=12]
00000037    0 <==
0000003a explorer.exe
[C:\windows\system32\explorer.exe /desktop]
0000003e    0
0000003d    0
0000003c    0
0000003b    0
System information:
    Wine build: wine-2.9 (Staging)
    Platform: i386
    Version: Windows XP
    Host system: Linux
    Host version: 4.4.71-1-MANJARO
Title: Re: Bloodlines SDK
Post by: Psycho-A on June 20, 2017, 11:12:22 AM
Quote
I've included the requested screenshot. It's for the main exe, but when I tried to launch the bat I got the exact same output, so it shouldn't really matter. Also, here is the full output from the crash window Wine pops up, should be pretty similar to the one I posted previously.
I asked you for launching by .bat file because it brings up native Windows command line window to be visible so I could see which exactly happens on the troubled launching step. Sadly the screenshot you sent me talks about nothing. Also, have you tried the older SDK builds (you supposed to be working) right now? Maybe it's not the SDK's fault at all, and now you get the same error on any version.
Title: Re: Bloodlines SDK
Post by: Uradamus on June 20, 2017, 01:05:59 PM
As I said, when I ran the .bat I got the exact same output as when I ran the main exe, no console showed up, and the output in the console I was using to launch things was identical to what you see in the screenshot from the last post, the error dump was idtentical too, so it made no sense to waste time taking and cleaning up a second screenshot when it would have made no difference.

An interesting thing happened when I unpacked a fresh copy of Bloodlines and installed the 96 final UP, the included SDK ran into the same exact error even though it didn't previous to trying to run the version that came with 97 final and the newer SDK builds. So I created a whole new prefix, reinstalled steam and bloodlines, installed the 97 final UP, and then the latest SDK, and ran into the same problem, when I again got rid of Bloodlines, unpacked a fresh copy and went with 96 again, I ran into the same problem again.

BUT, after doing this all over again, fresh prefix, fresh Steam, fresh Bloodlines and this time going with 96 final right form the start, I was able to get the version of the SDK that came with that to run the setup cleanly with no errors, well except when I went to run the unpacker it was looking to the wrong dir and told me I should edit the related config file through the SDK interface.

So one thing this tells me is that the versions of the SDK after what's included with 96 final UP are probably setting something wrong in the registry, that is the only explanation for why the version included with 96 can't run properly after a newer version has been run. When I am trying a new install I just delete the Bloodlines install dir (where the UP and dev tools are installed as well) and unpack a clean unpatched copy I keep an archive of to save me from having to download from Steam again, then apply any patches I need to the fresh install. That process doesn't touch the registry though, so something messed up must be going on in there, since all settings saved within the SDK install dir itself are getting wiped when I replace my Bloodlines install. I had a look around in the registry and other than the Trokia stuff with a section for Hammer settings, I couldn't find anything that seemed related to the SDK. Not sure where they might be buried in there,

Edit: Oh, forgot to mention, the new prefixes only got cmd and vcrun2005/2008/2010 as far as extra stuff installed via winetricks. Without that stuff the SDK doesn't run, just in case any one else came along who wanted to try this stuff out in Wine as well.
Title: Re: Bloodlines SDK
Post by: Psycho-A on June 20, 2017, 04:42:37 PM
Hm... Okay, please tell me what version of OS distrib and Wine you're using, and I'll try to reproduce your issue when I have a time.
Title: Re: Bloodlines SDK
Post by: Wesp5 on June 20, 2017, 04:52:52 PM
Hm... Okay, please tell me what version of OS distrib and Wine you're using, and I'll try to reproduce your issue when I have a time.

Maybe the .bat file needs a special command to not auto-close on ending?
Title: Re: Bloodlines SDK
Post by: Uradamus on June 20, 2017, 10:18:52 PM
I'm on the latest 64-bit Manjaro Linux (w/ the Cinnamon desktop) and using Wine-staging 2.9 with a 32-bit prefix.
Title: Re: Bloodlines SDK
Post by: Entenschreck on August 01, 2017, 04:56:37 PM
Hey Psycho-A,
I'm back again with new requests.  :razz:
It seems like you disabled the env_fog_controller entity in one of the latest updates. Can you enable it again, please? I know that it appears to be useless, but it's actually not. It can be used to change fog settings in game via input.
Also, do you know if fogmaxdensity is supported by this version of Hammer? I can't get it to work, but maybe I'm just doing it wrong.

Now about patrolling NPCs. I don't know how to make a guard start patrolling via input. I can select OnTrigger, the guard's targetname, and FollowPatrolPath, but Hammer won't let me put in any parameters. Same with SetupPatrolType.


Title: Re: Bloodlines SDK
Post by: burgermeister01 on August 01, 2017, 08:35:09 PM
Hey Psycho-A,
I'm back again with new requests.  :razz:
It seems like you disabled the env_fog_controller entity in one of the latest updates. Can you enable it again, please? I know that it appears to be useless, but it's actually not. It can be used to change fog settings in game via input.
Also, do you know if fogmaxdensity is supported by this version of Hammer? I can't get it to work, but maybe I'm just doing it wrong.

Now about patrolling NPCs. I don't know how to make a guard start patrolling via input. I can select OnTrigger, the guard's targetname, and FollowPatrolPath, but Hammer won't let me put in any parameters. Same with SetupPatrolType.

There's a lot of cases where I can't set the parameter on the event unless I do a weird workaround: I set the input event to one that DOES accept input params, set what I actually want my parameter to be, then change the event back to the one I want, and it will retain my params. Not ideal, but it works. Also, I'm using an older version of the SDK.
Title: Re: Bloodlines SDK
Post by: Entenschreck on August 02, 2017, 08:01:42 PM
Thanks burgermeister! I'll try that.

I ran into another bug. Sometimes Hammer won't show grouped entities in camera view. They show up in all of the 2d viewports, though.
Selecting them there and ungrouping them fixes it. It hasn't been a big deal so far, but I believe that it can become annoying if it's happening to small groups in a detailed area.
Never happened to me in earlier versions.
Title: Re: Bloodlines SDK
Post by: Psycho-A on August 04, 2017, 12:44:03 AM
It seems like you disabled the env_fog_controller entity in one of the latest updates. Can you enable it again, please? I know that it appears to be useless, but it's actually not. It can be used to change fog settings in game via input.
Hi! Can you confirm that it's somehow affects picture in real time? Because this entity itself does nothing if it's just placed to the map with any settings. Instead, worldspawn's fog values used.

Also, do you know if fogmaxdensity is supported by this version of Hammer? I can't get it to work, but maybe I'm just doing it wrong.
It's not supported by Hammer, because it's not found in VtmB's engine code, so no need to use it.

Now about patrolling NPCs. I don't know how to make a guard start patrolling via input. I can select OnTrigger, the guard's targetname, and FollowPatrolPath, but Hammer won't let me put in any parameters. Same with SetupPatrolType.
There's a lot of cases where I can't set the parameter on the event unless I do a weird workaround: I set the input event to one that DOES accept input params, set what I actually want my parameter to be, then change the event back to the one I want, and it will retain my params. Not ideal, but it works. Also, I'm using an older version of the SDK.
Can both of you please list what exactly inputs (you ever encountered) prevents of setting parameters but supposed to have them? I know about this issue, but the problem is that I don't know which of vtmb-specific inputs are exactly using (or not) additional values, since this info isn't specified anywhere but map files. I supplied with value string some inputs I knew and I found, but other ones I wrote as 'void' as I have lack of info on them. Your information could really help me!

Quote
I ran into another bug. Sometimes Hammer won't show grouped entities in camera view. They show up in all of the 2d viewports, though.
Selecting them there and ungrouping them fixes it. It hasn't been a big deal so far, but I believe that it can become annoying if it's happening to small groups in a detailed area.
Never happened to me in earlier versions.
It never happens to me, and I didn't even touch any stuff depending on VisGroups and 3D-rendering a long-long times. Since what version it got started?

Quote
Also, I'm using an older version of the SDK.
In vain. The latest ones have more upgraded GameData as well as implemented LipSync editing and natural Troika-style lighting on compiled maps.
Title: Re: Bloodlines SDK
Post by: Wesp5 on August 04, 2017, 09:47:51 AM
I know about this issue, but the problem is that I don't know which of vtmb-specific inputs are exactly using (or not) additional values, since this info isn't specified anywhere but map files.

Have you checked Dheu's modding guide? He has a huge entity list at the end which might contain missing inputs.
Title: Re: Bloodlines SDK
Post by: Entenschreck on August 04, 2017, 01:41:45 PM
Quote
Can you confirm that it's somehow affects picture in real time? Because this entity itself does nothing if it's just placed to the map with any settings. Instead, worldspawn's fog values used.

I can't do it myself anymore, because the env_fog_controller doesn't show up in the entity list in the latest version of the SDK, but you can test it yourself. The fog controller responds to input from other entities on a map, like triggers and logic_relays.
It can only be done in Hammer. Python won't work for changing colors, because of some syntax problem.


Quote
Can both of you please list what exactly inputs (you ever encountered) prevents of setting parameters but supposed to have them?

For now I can only tell you about FollowPatrolPath, SetupPatrolType, and TweakParam (iirc), but I'll inform you about any other inputs with issue I come across.
Title: Re: Bloodlines SDK
Post by: Psycho-A on August 05, 2017, 01:16:00 AM
I can't do it myself anymore, because the env_fog_controller doesn't show up in the entity list in the latest version of the SDK, but you can test it yourself. The fog controller responds to input from other entities on a map, like triggers and logic_relays.
Tested, confirmed, and turned fog_controller back to Hammer! The only thing you should know: in VtMB it has no its own Fog* values - instead of them, the required ones use in Map properties (worldspawn), and env_fog_controller just uses to change them (by triggers and entities).

For now I can only tell you about FollowPatrolPath, SetupPatrolType, and TweakParam (iirc), but I'll inform you about any other inputs with issue I come across.
I finally made the deep analysis of all game's vmfs, so now I got valid data types for all existing inputs. No any unavailable or excess values should disturb more :)

Quote
Have you checked Dheu's modding guide? He has a huge entity list at the end which might contain missing inputs.
This was a first doc I used making GameData file for Hammer. It couldn't give me some required information like this. But the SDK update is now coming out.
Title: Re: Bloodlines SDK
Post by: Psycho-A on August 05, 2017, 02:27:11 AM
Update to v1.6.8-wip
Quote
- Hammer/FGD: Fixed incorrect input types on some entities and added missing ones.
- Hammer/FGD: Made and fixed env_fog_controller to be usable since it may control fog values via inputs.

DOWNLOAD (https://www.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Entenschreck on August 06, 2017, 09:33:02 AM
Quote
Update to v1.6.8-wip

Awesome! Thank you very much!  :rock:
Title: Re: Bloodlines SDK
Post by: SCO on October 28, 2017, 10:04:53 PM
Is it possible to add a npc or interactable item (like the phones) to a map without bothering with editing the map on the sdk? I'm thinking of doing a conditional cheat for the clanquest mod to enable all the quests on one playthrough. This actually works, with some scheduling just by bypassing some 'IsClan' checks, and i could just do it that way and ignore inconsistent everything but i'm feeling a bit bored and wanted to see if this is possible. I'd throw in a rat or a phone and a some bullshit about it being a 'secret chimestry skill' to alter memories and presto, conditional cheating toggle.

edit: if i could open a 'dialog' window from python without a speaker on on those vague emails that appear on story state that could work.
Title: Re: Bloodlines SDK
Post by: Wesp5 on October 28, 2017, 10:49:56 PM
Is it possible to add a npc or interactable item (like the phones) to a map without bothering with editing the map on the sdk?

Yes, just use VPKTools to add the entity directly. Before the SDK was born this was the only way to change maps for a long time!
Title: Re: Bloodlines SDK
Post by: SCO on October 29, 2017, 02:54:26 AM
I was hoping for something more ... 'textual', i could put on the python script part of the dlg files. Oh well.

If you're wondering why, textual files can be diff-patched, and to update the 'mod' when the CQM updates is much much easier. This doesn't work with binary files.

Something similar happens with how all Infinity Engine (BG1, BG2 etc) WEIDU mods work, and the reason multiple mods can be combined there.
Title: Re: Bloodlines SDK
Post by: Wesp5 on October 29, 2017, 07:53:55 AM
I was hoping for something more ... 'textual', i could put on the python script part of the dlg files.

Just use VPKTool to extract all the entity data as text files, like I did with all the stuff in the Extras folder. Then you can edit them as you like and just put them back with VPKTool to rebuild them inside the map!
Title: Re: Bloodlines SDK
Post by: Barabbah on August 09, 2018, 05:51:25 AM
One thing really useful would be a list of the content of each .vpk in a text form. It's always painful searching for something without a proper searching mode (I couldn't find one in both the VPKTool and the Packfile Explorer)....
Title: Re: Bloodlines SDK
Post by: Malkav on August 09, 2018, 07:37:25 AM
If you write one, I'm sure Wesp will publish it along with the patch extras. And of course give credit.
Title: Re: Bloodlines SDK
Post by: Barabbah on August 09, 2018, 08:58:08 AM
I have no idea how to do it!
Title: Re: Bloodlines SDK
Post by: Wesp5 on August 09, 2018, 09:34:22 AM
One thing really useful would be a list of the content of each .vpk in a text form.

If you install the SDK it will extract everthing and then you can search all you want!
Title: Re: Bloodlines SDK
Post by: Barabbah on August 09, 2018, 06:20:45 PM
Hoped for a quicker way, like a "extract as txt file". Or an improved search mode. Oh well no problem :)
Title: Re: Bloodlines SDK
Post by: krispy on August 09, 2018, 07:37:03 PM
If you go to map/properties in hammer it will give you a text list of the materials used.

textures are the only list I have found one can get that easily.
Title: Re: Bloodlines SDK
Post by: Psycho-A on August 09, 2018, 08:20:34 PM
One thing really useful would be a list of the content of each .vpk in a text form. It's always painful searching for something without a proper searching mode (I couldn't find one in both the VPKTool and the Packfile Explorer)....
Hm, that's an idea! I'll make detailed listings and include it into the next update...
I can even write some tool that'd search desired files by these listings and quickly extract it :)

I didn't think about it just because the first time we launch SDK, it makes full extraction of VPK contents into SDKContent\VpkContent\ folders, so everyone can take files from it.
Title: Re: Bloodlines SDK
Post by: Barabbah on August 10, 2018, 07:59:52 AM
One thing really useful would be a list of the content of each .vpk in a text form. It's always painful searching for something without a proper searching mode (I couldn't find one in both the VPKTool and the Packfile Explorer)....
Hm, that's an idea! I'll make detailed listings and include it into the next update...
I can even write some tool that'd search desired files by these listings and quickly extract it :)

I didn't think about it just because the first time we launch SDK, it makes full extraction of VPK contents into SDKContent\VpkContent\ folders, so everyone can take files from it.

<3 thanky!!
Title: Re: Bloodlines SDK
Post by: Psycho-A on September 07, 2018, 04:17:43 AM
Update to v1.7.0
Quote
- Added modified StudioCompiler, an user-friendly tool for easy compiling models, features:
  -- Compile any model directly from SMD with full options set (no writing .QC needed!);
  -- Compile models with already existing QC data (legacy Model Compiler feature);
  -- Import & compile all model textures in popular formats with proper materials editor;
  -- Quickly view freshly compiled model as that'll look in game using Model Viewer;
  -- Decompile any Source Engine game models to SMD+QC for quickly importing into your mod.
- Added "3ds Max plugins" to import and export SMD models in Autodesk 3ds Max from v5 to 2019.
- Added "SketchUp plugins" to import and export SMD models and maps in Google SketchUp tool.
- kHED Editor: Added missing offline User Manual as the project's official site is dead.
- The former "Model Compiler" tool renamed to "QC Files Compiler" to reflect its real purpose.
- VTex Converter [cr]: Make it work on textures from *any* .../materials/ or .../materialsrc/ locations.
- VTex Converter [cr]: Fixed creating destination dir and added overriding output dir with "-outdir <dir>" command.
- Texture Converter: Fixed decals format to be compatible when using decal as a regular brush texture.
- Added procedure to clear empty dumps of materialsrc/ or materials/maps/ inside mod on every SDK launching.
- Updated usage notes in Readme and updated Source Code repository (for contributors).

DOWNLOAD (https://legacy.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: argikt on September 07, 2018, 06:39:53 AM
Thanks! Psycho!
This is fantastic tool, impossible do nothing without!!
 :smile:
Title: Re: Bloodlines SDK
Post by: Aloysius on September 07, 2018, 01:14:28 PM
I love you, Psycho-A.
Title: Re: Bloodlines SDK
Post by: lfxgroove on September 13, 2018, 06:20:58 PM
Hi,

thanks for all the hard work with the SDK! I was wondering if it's possible to access the source of the SDK? I've tried downloading it from https://legacy.planetvampire.com/modules/files/view.php?id=764 but it gives me the SDK without any sources. The reason I'm asking is because I'd be interested in porting it to work on Linux as well as getting some understanding of the different file formats used by vtmb.

Thanks in advance!
Title: Re: Bloodlines SDK
Post by: Psycho-A on September 14, 2018, 09:59:06 PM
Hi,
thanks for all the hard work with the SDK! I was wondering if it's possible to access the source of the SDK? I've tried downloading it from https://legacy.planetvampire.com/modules/files/view.php?id=764 but it gives me the SDK without any sources. The reason I'm asking is because I'd be interested in porting it to work on Linux as well as getting some understanding of the different file formats used by vtmb.
Thanks in advance!
Hi and thanks for attention! Link on the source code have been updated now with correct file. Sorry about that, this was just my misstep...
Title: Re: Bloodlines SDK
Post by: lfxgroove on September 14, 2018, 10:09:07 PM
Hi,
thanks for all the hard work with the SDK! I was wondering if it's possible to access the source of the SDK? I've tried downloading it from https://legacy.planetvampire.com/modules/files/view.php?id=764 but it gives me the SDK without any sources. The reason I'm asking is because I'd be interested in porting it to work on Linux as well as getting some understanding of the different file formats used by vtmb.
Thanks in advance!
Hi and thanks for attention! Link on the source code have been updated now with correct file. Sorry about that, this was just my misstep...

Thanks, cheers!
Title: Re: Bloodlines SDK
Post by: Psycho-A on September 18, 2018, 09:18:55 PM
Update to v1.7.1
Quote
- Hammer [cr]: Fixed X & Y axis rotation of non-static models (they were also displayed incorrectly as result).
- Hammer/Assets: Fixed info_player_start origin (no more needs to lift) and angles of other editor-specific models.
- Hammer/FGD: In prop_hacking entity removed wrong model from choice list and fixed typo in num of columns.
- StudioMDL Compiler: Added auto-deleting old model files to prevent false positive on compiling.
- Studio Compiler: Improved fields descriptions of Model Decompiler to better reflect its purpose.
- Studio Compiler: Fixed default SDK paths assigning on auto-configuring.
- PackFile Explorer: Fixed default window layout and file list view mode.
- Added procedure to clear empty dumps of materialsrc/ or materials/maps/ inside mod on every SDK launching.
- Added new tool "grepWin" text processor to quickly perform various tasks on text scripts or maps data.
- Added new tool "Character Sheet Animation Injector" by DDLullu to add new animations to game's Character Sheet.
- Added new [Modeling] sections with important info in SDK Readme's Usage notes - please, read carefully!!
- Updated Source Code repository (for contributors).

DOWNLOAD (https://legacy.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: argikt on September 20, 2018, 12:17:45 PM
Downloading! :smile:
Title: Re: Bloodlines SDK
Post by: Another Wizard on October 03, 2018, 06:40:43 PM
The SDK is getting more and more complete

I'm wondering what's next on the roadmap for the SDK? Are we closer to being able to import new animated character models/weapons or is that still an impossibility?
Title: Re: Bloodlines SDK
Post by: ZeqMacaw on February 14, 2019, 04:59:31 PM
Psycho-A, have you considered adding Crowbar to the SDK? Last I checked, it decompiles more of the VtMB models (and more accurately) than any other model decompiler, even those in the SDK. I know some of the other Crowbar features are still better handled by SDK tools, but that might change as Crowbar is updated. Crowbar is open source.

I am the Crowbar author and am interested in changing Crowbar to decompile all Source-engine models, including VtMB models. I also want to add unpacking and packing of VtMB VPK files. Crowbar already can unpack all or selected files from other VPK files, and it includes searching within those VPK files, features I have seen requested here. Crowbar's "Set Up Games" and "Compile" tabs should allow easy setup for compiling VtMB models with the SDK's studiomdl.exe.

Crowbar main page: https://steamcommunity.com/groups/CrowbarTool
My Steam profile: https://steamcommunity.com/id/zeqmacaw/
My Discord ID: ZeqMacaw#1516
Title: Re: Bloodlines SDK
Post by: Psycho-A on February 28, 2019, 09:51:58 AM
Update to v1.7.2 - 1.7.3
Quote
- Added new context menu option for MDL files to see which materials model use and which ones are missing in mod.
- Texture Converter: Changed conversion format from VTF to TGA if TTH/TTZ files are selected in GUI mode.
- Turned off developer mode for launch game or load maps due to latest UP compatibility issues [Temporary!].
- StudioMDL: Added important usage-limitations notes before launching Model Compiler and compiling process.
- Studio Compiler: Optimized default settings for quick compiling from SMD files and fixed some messages.
- Hammer/FGD: Fixed bad name in ambient_generic parameter and default area Safety type (from Madquerade to Combat).
- Hammer/FGD: Fixed default sound groups for npc_VVampire and npc_VHuman* and added missing monster/ soundgroups.
- Hammer [cr]: Improved "Justify" controls view in Face Edit Sheet tool, disabled Smoothing Groups as not supported.
- Create Mod Wizard: Updated some default mod assets and added templates for each vdata/ script type.
- Create Mod Wizard: Added auto-inserting mod's name into game Settings menu (gameui_english.txt file).
- Improved BSP patcher scripts and added its item to the SDK main menu (run .bats and readmes to learn how to use).
- Added auto-removing kHED editor settings on reset SDK to fix calling the user manual issues.
- Fixed false anti-virus software detections on two tools' InfoBox files.
- Model Viewer: Default cubemap texture replaced with more reflective one for closer-to-game gloss appearance.
- Updated Source Code repository (for contributors).

DOWNLOAD (https://legacy.planetvampire.com/modules/files/view.php?id=823)
Title: Re: Bloodlines SDK
Post by: Psycho-A on February 28, 2019, 09:58:42 AM
Psycho-A, have you considered adding Crowbar to the SDK? Last I checked, it decompiles more of the VtMB models (and more accurately) than any other model decompiler, even those in the SDK. I know some of the other Crowbar features are still better handled by SDK tools, but that might change as Crowbar is updated. Crowbar is open source.
I'd glad to do it, but it's hard to adapt for easy usage in the SDK, and it have lot of stuff (including Steam-related) which will only confuse VtmB modders. Also, it still doesn't decompile the existing collision physics models. As the Crowbar is open-source, maybe I'll look if I can get rid of all it's unneeded stuff without pain, to easy adapt it for the SDK, but now it's not in my priority.
Title: Re: Bloodlines SDK
Post by: argikt on February 28, 2019, 10:14:47 AM
I decompiled a lot of models from differents source engine models, and I have to say that there's a problem with crowbar, since bloodlines is an early version of the engine, crowbar allows you to decompile and see the converted models, and you can see those in the hammer map, but when you compile the map it makes it crash

This is annoying, ever more if you're using several models and really don't know witch it making the map crash...
Title: Re: Bloodlines SDK
Post by: Jenya on March 11, 2019, 10:56:03 PM
Hi, I'm sure at you know about the infamous "adding US layout" issue with everything related to Source engine. If you haven't heard of it just try to google it.
This problem is really annoying to me, cos I'm working with SDK quiet often these days. I wonder if you can somehow fix it in SDK, bloodlines for example haven't been spot by adding any languages in my settings at all, only SDK does it.
Title: edit models?
Post by: Marius217 on March 22, 2019, 06:59:39 PM
 With which Program can I edit models? even something.
Title: Re: Bloodlines SDK
Post by: Psycho-A on March 28, 2019, 09:39:30 PM
Hi, I'm sure at you know about the infamous "adding US layout" issue with everything related to Source engine. If you haven't heard of it just try to google it.
This problem is really annoying to me, cos I'm working with SDK quiet often these days. I wonder if you can somehow fix it in SDK, bloodlines for example haven't been spot by adding any languages in my settings at all, only SDK does it.
Greetings from VK, I remember you :) Please try this solution. I'm not sure it will help, but why wouldn't try... Paste this string into any text file, save as .bat and then run. If that will help, I could include it into the SDK.
Code: [Select]
reg delete "HKLM\SYSTEM\CurrentControlSet\Control\Keyboard Layouts\00000409" /f


Quote
With which Program can I edit models? even something.
If you need to edit existing game models, like NPCs or weapons, you need Blender import/export plugins from the Unofficial patch.
If you need to create new models or edit static props models, use kHED Editor as the simpliest model editor, and then Model Compiler tool to import model into your mod.
For game models you also need to use Model Decompiler tool first, to make kHED understand model format. Three of them are included into this SDK. But be careful about SDK modelling limitations!



Quote
This is annoying, ever more if you're using several models and really don't know witch it making the map crash...
Had you tried to disable the collision model in Hammer before compiling map, or compile model as prop_static?
Title: Re: Bloodlines SDK
Post by: Jenya on March 28, 2019, 10:04:45 PM
Greetings from VK, I remember you :) Please try this solution. I'm not sure it will help, but why wouldn't try... Paste this string into any text file, save as .bat and then run. If that will help, I could include it into the SDK.
Code: [Select]
reg delete "HKLM\SYSTEM\CurrentControlSet\Control\Keyboard Layouts\00000409" /f

Hi there :)
I've already deleted US layout manually. It work, but it is kinda awkward solution.
Title: Re: Bloodlines SDK
Post by: Psycho-A on March 28, 2019, 10:10:50 PM
I've already deleted US layout manually. It work, but it is kinda awkward solution.
I mean, by removing exactly this way, the next time you launch SDK the English layout should never appear. Yeah, maybe it's just a dirty hack, but I haven't source code of the SDK launcher. The only solution can be is to replace the native launcher with an external GUI, but this will get rid of native SDK aesthetics...
Title: Re: Bloodlines SDK
Post by: ZeqMacaw on March 28, 2019, 10:15:55 PM
Also, it still doesn't decompile the existing collision physics models.

What do you mean by this? Crowbar decompiles more of the physics meshes than the other tools.

Would you provide an example model file name that Crowbar does not decompile correctly?
Title: Re: Bloodlines SDK
Post by: Psycho-A on March 29, 2019, 07:34:34 PM
Also, it still doesn't decompile the existing collision physics models.
What do you mean by this? Crowbar decompiles more of the physics meshes than the other tools.
Would you provide an example model file name that Crowbar does not decompile correctly?

Almost all models have .PHY collision mesh. Decompiling such (ANY) model with Crowbar, we're not getting this physics mesh decompiled together with main model, and it's not even getting connected to model inside of generated .QC.
Title: Re: Bloodlines SDK
Post by: Psycho-A on April 11, 2019, 05:25:56 AM
Update to v1.7.4
Quote
- VRad [cr]: Added new command "-bouncescale <n>" to scale bounced/diffuse light rays to get realistic results.
  -- Also tunable for each map using Hammer's "Map Properties" dialog! Default value is 1.0, range is 0.0 - 100.
- Model Viewer [cr]: Disabled registry settings to fix roation bug on MDL re-opening and give small speedup.
- MDL Texture Info: Added GUI opening model mode from the SDK main menu.
- MDL Texture Info: Fixed errors, improved wrong formats' reaction and moved into "Texture Utils/" directory.
- Model Viewer: Default cubemap texture replaced with more reflective one for better texture glossing assessment.
- Added SDK menu link and infos to Photoshop/Paint.NET plugins to help if they weren't auto-installed correctly.
- A minor file structure reogranisations and sdk launcher fix.
- Added source code for creating fixed Vampire.exe to Source code repository.
- Updated Source Code repository (for contributors).

DOWNLOAD (https://forums.planetvampire.com/downloads/?cat=10) (new link)

With this update I was able to add the extra option to map compilers to tweak diffused light on world surfaces. It is light that is bounced from a surface that is illuminated by direct light sources (light, light_spot) and gives ambient lighting to neighbor surfaces like it's happen in a real world. By default, the degree of light bouncing is very low when VRAD compiler is computing lighting, and looks unrealistic. Using -bouncescale # to VRAD.exe in Hammer compiling options, or per-map "Lighting: Bouncing Scale" setting (placed into Hammer's "Map Properties" dialog), we now may adjust bouncing degree to get closer-to-reality diffuse lighting. Just compare these example screenshots with spotlight casting the front wall, where bouncing scale is set to 1.0 (default value), and then changed to 5.0 and 0.0 (disables diffusing at all). As you can see, with value of 5.0, the front wall light reprints more intensively and closer to physical laws of optics. This may help modders to make maps with more beautiful lighting than Troika suggested :).
Title: Re: Bloodlines SDK
Post by: Psycho-A on April 11, 2019, 05:39:28 PM
Update to v1.7.5
Quote
- Hammer/FGD/VBsp [cr]: Added per-map option "Lighting: Lightmaps Scale" to globally adjust lightmapped shadows.
  -- The option allows to get sharper natural shadows on map without manual adjusting each brush surface!
  -- Available from "Map Properties" dialog and "-luxelscale <n>" command to VBSP.exe, values are 0.0625 - 16.
- VBsp [cr]: Added auto-clamping lightmap/luxel scale values to 1.0 if less (fix memory and performance issues).
- VBsp [cr]: Prevented using map's smoothing_groups to fix possible map load hangings due to VtmB engine limit.
- Updated Source Code repository (for contributors).

DOWNLOAD (https://forums.planetvampire.com/downloads/?cat=10) (new link)
Title: Re: Bloodlines SDK
Post by: Entenschreck on April 12, 2019, 11:53:43 AM
That's amazing! Thank you so much for still improving the SDK!
I'm downloading this right away.

EDIT: PV says I'm not allowed to download files? What happened?
Title: Re: Bloodlines SDK
Post by: Wesp5 on April 12, 2019, 12:17:29 PM
EDIT: PV says I'm not allowed to download files? What happened?

They are still rebuilding the site, you can find SDK 1.75 on ModDB too, I just uploaded it there!
Title: Re: Bloodlines SDK
Post by: Psycho-A on April 14, 2019, 10:04:32 AM
Who else doesn't have access to new forum download links?
Title: Re: Bloodlines SDK
Post by: Signothorn on April 14, 2019, 07:27:42 PM
Who else doesn't have access to new forum download links?

Permissions right now are set for view only until we finish moving everything. Then we'll be enabling users to download, and allow people to be added to a user group to upload.


edit: your account is added to the uploaders user group, but you can't see the download button?

https://forums.planetvampire.com/downloads/?sa=view;id=361
Title: Re: Bloodlines SDK
Post by: Psycho-A on April 14, 2019, 08:59:57 PM
Who else doesn't have access to new forum download links?

Permissions right now are set for view only until we finish moving everything. Then we'll be enabling users to download, and allow people to be added to a user group to upload.


edit: your account is added to the uploaders user group, but you can't see the download button?

https://forums.planetvampire.com/downloads/?sa=view;id=361
I can create, download and upload, so it's okay for me, but normal users don't have download access. Thanks for explanation. I just hurried a bit, giving new links, as I didn't know there were issues with access.
Title: Re: Bloodlines SDK
Post by: Signothorn on April 14, 2019, 11:19:56 PM
Who else doesn't have access to new forum download links?

Permissions right now are set for view only until we finish moving everything. Then we'll be enabling users to download, and allow people to be added to a user group to upload.


edit: your account is added to the uploaders user group, but you can't see the download button?

https://forums.planetvampire.com/downloads/?sa=view;id=361
I can create, download and upload, so it's okay for me, but normal users don't have download access. Thanks for explanation. I just hurried a bit, giving new links, as I didn't know there were issues with access.

Since the url doesn't change when we move the files around to sub categories, which I intend to do,  I just enabled downloads for the regular members group. I think skins should be separated by weapons, npc's, pc's, ect
Title: Re: Bloodlines SDK
Post by: ZeqMacaw on April 16, 2019, 01:08:23 AM
For either link, I still get "You are not allowed to download files".
Title: Re: Bloodlines SDK
Post by: Psycho-A on April 25, 2019, 07:42:25 AM
Update to v1.8.0
Quote
- Added full Blender 2.42 and MDL/.X Import/Export scripts for editing existing game models' vertices and UV:
  -- It's fully ready for use (installing and configuring aren't needed) - just learn how-to in the usage doc!
- Texture Converter: Removed "Convert" context items from TTZ extension to avoid twice converting (use TTHs!).
- Rewritten some SDK control scripts and added workarounds for better Linux/Wine environment compatibility.
- A minor file structure reorganization (remove whole old SDKBinaries/ folder before updating!).
- Changed "Check for Updates" web link due to project's site (Planet-Vampire) reorganization.
- Photoshop, Paint.NET, 3ds Max and Sketchup plugins had separated into new PLUGINS category on SDK menu.
- Updated SDK readme: actualized tools info, work on Wine, model editing and map compiling improvements.

DOWNLOAD (https://forums.planetvampire.com/downloads/?cat=10) (new link)
Title: Re: Bloodlines SDK
Post by: Psycho-A on April 26, 2019, 07:15:59 AM
Version 1.8.0 reuloaded due to fixing critical typo in Texture converter not allowing to normally convert images to TTZs!
Title: Re: Bloodlines SDK
Post by: argikt on May 02, 2019, 11:53:55 AM
Thanks for the update psycho-A.
Just a question, any chance to see the "asset browser" in the tools? I will be very happy.
Title: Re: Bloodlines SDK
Post by: Barabbah on May 02, 2019, 10:47:16 PM
One small suggestion for the packfile explorer: the option to open all the vpk archives as one (like all files are extracted in the same folder), just because opening each single one to find one single file is a bit annoying....
Title: Re: Bloodlines SDK
Post by: Psycho-A on May 03, 2019, 11:51:53 AM
One small suggestion for the packfile explorer: the option to open all the vpk archives as one (like all files are extracted in the same folder), just because opening each single one to find one single file is a bit annoying....
I'm planning soon to write totally different tool for unpacking VPKs with more comfortable assets searching.
There's nothing I can do with Packfile Explorer or Vpk tool as their source codes are closed.
Title: Re: Bloodlines SDK
Post by: argikt on May 03, 2019, 02:05:38 PM
One small suggestion for the packfile explorer: the option to open all the vpk archives as one (like all files are extracted in the same folder), just because opening each single one to find one single file is a bit annoying....
I'm planning soon to write totally different tool for unpacking VPKs with more comfortable assets searching.
There's nothing I can do with Packfile Explorer or Vpk tool as their source codes are closed.

Very good news!
Title: Re: Bloodlines SDK
Post by: Barabbah on May 03, 2019, 02:08:43 PM
Ok, I didn't know of the closed source of those programs :P
Title: Re: Bloodlines SDK
Post by: argikt on May 03, 2019, 02:16:38 PM
Ok, I didn't know of the closed source of those programs :P
Well, actually I must double click in a prop to open a program where I can see the model...
I'm asking for a tool where you can see a preview. (like looking for a specific photo inside a folder with a thousand)... is crazy
Title: Re: Bloodlines SDK
Post by: Craz on May 29, 2019, 12:37:13 AM
I'd like to mention that Blender 2.42 is causing some weird issues when you try to edit models or view textures, and all these problems go away when using 2.47. May i suggest using 2.47 instead of 2.42 in the SDK?
Title: Re: Bloodlines SDK
Post by: Wesp5 on May 29, 2019, 08:12:40 AM
I'd like to mention that Blender 2.42 is causing some weird issues when you try to edit models or view textures, and all these problems go away when using 2.47. May i suggest using 2.47 instead of 2.42 in the SDK?

I already suggested this to Psycho-A too, but for now he doesn't want to do this, for whatever reasons...
Title: Re: Bloodlines SDK
Post by: Happydeathclaw on May 29, 2019, 05:59:24 PM
I'd like to mention that Blender 2.42 is causing some weird issues when you try to edit models or view textures, and all these problems go away when using 2.47. May i suggest using 2.47 instead of 2.42 in the SDK?

I already suggested this to Psycho-A too, but for now he doesn't want to do this, for whatever reasons...

Hmmm... never tried 2.47, but never had an issues with 2.48 if only sculpt something of course.
Title: Re: Bloodlines SDK
Post by: Jenya on May 30, 2019, 01:17:30 PM
I'm using 2.49b for editing models, works fine but I hate how snap function works in this version. I wish we could use the script on some newer versions of blender.
Title: Re: Bloodlines SDK
Post by: Another Wizard on June 19, 2019, 02:21:49 AM
I'm using 2.49b for editing models, works fine but I hate how snap function works in this version. I wish we could use the script on some newer versions of blender.
Just edit in Blender 2.79, then export as an older version of .blend. Or use .fbx. And open that in 2.49
Title: Re: Bloodlines SDK
Post by: Jenya on June 20, 2019, 10:36:40 PM
I'm using 2.49b for editing models, works fine but I hate how snap function works in this version. I wish we could use the script on some newer versions of blender.
Just edit in Blender 2.79, then export as an older version of .blend. Or use .fbx. And open that in 2.49
I'm pretty sure that it would not export properly.
Title: Re: Bloodlines SDK
Post by: MadamePhoenica on October 22, 2019, 09:30:20 AM
Just thought I'd mention that I was having issues with the version of the SDK included with the latest UP (10.5). I just recently installed the game from my game disks again after having bought myself an external CD/DVD disk drive. When I went to install the SDK as usual after installing the UP, it popped up an error about not being able to find a GameCfg.ini file.

Once I got past that, the SDK was not even able to re-extract the VPKs, saying there were no VPK archives or game content in the locations I selected, and I tried both the "Unofficial_Patch" and "Vampire" folders. However when I downloaded and install the latest version of the SDK, I ran into no issues.

May want to include the latest SDK in the next UP for those playing the game from the CDs.
Title: Re: Bloodlines SDK
Post by: Wesp5 on October 22, 2019, 12:11:22 PM
May want to include the latest SDK in the next UP for those playing the game from the CDs.

Hm, I usually just include the SDK version that is available here in the UP. I'll check this out!

P.S.: The UP 10.5 includes the latest SDK, I suspect you forgot to reset it when updating...