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blenderstuff's Issues

TF2 Trifecta has multiple issues with Blender 4.2

1:
The TF2 Trifecta addon seems to remove itself whenever Blender is reopened. It stays enabled and installed in the Add-On manager, but it doesn't show up in the N-Panel. Disabling and reenabling it makes it reappear in the N-Panel, but all the file paths are gone and have to be reentered.

2:
In 4.2, the Trifecta rigs have issues when selecting bones (namely the bones that can curl the fingers by scaling them, but others as well). When I try to select a bone, it doesn't work. Clicking on a different bone multiple times will then make it cycle through selections of nearby bones that include the one I tried to select. For instance, I cannot select the middle finger. However, when I select the pointer bone, and continue to click it, it will cycle through selecting pointer-middle-ring (but not the pinky or the thumb oddly enough -- those remain unselectable). Please note that this issue is not constant; I am able to select an unselectable bone every once in a while, but most of the time it doesn't work.

While I have no idea how to solve the first issue, I am pretty sure the solution to the second involves updating the rig to 4.2, but I am not sure.

Use github for downloads

like, you didn't use the site you were already using for the projects code for the assets? and it's free so :/
also google drive blocks downloads sometimes.

why all black

when i open maps (tf2, portal2) they don't have textures on them.
image

Model scale is not 1 to 1 with Source Units

For instance, a model that is 128 squared in source is actually 243.8 in this asset library, instead of being 128 blender units. All models have to be scaled by 0.525 if you want parity between source and blender units.

This is also a little odd since in my experince, at least when importing maps, SourceIO scales them appropriately to Blender units.

HL Characters have black eyes.

I know that the Red Eye plugin imports character models in this way, but is there really no way to add proper eye textures? Or is this one of those cases where someone has to export the textures from the VPK (or wherever they are stored) so that you can update the model package?

Radial fog is missing

Valve Source Engine games from L4D1 onward use a radial technique for rendering fog which looks far better than the planer one method. Radial fog is missing from the Source Engine Blender Collection fog shader.

From VDC:
"Older Source games render fog as a plane a certain distance away from the camera. This method is bad, as rotating the camera will strengthen or weaken the apparent amount of fog in a particular spot, even though the viewer hasn't moved at all. In Left 4 Dead[confirm] onward, this is fixed by implementing a new radial method which is independent from the viewing angle."

Source: https://developer.valvesoftware.com/wiki/Env_fog_controller

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