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Importing_Source_Weapons#544613

<cat>Dev.Model</cat>⤶ <title>Importing Source Weapons</title>⤶ ⤶ A comprehensive guide on how to port source 1 weapon models to source 2 written by [Zombie Extinguisher](https://steamcommunity.com/profiles/76561198020804264/), you can use the [Simple Weapon Base](https://github.com/timmybo5/simple-weapon-base) to easily test your weapons in-game.⤶ ⤶ ⤶ # Step 1: Preparing⤶ ⤶ First you gather all the content needed for the weapon:⤶ * Materials (.vtf only)⤶ * Models (.mdl ony)⤶ * Sounds⤶ ⤶ Then you place the content in the correct folders, it is preferred to keep content grouped logically and remember to use lowercase naming:⤶ ```⤶ sbox/⤶ ├─ addons/⤶ │ ├─ porting_example/⤶ │ │ ├─ weapons/⤶ │ │ │ ├─ mywep/⤶ │ │ │ │ ├─ sounds/⤶ │ │ │ │ │ ├─ mywep.fire.wav⤶ │ │ │ │ │ ├─ mywep.reload.wav⤶ │ │ │ │ ├─ textures/⤶ │ │ │ │ │ ├─ v_mywep.vtf⤶ │ │ │ │ │ ├─ w_mywep.vtf⤶ │ │ │ │ ├─ w_mywep.mdl⤶ │ │ │ │ ├─ v_mywep.mdl⤶ ```⤶ ⤶ ⤶ # Step 2: Porting Materials⤶ ⤶ First we need to convert our .vtf files into a format readable by sbox, I prefer to use .tfa. Once you converted the .vtf material files to .tfa you can delete the .vtf files. ⤶ ⤶ Then, open the 'Asset Browser' and go to 'Tools' -> 'Material Editor' to open the tool we will use to create our .vmat files (.vmt for source 2).⤶ ⤶ ### A) Create a new material⤶ ⤶ ![Material Editor new](https://i.imgur.com/aVSXcmA.png)⤶ ⤶ ### B) Save material to change its name⤶ ⤶ ![Material Editor save](https://i.imgur.com/zqYpR2H.png)⤶ ⤶ ### C) Apply .tfa texture files ⤶ ![Material Editor color](https://i.imgur.com/cEFLQyq.png)⤶ ⤶ Do the same for the other categories if you have normal or ref files. Ref files can be converted to roughness files by inverting the color of the image and re-saving it as .tfa.⤶ ⤶ Your file structure should now look something like this:⤶ ⤶ ```⤶ sbox/⤶ ├─ addons/⤶ │ ├─ porting_example/⤶ │ │ ├─ weapons/⤶ │ │ │ ├─ mywep/⤶ │ │ │ │ ├─ sounds/⤶ │ │ │ │ │ ├─ mywep.fire.wav⤶ │ │ │ │ │ ├─ mywep.reload.wav⤶ │ │ │ │ ├─ textures/⤶ │ │ │ │ │ ├─ v_mywep.vmat⤶ │ │ │ │ │ ├─ v_mywep_tga_b69273ce.vtex_c⤶ │ │ │ │ │ ├─ v_mywep.tfa⤶ │ │ │ │ │ ├─ w_mywep.vmat⤶ │ │ │ │ │ ├─ w_mywep_tga_26408fe2.vtex_c⤶ │ │ │ │ │ ├─ w_mywep.tfa⤶ │ │ │ │ ├─ w_mywep.mdl⤶ │ │ │ │ ├─ v_mywep.mdl⤶ ```⤶ ⤶ # Step 3: Porting Sounds⤶ ⤶ Sounds are the easiest to port over, all you have to do is re-save them with the asset browser.⤶ ⤶ ### A) Find sound file in Asset Browser⤶ ![Find sound](https://i.imgur.com/2sT4oJU.png)⤶ ⤶ The sound file itself will show up as .vsnd file, right click the file to create the .sound file.⤶ ⤶ ### B) Create the .sound file⤶ ![Find sound](https://i.imgur.com/djE7RB5.png)⤶ ⤶ ### C) Sound details⤶ ![Find sound](https://i.imgur.com/0cI9hyE.png)⤶ ⤶ I like to put 3000 as the distance for firing sounds, otherwise 1000 will do in most cases. Do not forget to put the path of the automatically generated sound_name.vsnd as the sound path (you can click the hourglass to search it).⤶ ⤶ Your file structure should now look something like this:⤶ ⤶ ```⤶ sbox/⤶ ├─ addons/⤶ │ ├─ porting_example/⤶ │ │ ├─ weapons/⤶ │ │ │ ├─ mywep/⤶ │ │ │ │ ├─ sounds/⤶ │ │ │ │ │ ├─ mywep.fire.sound⤶ │ │ │ │ │ ├─ mywep.fire.sound_c⤶ │ │ │ │ │ ├─ mywep.fire.vsnd_c⤶ │ │ │ │ │ ├─ mywep.fire.wav⤶ │ │ │ │ │ ├─ mywep.reload.sound⤶ │ │ │ │ │ ├─ mywep.reload.sound_c⤶ │ │ │ │ │ ├─ mywep.reload.vsnd_c⤶ │ │ │ │ │ ├─ mywep.reload.wav⤶ │ │ │ │ ├─ textures/⤶ │ │ │ │ │ ├─ v_mywep.vmat⤶ │ │ │ │ │ ├─ v_mywep_tga_b69273ce.vtex_c⤶ │ │ │ │ │ ├─ v_mywep.tfa⤶ │ │ │ │ │ ├─ w_mywep.vmat⤶ │ │ │ │ │ ├─ w_mywep_tga_26408fe2.vtex_c⤶ │ │ │ │ │ ├─ w_mywep.tfa⤶ │ │ │ │ ├─ w_mywep.mdl⤶ │ │ │ │ ├─ v_mywep.mdl⤶ ```⤶ ⤶ ⤶ # Step 4: Porting Models⤶ ⤶ Now that all the weapon content is ready we can start porting the models themselves.⤶ ⤶ **TO BE CONTINUED**⤶