Here you will find a brief overview of the tools you can use within
Below is a quick video tutorial on how to run the S&box development tools using the launch options.
Below is a quick video tutorial on creating a separate instance of
[VData Editor] - To be Documented
[Source Filmmaker 2] - To be Documented
[Voice Over Helper] - To be Documented
This is your new best friend, when dealing with making content this is going to be your everything for getting it into the game and ready to use.
Don't worry though, if you ever do accidentally close it but still have on of the other tools open, you can still get to it on any of the tools, at the top right just click this little button:
and then chose the first option, Asset Browser (Legacy):
Let's break this up so you can understand more.
First things first you will notice all these icons at the top, these are all your tools you can and or will use. Such as: Hammer for maps, Material editor for materials, ModelDoc for models and so on, you get the gist.
We will go into all of them one by one later on though.
This is where you will be looking up, finding your content and assets, searching, searching searching over and over. without having to go through the files manually, it is really useful to get a view of all the content in your game, and in your gamemodes and so on.
Lets go through everything here, these are the main things other than the main window.
All Assets - this will most likely the main tab you view from, it filters based on ALL the content in your game files
Most Recently Used Assets - this gives you a view of your most recently created, changed and such assets, meaning if you just want to see only the things you added recently you can use this tab.
Search Bar - this is just as it says, allows you to search what you need, like "sand" for your sand materials and such.
Mods Filter - this allows you to hide or show content from certain mods, (also allowing you to show only 1 mod or all mods and so on in 1 button press) really useful if you have a lot of content in your files, but only need to focus on the content in one mod.
Asset Types Filter - this allows you to filter for specific folder types, like only materials, only models, only sounds, only raw images (png, jpg and so on) which is really useful if you only need to mess with materials but don't need to see any other folder types in there.
Preview Window - when you select an asset in the browser this window will show a view of the asset you selected, (i will explain more below)
Also things such as Hammer has a small version of the Asset Browser (Legacy) built into it.
Here is a proper look into the preview window.
In here it will display models, textures, materials, particles in a 3d way (materials being displayed on a ball), sounds will also play once when you click them in the Asset Browser (Legacy).
Viewing a model gives you the most options in here.
Here is everything it shows
.Preview State - allows you to switch or turn off and on body groups on the model .MatGrp - allows you to change the material on the model between material groups .Sequence - this allows you to preview animations put onto the model
In the Skeleton section it just enables rending on invisible things, such as the skeleton, the joins, hitboxes and so on. You can also switch between hitbox groups, such as arms, legs, torso and such.
Then it will show the basic folder path of the asset. then below show the actual folder path of the game file (compiled file that cant be edited, meant for just game use), and content file (this file is where you can edit and change the basic materials, models and such, the decompiled version of it for game DEV use)
Then below is your references, this just gives you a view of where the asset is reference and what it referencing. Such as Uses - animgraph. then material 1 material 2 material 3... which are used by vtex 1 vtex 2 vtex 3... and so on. Used by - vmap 1 and such.
Hammer for people who are not sure what it is, is the tool where people make maps, you can also with this new version in theory make your own really basic models within hammer as well, but ideally you will do that externally and leave hammer to all the mapping work.
This is a good guide to go from for the basics. https://wiki.facepunch.com/sbox/Creating_your_first_gm_flatgrass
But I also recommend having a look through this. https://wiki.facepunch.com/sbox/Mapping_Resources
Mainly the Eagle One Source 2 Hammer Crash Course, since it will go over most of what you need, but if you are starting from fresh, try go through as much of them and then get into experimenting in hammer before you rush head first into the map you wanna make.
The material editor is where you will be setting up your materials for your models, or mapping materials and so on. Its what you throw you basic image textures into like you color, normal and so on and specify the shader to do what you need.
This is a good place to start: https://wiki.facepunch.com/sbox/guide_to_making_materials
Modeldoc is where you will be importing your base meshes, then applying your materials onto the mesh, adding LODs, animations, material groups, bodygroups and all these things. It's just where you will be setting up everything you need for your physical model in-game.
a good place to start from for this is https://wiki.facepunch.com/sbox/Importing_a_new_model and also https://wiki.facepunch.com/sbox/Importing_Rust_Weapon_Models
The particle editor is where you will create you fun explosions, blood splats, water splashes and so on.
a good place to start would be here https://wiki.facepunch.com/sbox/Creating_your_first_particle_effect
if you do want to understand more of the options you have and can do have a look through here https://wiki.facepunch.com/sbox/Understanding_Emmiters_Initializers_&_Operators
This Tool is what you use when you are making HotSpot materials that are to be used in hammer.
I do recommend to look through here on how it works.
one extra thing. You can use the rectangle properties at the top left to adjust the exact size and position. but ideally you would keep it as is and maker the rectangles around the given grid, if you are to mess with the size of the rectangles you will want to keep the size it takes up to a power of 2, so 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048 and so on, just like you would do with a texture in a material.
one you have finished drawing all the rectangles for the hotspot material, you can save it as a .rect file and then apply it onto your material within here.
this will allow you to use it as a hotspot material in hammer.
Please look through here since this goes over how it work, as it works the same as alyx.
This just allows you to change the general theme of all your tools including the Asset Browser (Legacy).
you can save your style or load other peoples styles.
there is also the randomize... which i do not recommend clicking
don't worry though you can reset back to default with the reset button
just a nice way to change how it all looks if you really hate how it looks by default.
A tool used to add effects to and change properties of sounds, useful for dynamic audio and music. Kind of like Animgraph, but for sound. Will add more details once it's able to be controlled in-game.