forked from Half-Life-RTX/Half-Life-PBR
70 lines
3.4 KiB
Markdown
70 lines
3.4 KiB
Markdown
# Repository for Half-Life PBR materials
|
|
|
|
## If you just want to try the materials
|
|
|
|
1. Use the command line to clone the repository into a convenient directory by running:
|
|
* `git lfs install`
|
|
* `git clone https://rtxash.omgwtf.ru/Half-Life-RTX/Half-Life-PBR.git`
|
|
|
|
2. Do a mount (no rights required in Windows) or symbolic links for the already prepared PBRs. For example:
|
|
|
|
* for Windows
|
|
* `mklink /J "D:\hl1dev\xash3d-fwgs\valve\pbr" "D:\hl1dev\Half-Life-PBR\valve\pbr"`
|
|
* for Linux
|
|
* `ln -s ~/hl1dev/Half-Life-PBR/valve/pbr ~/hl1dev/xash3d-fwgs/valve/pbr`
|
|
|
|
3. That's it, the textures will now be automatically loaded into the game in ray tracing mode.
|
|
|
|
## If you would like to join the remastering of materials
|
|
|
|
1. At this point you should know [the basics of Git.](https://githowto.com/en) Later there may be a special service where you can upload textures and fix materials without technical knowledge of Git.
|
|
|
|
2. Ask the provod/w23 for an invitation.
|
|
|
|
3. After registering, fork Half-Life-PBR to your account (top right "Fork" button).
|
|
|
|
4. Clone the repositories into a convenient directory:
|
|
|
|
* `git clone https://rtxash.omgwtf.ru/Half-Life-RTX/Half-Life-prepared-original-textures.git`
|
|
* `git clone https://rtxash.omgwtf.ru/Your_account/Half-Life-PBR.git`
|
|
|
|
5. We make mount points (no rights required in Windows) or symbolic links for PBR's already made. For example:
|
|
|
|
* for Windows
|
|
* `mklink /J "D:\hl1dev\xash3d-fwgs\valve\pbr" "D:\hl1dev\Half-Life-PBR\valve\pbr"`
|
|
* for Linux
|
|
* `ln -s ~/hl1dev/Half-Life-PBR/valve/pbr ~/hl1dev/xash3d-fwgs/valve/pbr`
|
|
|
|
6. Find the desired textures for remastering, for example you can find out the names of the textures under the sight through the `r_infotool` command (you can assign to the `u` key through `bind u "toggle r_infotool"`).
|
|
|
|
7. From `Half-Life-prepared-original-textures` copy to pbr the texture blanks we need, observing the same folder structure and file names.
|
|
|
|
8. Modify these textures according to the manuals (to be added later).
|
|
|
|
9. Uncomment the lines of linked materials in the texture material file to enable the new textures.
|
|
|
|
10. Look at the result in the game. Render supports reloading materials on the fly through the console command `rt_debug_reload_patches` (`bind g rt_debug_reload_patches`), but if you want to change the same texture you need to temporarily add to the material line `"force_reload" "1"` (at the moment render can not determine itself changed texture or not).
|
|
|
|
11. When the material is ready, commit the change to your fork and put a pull-request in the main repository. If you did everything correctly, your changes will go into the main repository.
|
|
|
|
12. From time to time you should update your repository to the current state of the main repository:
|
|
|
|
```bash
|
|
git remote add upstream https://rtxash.omgwtf.ru/Half-Life-RTX/Half-Life-PBR # once
|
|
git pull upstream master
|
|
|
|
# if something goes wrong you can reset your repository
|
|
git fetch upstream
|
|
git checkout master
|
|
git reset --hard upstream/master
|
|
git push origin master --force
|
|
```
|
|
|
|
## Working with materials
|
|
|
|
Several articles will be prepared for remastering materials (work with neural networks, Materialize, etc.).
|
|
|
|
The format of materials is described [here](https://github.com/w23/xash3d-fwgs/wiki/Format-of-PBR-materials).
|
|
|
|
In the future, all documentation related to remastering will be duplicated in the wiki of this repository.
|