├── .gitignore ├── Assets ├── Code.meta ├── Code │ ├── ConvertUtils.cs │ ├── ConvertUtils.cs.meta │ ├── Player.cs │ ├── Player.cs.meta │ ├── PlayerControllerv2.cs │ ├── PlayerControllerv2.cs.meta │ ├── Read.meta │ ├── Read │ │ ├── BSPFile.cs │ │ ├── BSPFile.cs.meta │ │ ├── SourceBSPLoader.cs │ │ ├── SourceBSPLoader.cs.meta │ │ ├── SourceBSPStructs.cs │ │ ├── SourceBSPStructs.cs.meta │ │ ├── SourceMDLStructs.cs │ │ ├── SourceMDLStructs.cs.meta │ │ ├── SourceStudioModel.cs │ │ ├── SourceStudioModel.cs.meta │ │ ├── VMTLoader.cs │ │ ├── VMTLoader.cs.meta │ │ ├── VTFLoader.cs │ │ └── VTFLoader.cs.meta │ ├── ResourceManager.cs │ ├── ResourceManager.cs.meta │ ├── Test.cs │ ├── Test.cs.meta │ ├── Write.meta │ ├── Write │ │ ├── COLLADAExport.cs │ │ ├── COLLADAExport.cs.meta │ │ ├── GLESMeshExporter.cs │ │ ├── GLESMeshExporter.cs.meta │ │ ├── TextureExporter.cs │ │ └── TextureExporter.cs.meta │ ├── uSrcSettings.cs │ └── uSrcSettings.cs.meta ├── Materials.meta ├── Materials │ ├── Camera Texture.renderTexture │ ├── Camera Texture.renderTexture.meta │ ├── Diffuse.mat │ ├── Diffuse.mat.meta │ ├── DispTest.mat │ ├── DispTest.mat.meta │ ├── Illum.mat │ ├── Illum.mat.meta │ ├── NoTexture.mat │ ├── NoTexture.mat.meta │ ├── Transparent.mat │ ├── Transparent.mat.meta │ ├── TransparentCutout.mat │ ├── TransparentCutout.mat.meta │ ├── VertexLit.mat │ ├── VertexLit.mat.meta │ ├── basetexture.png │ └── basetexture.png.meta ├── Prefabs.meta ├── Prefabs │ ├── Player.prefab │ └── Player.prefab.meta ├── Scenes.meta ├── Scenes │ ├── csgo.unity │ ├── csgo.unity.meta │ ├── cstrike.unity │ ├── cstrike.unity.meta │ ├── ep2.unity │ ├── ep2.unity.meta │ ├── garrysmod.unity │ ├── garrysmod.unity.meta │ ├── hl2.unity │ ├── hl2.unity.meta │ ├── left4dead2.unity │ ├── left4dead2.unity.meta │ ├── modelTest.unity │ ├── modelTest.unity.meta │ ├── portal.unity │ ├── portal.unity.meta │ ├── portal2.unity │ └── portal2.unity.meta ├── Shaders.meta ├── Shaders │ ├── Glass-Stained-BumpDistort.shader │ ├── Glass-Stained-BumpDistort.shader.meta │ ├── SelfIllumiumAlpha.shader │ ├── SelfIllumiumAlpha.shader.meta │ ├── WorldVertexTransition.shader │ └── WorldVertexTransition.shader.meta ├── Standard Assets.meta └── Standard Assets │ ├── Character Controllers.meta │ └── Character Controllers │ ├── Sources.meta │ └── Sources │ ├── Scripts.meta │ └── Scripts │ ├── MouseLook.cs │ └── MouseLook.cs.meta ├── LICENSE ├── Library ├── AnnotationManager ├── AssetImportState ├── AssetServerCacheV3 ├── AssetVersioning.db ├── BuildPlayer.prefs ├── BuildSettings.asset ├── CurrentLayout.dwlt ├── CurrentMaximizeLayout.dwlt ├── EditorOnlyScriptingUserSettings.json ├── EditorUserBuildSettings.asset ├── EditorUserSettings.asset ├── InspectorExpandedItems.asset ├── LibraryFormatVersion.txt ├── MonoManager.asset ├── ProjectSettings.asset ├── ScriptMapper ├── ShaderCache.db ├── ShaderCache │ ├── 0 │ │ ├── 016dd199ba89d8df6fd393d20c589503.bin │ │ ├── 03ae51fb6f322fdcf1f0139893b0e80c.bin │ │ ├── 0f8572d7dc107ad4cc00259a980af38f.bin │ │ └── 0ff3b92e29f859209d83a3690c2feb94.bin │ ├── 1 │ │ ├── 1251a641e812b904cf32723c40d98ef4.bin │ │ ├── 13ba6d7b1ada355e0cae32dfabf62b23.bin │ │ ├── 16558ad142b2e377249481c8a9b8363d.bin │ │ ├── 179fb47904d859dc5a4c219ec1386d83.bin │ │ └── 19128ef9594bfe2ec748e02e917e6a5c.bin │ ├── 2 │ │ ├── 227fafab41390a96d9fe333b08c1198a.bin │ │ ├── 24da9722c404c4b1833bad19f9ff6029.bin │ │ ├── 2ac37fe47a8b7ed34f6984eed0784773.bin │ │ ├── 2c016e883be40ec791e8a55ff7076a85.bin │ │ ├── 2d33e4055971bd3db00a6f9162982cad.bin │ │ └── 2fcad87f40ce5182e0d7f94839cd808c.bin │ ├── 3 │ │ ├── 31bcc6cdb44846239a477fc5bb2ca370.bin │ │ ├── 358822967c90acf4c7af2b2dd5e5a873.bin │ │ ├── 367d2f39b8b58cf69e0c505c08af7c7b.bin │ │ ├── 373cd3df4752bee400fee76299070e2c.bin │ │ ├── 38a083755066d817977fd9e44b9158f6.bin │ │ ├── 39ddabdf583f56762a3d94d190081522.bin │ │ └── 3b49e9632504910178800152a4fd23e4.bin │ ├── 4 │ │ ├── 40156efc2f885b7d82086a960acf34a8.bin │ │ ├── 432844130c5b1e19f1d322e4cc32c9d8.bin │ │ ├── 450ed9a74f240c62d0f82140297ef722.bin │ │ ├── 45becb8641c397dffacf223141c74dcc.bin │ │ ├── 494329d2b8f1e9e700962cb66b178b35.bin │ │ └── 4b920609b10ee4d3c90541d494a78e3b.bin │ ├── 5 │ │ ├── 505d31387271c116164983082e1fca3e.bin │ │ ├── 52c2af7a7339b6b75f2c57b8f62d7123.bin │ │ ├── 582c9042c261f835d441a880207b7f86.bin │ │ ├── 58ad334855c5c5e1c9f680dc3ff60385.bin │ │ ├── 5bd5fd41fed65a5b190faf7b38bbedfe.bin │ │ ├── 5f4a0fa42514924d253b7df937327548.bin │ │ └── 5f75d4dccd6f32f865eca3582d5822ec.bin │ ├── 6 │ │ ├── 61ba87319f6ce9e2001b53e8f2318dc8.bin │ │ ├── 63224d918374aacbfd2692768336c5e8.bin │ │ ├── 6395e6948530ce192c41dc0ca61aa9ee.bin │ │ ├── 64c82df25557010be7c69ac368a33efa.bin │ │ ├── 689d9d0b1ae68e74c6f18bb17c5d2a19.bin │ │ ├── 69235e2ca2acb510d4f2d9e501259e56.bin │ │ ├── 6a8ac0fa400d2d58ee22d874d46b3ac8.bin │ │ ├── 6dc474e3958dfef381796ed399c42d4e.bin │ │ └── 6ea0775e37af2b5555e01b729a1a43a6.bin │ ├── 7 │ │ ├── 729f9752f95ed6035c1e9f7b56d33878.bin │ │ ├── 72a0926e82c45a67324eabc3e5eb8f65.bin │ │ ├── 7c6e20b4894e4863fa2009d9cb313613.bin │ │ ├── 7e214d835a5d136966399e7b00b3029f.bin │ │ └── 7e39f0f5635dafe9bfcd732cd556b06d.bin │ ├── 8 │ │ ├── 832ed3a7cb9ca2b453bdf7f77beb7aa6.bin │ │ ├── 83ee095aab78901b694fb5e0102f0304.bin │ │ ├── 85400ff2cc66fa46f85491c4b8eed960.bin │ │ ├── 85f5d272fe4f6c2714bfdc3f4df85dd3.bin │ │ └── 89b155c2636ddf2278749e98b2fe33a7.bin │ ├── 9 │ │ ├── 95660f01338cc1ba0865a12a060e32a7.bin │ │ ├── 9c95cdc3753d2dfadd7e0f9a891c473a.bin │ │ ├── 9ccd9dbde0002c5fe7d91e3108f45aaa.bin │ │ └── 9e530ceec44645007e0cdb7fb4eded86.bin │ ├── a │ │ ├── a07f827e0288c41ef2a83a76df0fcf7e.bin │ │ ├── a07fd0c9fd9b41854c2710866437b0c8.bin │ │ ├── a2b89a64288921f012974cf90e79d98a.bin │ │ ├── a6587fda9fd8d63b1e1c103f42e04a1c.bin │ │ ├── a7394b562e5f76ada17ccbd7a610bceb.bin │ │ ├── ae110dd7a9d55a4605505969600f4bbc.bin │ │ ├── ae541c93960e71d4a2c574774eba6209.bin │ │ └── aeafa668ccd184398d0b402b86ccd417.bin │ ├── b │ │ ├── b27d68bf9e366dd7ffd17fdab76faa7d.bin │ │ └── bc16673514cea94a017aa01df50be9ab.bin │ ├── c │ │ ├── c1a138d7954cc1bfd13cb923e2eb2f3f.bin │ │ ├── c30dfa60a4d0311328ea41d9f765203c.bin │ │ ├── c36e57d2033a5cb0b730a194b7eb07b2.bin │ │ ├── c5f334575d14fc8c257a4a76b84ada31.bin │ │ ├── cbe25b138b7450447c080964d8cabba9.bin │ │ └── cf0ef03330abbc68514c89a1218f990d.bin │ ├── d │ │ ├── d0377334152c5249d03755bb2f179f25.bin │ │ ├── d75ec8d4e56879e096376f8bd04f650e.bin │ │ ├── d914ffbb0c169c69ba67c9777f690533.bin │ │ ├── daa6ee9f95089287d5afc5d79524ecad.bin │ │ └── dd8490713dc2f69284e9b7e8699ce75b.bin │ ├── e │ │ ├── e7306997b0030a18d5124651d32464f4.bin │ │ └── e8a51defa082698e256f257b70fb4634.bin │ └── f │ │ └── ff739b5d0ee3c14cf967b1487751a52d.bin ├── assetDatabase3 ├── expandedItems └── metadata │ ├── 10 │ └── 10c2e866da1a2b3409e6f8d105d05941 │ ├── 14 │ └── 14b7c092fefc74d4f96235addf325320 │ ├── 17 │ └── 17267038c638ec8479443be8300b47ec │ ├── 26 │ └── 26e00e7695d70c1439da07c1404e185a │ ├── 36 │ └── 36f7f8211523d154b968fd4a3e4b3833 │ ├── 54 │ ├── 54156ead061d497428c76acc35cfa26f │ ├── 54216e9ed42974e30967824b7f0b2806 │ └── 54e01df54c45c404d9be6652bf59fa60 │ ├── 55 │ ├── 550fd34842f2a894282643cac32a38f8 │ └── 557ca0a8098d9fa479188e6082f45560 │ ├── 56 │ └── 56a8e8fe7e5e5be4294c1c331aa439cf │ ├── 59 │ └── 59a681da28ac51c40b295e01ac261e2c │ ├── 60 │ └── 60b45dfc4e8a56d46a6dbe250bf305b8 │ ├── 68 │ └── 68ec2fe99d1108b9d0006a298d76c639 │ ├── 79 │ └── 792bdb4a48976fd4bac3c2b0db8d7d76 │ ├── 80 │ └── 80a3616ca19596e4da0f10f14d241e9f │ ├── 82 │ └── 8247c2f15f8b7d04ab918806464f3e3a │ ├── 87 │ └── 87d0bfcbb3b6ada4285a0873151b84c9 │ ├── 94 │ └── 94c7d54af7547754995e2a8079c3a06f │ ├── 99 │ └── 990007e13e878e042a5effcb27359437 │ ├── 00 │ ├── 00000000000000001000000000000000 │ ├── 00000000000000002000000000000000 │ ├── 00000000000000003000000000000000 │ ├── 00000000000000004000000000000000 │ ├── 00000000000000004100000000000000 │ ├── 00000000000000005000000000000000 │ ├── 00000000000000005100000000000000 │ ├── 00000000000000006000000000000000 │ ├── 00000000000000006100000000000000 │ ├── 00000000000000007000000000000000 │ ├── 00000000000000008000000000000000 │ ├── 00000000000000009000000000000000 │ ├── 0000000000000000b000000000000000 │ └── 0000000000000000c000000000000000 │ ├── 03 │ └── 0331f5d3469ab73409ca80f03692e4d0 │ ├── 2b │ └── 2bb43d2a99c886347af3e98a8446f317 │ ├── 3d │ └── 3d02987514f6af2488219e350f9811d5 │ ├── 5b │ └── 5b12671a913803c4cbff5b1651060b0f │ ├── 6e │ └── 6e3cc72ebf8b5a14ca037ae763eece2d │ ├── 7c │ └── 7ca275260b38f554eb356e5cab1376d2 │ ├── 7e │ └── 7e0b0a994d8934541a387e092630b5db │ ├── 8d │ └── 8d0a324df2cc4124d951051bbe305ec4 │ ├── 8f │ └── 8ffb15396269db34fa59e9fbb92ce55e │ ├── a6 │ └── a660959c3b17e2241bc01d690ffc2507 │ ├── a8 │ └── a88ed5b5619054e4d8bc376f270bc152 │ ├── b3 │ ├── b37bce61fcee4b64c904d0077e6921e1 │ └── b3bcbe798f24b9f4383b881e9f3789f3 │ ├── b6 │ └── b626aa0025e1d25489080b38ecb454a9 │ ├── b8 │ └── b8873a78c4f4fb14888772d27c7a7614 │ ├── c1 │ └── c1735588ce7cd4b4fbda6b758081ee7e │ ├── c4 │ └── c4e5e414251d46f4b9e9f4f315e316ea │ ├── cf │ └── cf119aa968fa9604a9e4a0c7bcbe295b │ ├── d9 │ └── d96df922eacf03e4eb5cdaba0504fa87 │ ├── dd │ └── dd383733c75242340ac37ee1740635ee │ ├── e6 │ └── e6e8d3ee0cf7562498e72815f3f6d8a3 │ ├── e8 │ └── e8100e65dccf66a44a47a50d2bf4d3c9 │ ├── f5 │ └── f5f67c52d1564df4a8936ccd202a3bd8 │ ├── f7 │ ├── f7457db7906e8034b89cff9958b7c019 │ └── f781c091d1c8647c380d5230adfaee54 │ ├── fb │ └── fba22d7b86d3ae341b5a1cbe44216ca5 │ └── fd │ └── fdb0ffbd0c8cec843b9c107081774b0b ├── Logs └── Packages-Update.log ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NavMeshLayers.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset └── VFXManager.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Tt]emp/ 2 | [Oo]bj/ 3 | [Bb]uild/ 4 | [Bb]uilds/ 5 | Assets/AssetStoreTools* 6 | 7 | #Unity library folder 8 | [Ll]ibrary/*[Cc]ache 9 | [Ll]ibrary/[Ss]cript[Aa]ssemblies 10 | [Ll]ibrary/*.log 11 | [Ll]ibrary/*.asset 12 | [Ll]ibrary/[Ll]ast[Ss]cene[Mm]anager[Ss]etup.txt 13 | [Ll]ibrary/[Ee]ditor[Ii]nstance.json 14 | 15 | # Visual Studio cache directory 16 | .vs/ 17 | 18 | # Autogenerated VS/MD/Consulo solution and project files 19 | ExportedObj/ 20 | .consulo/ 21 | *.csproj 22 | *.unityproj 23 | *.sln 24 | *.suo 25 | *.tmp 26 | *.user 27 | *.userprefs 28 | *.pidb 29 | *.booproj 30 | *.svd 31 | *.pdb 32 | *.opendb 33 | Library/metadata/ 34 | 35 | # Unity3D generated meta files 36 | *.pidb.meta 37 | *.pdb.meta 38 | 39 | # Unity3D Generated File On Crash Reports 40 | sysinfo.txt 41 | 42 | # Builds 43 | *.apk 44 | *.unitypackage -------------------------------------------------------------------------------- /Assets/Code.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 26e00e7695d70c1439da07c1404e185a 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Code/ConvertUtils.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.IO; 4 | using System.Globalization; 5 | 6 | namespace uSrcTools 7 | { 8 | 9 | public class ConvertUtils 10 | { 11 | public static Vector3 StringToVector(string input) 12 | { 13 | Vector3 origin = Vector3.zero; 14 | string[] posStrings = input.Split(new char[]{' '}); 15 | if(posStrings.Length<3) 16 | Debug.LogError("String "+input+" is not Vector3"); 17 | try{ 18 | origin = new Vector3(floatParse(posStrings[0]),floatParse(posStrings[2]),floatParse(posStrings[1]))*uSrcSettings.Inst.worldScale; 19 | } 20 | catch(System.FormatException e) 21 | { 22 | Debug.LogError("StringToVector error "+e.Message); 23 | origin = Vector3.zero; 24 | } 25 | return origin; 26 | } 27 | 28 | public static Vector2 ReadVector2 (BinaryReader BR) 29 | { 30 | return new Vector2 (BR.ReadSingle(), BR.ReadSingle()); 31 | } 32 | 33 | public static Vector3 ReadVector3 (BinaryReader BR) 34 | { 35 | return new Vector3 (BR.ReadSingle(), BR.ReadSingle(), BR.ReadSingle()); 36 | } 37 | 38 | public static Vector4 ReadVector4 (BinaryReader BR) 39 | { 40 | return new Vector4 (BR.ReadSingle(), BR.ReadSingle(), BR.ReadSingle(), BR.ReadSingle()); 41 | } 42 | 43 | public static Quaternion ReadQuat (BinaryReader BR) 44 | { 45 | return new Quaternion (BR.ReadSingle(), BR.ReadSingle(), BR.ReadSingle(), BR.ReadSingle()); 46 | } 47 | 48 | public static void WriteVector3(BinaryWriter bw, Vector3 v) 49 | { 50 | bw.Write (v.x); 51 | bw.Write (v.y); 52 | bw.Write (v.z); 53 | } 54 | 55 | public static void WriteVector2(BinaryWriter bw, Vector2 v) 56 | { 57 | bw.Write (v.x); 58 | bw.Write (v.y); 59 | } 60 | 61 | public static string ReadNullTerminatedString(BinaryReader br, int offset) 62 | { 63 | br.BaseStream.Seek (offset, SeekOrigin.Begin); 64 | return ReadNullTerminatedString (br); 65 | } 66 | 67 | public static string ReadNullTerminatedString(BinaryReader br) 68 | { 69 | string str = ""; 70 | while (true) 71 | { 72 | char c=br.ReadChar(); 73 | if(c=='\0')break; 74 | str+=c; 75 | } 76 | return str; 77 | } 78 | 79 | public static string GetNullTerminatedString(char[] src, int offs) 80 | { 81 | string str = ""; 82 | for(int i=offs;i(); 20 | origHeight=coll.height; 21 | speed = normalSpeed; 22 | 23 | //transform.position=Test.Inst.startPos; 24 | } 25 | 26 | void Update() 27 | { 28 | if(Test.Inst.skyCamera!=null) 29 | { 30 | Test.Inst.skyCamera.transform.position = (Test.Inst.playerCamera.transform.position/16f)+Test.Inst.skyCameraOrigin; 31 | Test.Inst.skyCamera.transform.rotation = Test.Inst.playerCamera.transform.rotation; 32 | } 33 | 34 | if (Input.GetKey (KeyCode.LeftShift)) 35 | speed = runSpeed; 36 | else 37 | speed = normalSpeed; 38 | 39 | /*Vector3 move = transform.right * Input.GetAxis ("Horizontal") + 40 | transform.forward * Input.GetAxis ("Vertical"); 41 | */ 42 | transform.Translate(new Vector3 (Input.GetAxis ("Horizontal"), 43 | Input.GetAxis ("UpDown"), 44 | Input.GetAxis ("Vertical"))*speed*Time.deltaTime); 45 | 46 | if(Input.GetKeyDown(KeyCode.LeftControl)) 47 | { 48 | crouch=!crouch; 49 | 50 | if(crouch) 51 | { 52 | coll.height=0.5f; 53 | //cam.localPosition=new Vector3(0,0.4f,0); 54 | } 55 | else 56 | { 57 | coll.height=origHeight; 58 | //cam.localPosition=new Vector3(0,origHeight-0.1f,0); 59 | } 60 | } 61 | 62 | if(Input.GetKeyDown(KeyCode.R)) 63 | { 64 | transform.position=Test.Inst.startPos; 65 | } 66 | } 67 | 68 | /*void FixedUpdate () 69 | { 70 | if (Input.GetKey (KeyCode.LeftShift)) 71 | speed = runSpeed; 72 | else 73 | speed = normalSpeed; 74 | 75 | 76 | Vector3 move = transform.right * Input.GetAxis ("Horizontal") + 77 | transform.forward * Input.GetAxis ("Vertical"); 78 | 79 | rb.MovePosition (transform.position+(move * speed * Time.fixedDeltaTime)); 80 | 81 | if (Input.GetButtonDown ("Jump")) 82 | { 83 | rb.AddForce(Vector3.up*10000); 84 | } 85 | 86 | if(Input.GetKeyDown(KeyCode.R)) 87 | { 88 | rb.velocity=Vector3.zero; 89 | transform.position=Test.Inst.startPos; 90 | } 91 | 92 | if(Input.GetKeyDown(KeyCode.LeftControl)) 93 | { 94 | crouch=!crouch; 95 | 96 | if(crouch) 97 | { 98 | coll.height=0.5f; 99 | //cam.localPosition=new Vector3(0,0.4f,0); 100 | } 101 | else 102 | { 103 | coll.height=origHeight; 104 | //cam.localPosition=new Vector3(0,origHeight-0.1f,0); 105 | } 106 | } 107 | }*/ 108 | } 109 | -------------------------------------------------------------------------------- /Assets/Code/Player.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd383733c75242340ac37ee1740635ee 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Code/PlayerControllerv2.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class PlayerControllerv2 : MonoBehaviour 4 | { 5 | 6 | Transform cameraT; 7 | CharacterController controller; 8 | 9 | public float xMouseSensitivity = 5f; 10 | public float yMouseSensitivity = 5f; 11 | public float superJumpFactor = 3f; 12 | public float jumpSpeed = 8f; 13 | public float gravity = 20f; 14 | public float cameraYOffset = 0.8f; 15 | public float friction = 8f; 16 | public float groundAcceleration = 100f; 17 | public float groundMaxVelocity = 6f; 18 | public float airAcceleration = 100f; 19 | public float airMaxVelocity = 6f; 20 | public float airControl = 1f; 21 | 22 | float m_yaw = 0.022f; 23 | float m_pitch = 0.022f; 24 | float rotX; 25 | float rotY; 26 | 27 | bool jumping; 28 | 29 | Vector3 cameraOffsetVector; 30 | Vector3 moveDir = Vector3.zero; 31 | Vector3 moveDirTemp = Vector3.zero; 32 | 33 | void Start () 34 | { 35 | cameraT = gameObject.GetComponentInChildren ().transform; 36 | cameraOffsetVector = new Vector3 (0, cameraYOffset, 0); 37 | cameraT.position = transform.position + cameraOffsetVector; 38 | controller = gameObject.GetComponent (); 39 | } 40 | 41 | void Update () 42 | { 43 | // Camera rotation 44 | rotY += Input.GetAxisRaw ("Mouse X") * xMouseSensitivity * m_yaw; 45 | rotX -= Input.GetAxisRaw ("Mouse Y") * yMouseSensitivity * m_pitch; 46 | // Clamp vertical rotation 47 | if (rotX < -90) 48 | { 49 | rotX = -90; 50 | } 51 | else if (rotX > 90) 52 | { 53 | rotX = 90; 54 | } 55 | // Clamp horizontal rotation 56 | if (rotY < -360 || rotY > 360) 57 | { 58 | rotY = rotY % 360; 59 | } 60 | this.transform.rotation = Quaternion.Euler (0, rotY, 0); 61 | cameraT.rotation = Quaternion.Euler (rotX, rotY, 0); 62 | 63 | // Movement input 64 | float inputX = Input.GetAxisRaw ("Horizontal"); 65 | float inputY = Input.GetAxisRaw ("Vertical"); 66 | moveDir = new Vector3 (inputX, 0, inputY).normalized; 67 | moveDir = transform.TransformDirection (moveDir); 68 | if (!controller.isGrounded || jumping) 69 | { 70 | moveDir = MoveAir (moveDir, controller.velocity); 71 | } 72 | else if (controller.isGrounded && !jumping) 73 | { 74 | moveDir = MoveGround (moveDir, controller.velocity); 75 | } 76 | // Jump 77 | if (controller.isGrounded) 78 | { 79 | jumping = false; 80 | } 81 | if (Input.GetButton ("Jump") && controller.isGrounded) 82 | { 83 | jumping = true; 84 | moveDir.y = jumpSpeed; 85 | } 86 | moveDir.y -= gravity * Time.deltaTime; 87 | controller.Move (moveDir * Time.deltaTime); 88 | //print (moveDir); 89 | } 90 | 91 | private Vector3 Accelerate (Vector3 accelDir, Vector3 prevVelocity, float accelerate, float max_velocity) 92 | { 93 | float projVel = Vector3.Dot (prevVelocity, accelDir); 94 | float accelVel = accelerate * Time.fixedDeltaTime; 95 | 96 | if (projVel + accelVel > max_velocity) 97 | { 98 | accelVel = max_velocity - projVel; 99 | } 100 | 101 | return prevVelocity + accelDir * accelVel; 102 | } 103 | 104 | private Vector3 AirAccelerate (Vector3 wishDir, Vector3 prevVelocity, float accelerate, float max_velocity) 105 | { 106 | if (wishDir.magnitude == 0) 107 | { 108 | return prevVelocity; 109 | } 110 | 111 | float projVel = Vector3.Dot (prevVelocity, wishDir); 112 | float accelVel = accelerate * Time.fixedDeltaTime; 113 | 114 | if (projVel < 0) 115 | { 116 | prevVelocity += wishDir * accelVel; 117 | 118 | float ySpeed = prevVelocity.y; 119 | prevVelocity.y = 0; 120 | float speed = prevVelocity.magnitude; 121 | prevVelocity.Normalize (); 122 | projVel = Vector3.Dot (prevVelocity, wishDir); 123 | float k = 32; 124 | k *= airControl * projVel * projVel * Time.deltaTime; 125 | // Clamp speed 126 | if (speed > max_velocity) 127 | { 128 | speed *= max_velocity / speed; 129 | } 130 | 131 | prevVelocity.x = prevVelocity.x * speed + wishDir.x * k; 132 | prevVelocity.y = prevVelocity.y * speed + wishDir.y * k; 133 | prevVelocity.z = prevVelocity.z * speed + wishDir.z * k; 134 | 135 | prevVelocity.Normalize (); 136 | prevVelocity.x *= speed; 137 | prevVelocity.y = ySpeed; 138 | prevVelocity.z *= speed; 139 | 140 | } 141 | else if (projVel >= 0) 142 | { 143 | if (Mathf.Sqrt (Mathf.Pow (prevVelocity.x, 2) + Mathf.Pow (prevVelocity.z, 2)) < 2f) 144 | { 145 | prevVelocity += wishDir * 2 * Time.fixedDeltaTime; 146 | } 147 | } 148 | 149 | return prevVelocity; 150 | 151 | } 152 | 153 | private Vector3 MoveGround (Vector3 accelDir, Vector3 prevVelocity) 154 | { 155 | // Apply Friction 156 | float speed = prevVelocity.magnitude; 157 | if (speed != 0 && controller.isGrounded) // To avoid divide by zero errors 158 | { 159 | float drop = speed * friction * Time.fixedDeltaTime; 160 | prevVelocity *= Mathf.Max (speed - drop, 0) / speed; // Scale the velocity based on friction. 161 | } 162 | 163 | return Accelerate (accelDir, prevVelocity, groundAcceleration, groundMaxVelocity); 164 | } 165 | 166 | private Vector3 MoveAir (Vector3 accelDir, Vector3 prevVelocity) 167 | { 168 | return AirAccelerate (accelDir, prevVelocity, airAcceleration, airMaxVelocity); 169 | } 170 | } -------------------------------------------------------------------------------- /Assets/Code/PlayerControllerv2.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b09766d5e892a814b9ba73836a2d9723 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Code/Read.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 36f7f8211523d154b968fd4a3e4b3833 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Code/Read/BSPFile.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8247c2f15f8b7d04ab918806464f3e3a 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Code/Read/SourceBSPLoader.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3d02987514f6af2488219e350f9811d5 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Code/Read/SourceBSPStructs.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace uSrcTools 6 | { 7 | public class SourceBSPStructs 8 | { 9 | public const int VBSP = 0x50534256; 10 | 11 | public const int GAMELUMP_STATIC_PROPS = 1936749168; // 'sprp'; 12 | 13 | public const int HEADER_LUMPS = 64; //Num Lumps 14 | public const int LUMP_ENTITIES = 0; //Map entities 15 | public const int LUMP_PLANES = 1; //Plane array 16 | public const int LUMP_TEXDATA = 2; //Index to texture names 17 | public const int LUMP_VERTEXES = 3; //Vertex array 18 | public const int LUMP_VISIBILITY = 4; //Compressed visibility bit arrays 19 | public const int LUMP_NODES = 5; //BSP tree nodes 20 | public const int LUMP_TEXINFO = 6; //Face texture array 21 | public const int LUMP_FACES = 7; //Face array 22 | public const int LUMP_LIGHTING = 8; //Lightmap samples 23 | public const int LUMP_OCCLUSION = 9; //Occlusion polygons and vertices 24 | public const int LUMP_LEAFS = 10; //BSP tree leaf nodes 25 | public const int LUMP_FACEIDS = 11; //Correlates between dfaces and Hammer face IDs. Also used as random seed for detail prop placement. 26 | public const int LUMP_EDGES = 12; //Edge array 27 | public const int LUMP_SURFEDGES = 13; //Index of edges 28 | public const int LUMP_MODELS = 14; //Brush models (geometry of brush entities) 29 | public const int LUMP_WORLDLIGHTS = 15; //Internal world lights converted from the entity lump 30 | public const int LUMP_LEAFFACES = 16; //Index to faces in each leaf 31 | public const int LUMP_LEAFBRUSHES = 17; //Index to brushes in each leaf 32 | public const int LUMP_BRUSHES = 18; //Brush array 33 | public const int LUMP_BRUSHSIDES = 19; //Brushside array 34 | public const int LUMP_AREAS = 20; //Area array 35 | public const int LUMP_AREAPORTALS = 21; //Portals between areas 36 | 37 | 38 | public const int LUMP_DISPINFO = 26; //Displacement surface array 39 | 40 | 41 | public const int LUMP_DISP_LIGHTMAP_ALPHAS = 32; //Displacement lightmap alphas (unused/empty since Source 2006) 42 | public const int LUMP_DISP_VERTS = 33; //Vertices of displacement surface meshes 43 | public const int LUMP_DISP_LIGHTMAP_SAMPLE_POSITIONS = 34; //Displacement lightmap sample positions 44 | public const int LUMP_GAME_LUMP = 35; //Game-specific data lump 45 | 46 | 47 | public const int LUMP_PAKFILE = 40; //Embedded uncompressed Zip-format file 48 | 49 | public const int LUMP_CUBEMAPS = 42; //env_cubemap location array 50 | public const int LUMP_TEXDATA_STRING_DATA = 43; //Texture name data 51 | public const int LUMP_TEXDATA_STRING_TABLE= 44; //Index array into texdata string data 52 | 53 | 54 | public const int LUMP_DISP_TRIS = 48; //Displacement surface triangles 55 | 56 | public const int LUMP_LIGHTING_HDR = 53; //HDR lightmap samples 57 | 58 | public const int LUMP_FACES_HDR = 58; //HDR maps may have different face data 59 | 60 | 61 | public const int SURF_LIGHT = 0x0001; // value will hold the light strength 62 | public const int SURF_SKY2D = 0x0002; // don't draw, indicates we should skylight + draw 2d sky but not draw the 3D skybox 63 | public const int SURF_SKY = 0x0004; // don't draw, but add to skybox 64 | public const int SURF_WARP = 0x0008; // turbulent water warp 65 | public const int SURF_TRANS = 0x0010; 66 | public const int SURF_NOPORTAL= 0x0020; // the surface can not have a portal placed on it 67 | public const int SURF_TRIGGER= 0x0040; // FIXME: This is an xbox hack to work around elimination of trigger surfaces, which breaks occluders 68 | public const int SURF_NODRAW= 0x0080; // don't bother referencing the texture 69 | 70 | public const int SURF_HINT = 0x0100; // make a primary bsp splitter 71 | 72 | public const int SURF_SKIP = 0x0200; // completely ignore, allowing non-closed brushes 73 | public const int SURF_NOLIGHT= 0x0400; // Don't calculate light 74 | public const int SURF_BUMPLIGHT=0x0800; // calculate three lightmaps for the surface for bumpmapping 75 | public const int SURF_NOSHADOWS=0x1000; // Don't receive shadows 76 | public const int SURF_NODECALS= 0x2000; // Don't receive decals 77 | public const int SURF_NOCHOP = 0x4000; // Don't subdivide patches on this surface 78 | public const int SURF_HITBOX = 0x8000; // surface is part of a hitbox 79 | 80 | 81 | } 82 | 83 | [Serializable] 84 | public struct bspheader 85 | { 86 | public int ident; 87 | public int version; 88 | public bsplump[] lumps; 89 | public int mapRevision; 90 | } //1036 bytes 91 | 92 | [Serializable] 93 | public struct bsplump 94 | { 95 | public int fileofs; 96 | public int filelen; 97 | public int version; 98 | public string fourCC; //4 chars 99 | }//16 bytes 100 | 101 | public struct bspplane 102 | { 103 | public Vector3 normal; 104 | public float dist; 105 | public int type; 106 | }//20 bytes 107 | 108 | //vertex - Vector3 //12 bytes 109 | 110 | //edge - ushort v[2] //4 bytes 111 | 112 | //surfedge - int //4 bytes 113 | 114 | [Serializable] 115 | public struct bspface 116 | { 117 | public ushort planenum; 118 | public byte side; 119 | public byte onNode; 120 | public int firstedge; 121 | public short numedges; 122 | public short texinfo; 123 | public short dispinfo; 124 | public short surfaceFogVolumeID; 125 | public byte[] styles;//4 126 | public int lightofs; 127 | public float area; 128 | public int[] LightmapTextureMinsInLuxels;//2 // texture lighting info 129 | public int[] LightmapTextureSizeInLuxels;//2 // texture lighting info 130 | public int origFace; // original face this was split from 131 | public ushort numPrims; // primitives 132 | public ushort firstPrimID; 133 | public uint smoothingGroups; // lightmap smoothing group 134 | } //56 bytes 135 | 136 | [Serializable] 137 | public struct bspbrush 138 | { 139 | public int firstside; // first brushside 140 | public int numsides; // number of brushsides 141 | public int contents; // contents flags 142 | }//12 byte 143 | 144 | [Serializable] 145 | public struct bspbrushside 146 | { 147 | public ushort planenum; // facing out of the leaf 148 | public short texinfo; // texture info 149 | public short dispinfo; // displacement info 150 | public short bevel; // is the side a bevel plane? 151 | }//8 byte 152 | 153 | [Serializable] 154 | public struct bspnode 155 | { 156 | public int planenum; // index into plane array 157 | public int[] children;//2 // negative numbers are -(leafs + 1), not nodes 158 | public short[] mins;//3 // for frustum culling 159 | public short[] maxs;//3 160 | public ushort firstface; // index into face array 161 | public ushort numfaces; // counting both sides 162 | public short area; // If all leaves below this node are in the same area, then// this is the area index. If not, this is -1. 163 | public short paddding; // pad to 32 bytes length 164 | }//32 bytes 165 | 166 | [Serializable] 167 | public struct bspleaf 168 | { 169 | public int contents; // OR of all brushes (not needed?) 170 | public short cluster; // cluster this leaf is in 171 | 172 | //public short area;//:9;??? // area this leaf is in 173 | //public short flags;//:7;??? // flags 174 | public byte area; 175 | public byte flags; 176 | 177 | public short[] mins;//3 // for frustum culling 178 | public short[] maxs;//3 179 | 180 | public ushort firstleafface; // index into leaffaces 181 | public ushort numleaffaces; 182 | public ushort firstleafbrush; // index into leafbrushes 183 | public ushort numleafbrushes; 184 | public short leafWaterDataID; // -1 for not in water 185 | 186 | //skip 2 byte 187 | 188 | //!!! NOTE: for maps of version 19 or lower uncomment this block 189 | /* 190 | CompressedLightCube ambientLighting; // Precaculated light info for entities. 191 | short padding; // padding to 4-byte boundary 192 | */ 193 | }//56 byte????? 194 | //32 byte!!!!! 195 | 196 | 197 | //leafFace - ushort 198 | 199 | //leadBrush - ushort 200 | 201 | [Serializable] 202 | public struct bsptexinfo 203 | { 204 | public Vector3 texvecs; 205 | public float texoffs; 206 | public Vector3 texvect; 207 | public float texofft; 208 | 209 | public Vector3 lightvecs; 210 | public float lightoffs; 211 | public Vector3 lightvect; 212 | public float lightofft; 213 | 214 | public int flags; 215 | public int texdata; 216 | }//72 bytes 217 | 218 | //u = tv0,0 * x + tv0,1 * y + tv0,2 * z + tv0,3 219 | //v = tv1,0 * x + tv1,1 * y + tv1,2 * z + tv1,3 220 | //(ie. The dot product of the vectors with the vertex plus the offset in that direction. Where tvA,B is textureVecs[A][B]. 221 | 222 | [Serializable] 223 | public class bsptexdata 224 | { 225 | public Vector3 reflectivity; // RGB reflectivity 226 | public int nameStringTableID; // index into TexdataStringTable 227 | public int width; 228 | public int height; // source image 229 | public int view_width; 230 | public int view_height; 231 | 232 | public int numVerts; 233 | public int numInds; 234 | }//32 bytes 235 | 236 | [Serializable] 237 | public struct bspmodel 238 | { 239 | public Vector3 mins; 240 | public Vector3 maxs; 241 | public Vector3 origin; 242 | public int headnode; 243 | public int firstface; 244 | public int numfaces; 245 | }//48 bytes 246 | 247 | public struct bspvis 248 | { 249 | public int numclusters; 250 | public int[][] byteofs;//numclusters 2 251 | } 252 | 253 | public struct bspcubemapsample 254 | { 255 | public int[] origin;//3 256 | public int size; 257 | } 258 | 259 | public struct RGBExp32 260 | { 261 | public byte r, g, b; 262 | public sbyte exp; 263 | } 264 | 265 | [Serializable] 266 | public struct bspdispinfo 267 | { 268 | public Vector3 startPosition; // start position used for orientation 269 | public int DispVertStart; // Index into LUMP_DISP_VERTS. 270 | public int DispTriStart; // Index into LUMP_DISP_TRIS. 271 | public int power; // power - indicates size of surface (2^power 1) 272 | public int minTess; // minimum tesselation allowed 273 | public float smoothingAngle; // lighting smoothing angle 274 | public int contents; // surface contents 275 | public /*ushort*/uint MapFace; // Which map face this displacement comes from. 276 | public int LightmapAlphaStart; // Index into ddisplightmapalpha. 277 | public int LightmapSamplePositionStart; // Index into LUMP_DISP_LIGHTMAP_SAMPLE_POSITIONS. 278 | //46b 279 | public DisplaceNeighbor[] EdgeNeighbors; //[4] Indexed by NEIGHBOREDGE_ defines. //40b 280 | public DisplaceCornerNeighbors[] CornerNeighbors; //[4] Indexed by CORNER_ defines. //36b 281 | //122 282 | public uint[] AllowedVerts; //[10] active verticies //40 283 | }//162b 284 | 285 | public struct DisplaceNeighbor 286 | { 287 | public DisplaceSubNeighbor[] m_SubNeighbors; //[2] 288 | }//10b 289 | 290 | public struct DisplaceSubNeighbor 291 | { 292 | public ushort Neighbor_index; // This indexes into ddispinfos. 293 | // 0xFFFF if there is no neighbor here. 294 | 295 | public char neighbor_orient; // (CCW) rotation of the neighbor wrt this displacement. 296 | 297 | // These use the NeighborSpan type. 298 | public char local_span; // Where the neighbor fits onto this side of our displacement. 299 | public char neighbor_span; // Where we fit onto our neighbor. 300 | }//5b 301 | 302 | public class DisplaceCornerNeighbors 303 | { 304 | public ushort[] neighbor_indices;//[MAX_DISP_CORNER_NEIGHBORS] 4 indices of neighbors. 305 | public byte neighbor_count; 306 | }//9b 307 | 308 | [Serializable] 309 | public struct bspDispVert 310 | { 311 | public Vector3 vec; // Vector field defining displacement volume. 312 | public float dist; // Displacement distances. 313 | public float alpha; // "per vertex" alpha values. 314 | } 315 | 316 | 317 | 318 | 319 | [Serializable] 320 | public struct bspgamelump 321 | { 322 | public int id; // gamelump ID 323 | public ushort flags; // flags 324 | public ushort version; // gamelump version 325 | public int fileofs; // offset to this gamelump 326 | public int filelen; // length 327 | } 328 | 329 | [Serializable] 330 | public struct bspStaticPropLump 331 | { 332 | // v4 333 | public Vector3 Origin; // origin 334 | public Vector3 Angles; // orientation (pitch roll yaw) 335 | public int PropType; // index into model name dictionary 336 | public ushort FirstLeaf; // index into leaf array 337 | public ushort LeafCount; 338 | public char Solid; // solidity type 339 | public char Flags; 340 | public int Skin; // model skin numbers 341 | public float FadeMinDist; 342 | public float FadeMaxDist; 343 | public Vector3 LightingOrigin; // for lighting 344 | // since v5 345 | public float ForcedFadeScale; // fade distance scale 346 | // v6 and v7 only 347 | public ushort MinDXLevel; // minimum DirectX version to be visible 348 | public ushort MaxDXLevel; // maximum DirectX version to be visible 349 | 350 | // since v8 351 | public byte minCPULevel; 352 | public byte maxCPULevel; 353 | public byte minGPULevel; 354 | public byte maxGPULevel; 355 | public Color32 diffuseModulation; 356 | /*// since v7 357 | public Color32 DiffuseModulation; // per instance color and alpha modulation 358 | */ 359 | // since v10 360 | public int FlagsEx; 361 | // since v11 362 | public float UniformScale; // Prop scale 363 | // since v9 364 | public bool DisableX360; // if true, don't show on XBox 360 365 | //3 unknown bytes 366 | } 367 | } 368 | -------------------------------------------------------------------------------- /Assets/Code/Read/SourceBSPStructs.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 792bdb4a48976fd4bac3c2b0db8d7d76 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Code/Read/SourceMDLStructs.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8ffb15396269db34fa59e9fbb92ce55e 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Code/Read/SourceStudioModel.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7457db7906e8034b89cff9958b7c019 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Code/Read/VMTLoader.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using System.Linq; 5 | using System.IO; 6 | 7 | namespace uSrcTools 8 | { 9 | public class VMTLoader 10 | { 11 | public class VMTFile 12 | { 13 | public string shader; 14 | 15 | public string basetexture; 16 | public string basetexture2; 17 | public string bumpmap; 18 | public string surfaceprop; 19 | public string detil; 20 | public string dudvmap; 21 | public float detailscale; 22 | 23 | public bool alphatest; 24 | public bool translucent; 25 | public bool selfillum; 26 | public bool additive; 27 | 28 | public string envmap; 29 | public float basealphaenvmapmask; 30 | public float envmapcontrast; 31 | public float envmapsaturation; 32 | public Vector3 envmaptint; 33 | 34 | } 35 | 36 | public static VMTFile ParseVMTFile(string name) 37 | { 38 | VMTFile material = new VMTFile(); 39 | 40 | string path = ""; 41 | 42 | if (name.StartsWith("/")) 43 | name = name.Substring(1); 44 | 45 | if (name.Contains ("materials/")) 46 | name = name.Replace ("materials/", ""); 47 | 48 | if (name.Contains (".vmt")) 49 | name = name.Replace (".vmt", ""); 50 | 51 | path = ResourceManager.GetPath ("materials/"+name+".vmt"); 52 | 53 | if(path==null) 54 | { 55 | Debug.Log ("materials/"+name+".vmt: Not Found"); 56 | return null; 57 | } 58 | 59 | 60 | string[] file = File.ReadAllLines (path); 61 | string[] temp = null; 62 | string line = null; 63 | int depth = 0; 64 | Dictionary parameters = new Dictionary (); 65 | string block=null; 66 | for (int i=0; i n.ToLower ().Contains ("$basetexturetransform"))]=""; 175 | }*/ 176 | 177 | if(parameters.ContainsKey("$basetexture")) 178 | { 179 | material.basetexture=parameters["$basetexture"]; 180 | } 181 | else 182 | { 183 | //if(material.shader!="patch") 184 | // Debug.Log ("File "+name+".vmt with shader"+material.shader+" dont contains texture name"); 185 | if(parameters.ContainsKey("%tooltexture")) 186 | { 187 | //Debug.Log ("Split strings count: "+temp.Length); 188 | material.basetexture=parameters["%tooltexture"]; 189 | } 190 | else if(parameters.ContainsKey("$iris")) 191 | { 192 | material.basetexture=parameters["$iris"]; 193 | } 194 | //else 195 | // material.basetexture = null; 196 | 197 | 198 | } 199 | 200 | if(parameters.ContainsKey("$basetexture2")) 201 | { 202 | material.basetexture2=parameters["$basetexture2"]; 203 | } 204 | 205 | if(parameters.ContainsKey("$bumpmap")) 206 | { 207 | material.bumpmap=parameters["$bumpmap"]; 208 | } 209 | 210 | if(parameters.ContainsKey("$surfaceprop")) 211 | { 212 | material.surfaceprop = parameters["$surfaceprop"]; 213 | } 214 | 215 | if(parameters.ContainsKey("alphatest")) 216 | { 217 | if(parameters["alphatest"]=="1") 218 | material.alphatest = true; 219 | } 220 | 221 | if(parameters.ContainsKey("$alphatest")) 222 | { 223 | if(parameters["$alphatest"]=="1") 224 | material.alphatest = true; 225 | } 226 | 227 | if(parameters.ContainsKey("$selfillum")) 228 | { 229 | if(parameters["$selfillum"]=="1") 230 | material.selfillum = true; 231 | } 232 | 233 | if(parameters.ContainsKey("$translucent")) 234 | { 235 | if(parameters["$translucent"]=="1") 236 | material.translucent = true; 237 | } 238 | 239 | if(parameters.ContainsKey("$additive")) 240 | { 241 | if(parameters["$additive"]=="1") 242 | material.additive = true; 243 | } 244 | 245 | if(parameters.ContainsKey("$dudvmap")) 246 | { 247 | material.dudvmap = parameters["$dudvmap"]; 248 | } 249 | 250 | if(parameters.ContainsKey("$normalmap")) 251 | { 252 | material.dudvmap = parameters["$normalmap"]; 253 | } 254 | 255 | return material; 256 | } 257 | 258 | 259 | /*public static VMTFile LoadVMTFile(string name) 260 | { 261 | //VMTFile material = new VMTFile (); 262 | 263 | string path = ""; 264 | 265 | if (name.Contains ("materials/")) 266 | name = name.Replace ("materials/", ""); 267 | 268 | if (name.Contains (".vmt")) 269 | name = name.Replace (".vmt", ""); 270 | 271 | path = PathUtils.GetPath ("materials/" + name + ".vmt"); 272 | 273 | if (path == null) 274 | { 275 | // Debug.Log ("materials/"+name+".vmt: Not Found"); 276 | return null; 277 | } 278 | 279 | string[] file = File.ReadAllLines (path); 280 | 281 | return ParseLinesToVMT (file); 282 | }*/ 283 | 284 | /*public static VMTFile ParseLinesToVMT(string[] body) 285 | { 286 | int depth = 0; 287 | IList newBody = new List(); 288 | 289 | for (int i=0; i 0) 286 | Width = 4; 287 | 288 | if(Height < 4 && Height > 0) 289 | Height = 4; 290 | 291 | return (((uint)Width + 3) / 4) * (((uint)Height + 3) / 4) * 8; 292 | //return (uint)Width * (uint)Height * 1; 293 | case VTFImageFormat.IMAGE_FORMAT_DXT3: 294 | case VTFImageFormat.IMAGE_FORMAT_DXT5: 295 | if(Width < 4 && Width > 0) 296 | Width = 4; 297 | 298 | if(Height < 4 && Height > 0) 299 | Height = 4; 300 | 301 | return (((uint)Width + 3) / 4) * (((uint)Height + 3) / 4) * 16; 302 | case VTFImageFormat.IMAGE_FORMAT_ABGR8888: 303 | case VTFImageFormat.IMAGE_FORMAT_ARGB8888: 304 | case VTFImageFormat.IMAGE_FORMAT_RGBA8888: 305 | case VTFImageFormat.IMAGE_FORMAT_BGRA8888: 306 | case VTFImageFormat.IMAGE_FORMAT_BGRX8888: 307 | case VTFImageFormat.IMAGE_FORMAT_UVWQ8888: 308 | case VTFImageFormat.IMAGE_FORMAT_UVLX8888: 309 | case VTFImageFormat.IMAGE_FORMAT_R32F: 310 | case VTFImageFormat.IMAGE_FORMAT_NV_INTZ: 311 | case VTFImageFormat.IMAGE_FORMAT_NV_RAWZ: 312 | case VTFImageFormat.IMAGE_FORMAT_NV_NULL: 313 | return (uint)Width*(uint)Height * 4; 314 | case VTFImageFormat.IMAGE_FORMAT_RGB888: 315 | case VTFImageFormat.IMAGE_FORMAT_BGR888: 316 | case VTFImageFormat.IMAGE_FORMAT_RGB888_BLUESCREEN: 317 | case VTFImageFormat.IMAGE_FORMAT_BGR888_BLUESCREEN: 318 | case VTFImageFormat.IMAGE_FORMAT_NV_DST24: 319 | return (uint)Width*(uint)Height*3; 320 | case VTFImageFormat.IMAGE_FORMAT_RGB565: 321 | case VTFImageFormat.IMAGE_FORMAT_IA88: 322 | case VTFImageFormat.IMAGE_FORMAT_BGR565: 323 | case VTFImageFormat.IMAGE_FORMAT_BGRX5551: 324 | case VTFImageFormat.IMAGE_FORMAT_BGRA4444: 325 | case VTFImageFormat.IMAGE_FORMAT_BGRA5551: 326 | case VTFImageFormat.IMAGE_FORMAT_UV88: 327 | case VTFImageFormat.IMAGE_FORMAT_NV_DST16: 328 | case VTFImageFormat.IMAGE_FORMAT_ATI_DST16: 329 | return(uint) Width*(uint)Height*2; 330 | default: 331 | return(uint) Width * (uint)Height * 1;//GetImageFormatInfo(imageFormat).BytesPerPixel; 332 | } 333 | } 334 | 335 | static uint ComputeImageSize(int width, int height, int mipmaps, uint frames, VTFImageFormat imageFormat) 336 | { 337 | uint imageSize = 0; 338 | 339 | for(uint i=0;i>=1; 344 | height>>=1; 345 | 346 | if(width < 1) 347 | width = 1; 348 | 349 | if(height < 1) 350 | height = 1; 351 | } 352 | imageSize *= frames; 353 | return imageSize; 354 | } 355 | } 356 | 357 | } -------------------------------------------------------------------------------- /Assets/Code/Read/VTFLoader.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0331f5d3469ab73409ca80f03692e4d0 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Code/ResourceManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections.Generic; 3 | using System.IO; 4 | 5 | namespace uSrcTools 6 | { 7 | public class ResourceManager : MonoBehaviour 8 | { 9 | private static ResourceManager inst; 10 | public static ResourceManager Inst 11 | { 12 | get 13 | { 14 | return inst??(inst= GameObject.FindGameObjectWithTag("WorldManager").GetComponent()); 15 | } 16 | } 17 | 18 | public Dictionary models = new Dictionary(); 19 | public Dictionary Textures = new Dictionary (); 20 | public Dictionary Materials = new Dictionary (); 21 | public Dictionary VMTMaterials = new Dictionary (); 22 | 23 | void Awake() 24 | { 25 | inst = this; 26 | } 27 | 28 | public SourceStudioModel GetModel(string modelName) 29 | { 30 | modelName = modelName.ToLower (); 31 | if(models.ContainsKey(modelName)) 32 | { 33 | return models[modelName]; 34 | } 35 | else 36 | { 37 | SourceStudioModel tempModel = new SourceStudioModel().Load(modelName); 38 | models.Add (modelName, tempModel); 39 | return tempModel; 40 | } 41 | 42 | } 43 | 44 | public VMTLoader.VMTFile GetVMTMaterial(string materialName) 45 | { 46 | VMTLoader.VMTFile vmtFile=null; 47 | if (!VMTMaterials.ContainsKey (materialName)) 48 | { 49 | vmtFile = VMTLoader.ParseVMTFile (materialName); 50 | VMTMaterials.Add (materialName, vmtFile); 51 | } 52 | else 53 | { 54 | vmtFile = VMTMaterials [materialName]; 55 | } 56 | return vmtFile; 57 | } 58 | 59 | public Texture GetTexture(string textureName) 60 | { 61 | textureName=textureName.ToLower(); 62 | if(textureName.Contains("_rt_camera")) 63 | { 64 | if (!Textures.ContainsKey (textureName)) 65 | Textures.Add (textureName,Test.Inst.cameraTexture); 66 | return Textures [textureName]; 67 | } 68 | else 69 | { 70 | if (!Textures.ContainsKey (textureName)) 71 | Textures.Add (textureName, VTFLoader.LoadFile (textureName)); 72 | return Textures [textureName]; 73 | } 74 | } 75 | 76 | public Material GetMaterial(string materialName) 77 | { 78 | Material tempmat=null; 79 | 80 | if(Materials.ContainsKey (materialName)) 81 | return Materials[materialName]; 82 | 83 | //VMT 84 | VMTLoader.VMTFile vmtFile = GetVMTMaterial (materialName); 85 | 86 | //Material 87 | if (vmtFile != null) 88 | { 89 | if(vmtFile.shader=="lightmappedgeneric") 90 | { 91 | if(vmtFile.selfillum) 92 | tempmat = new Material(uSrcSettings.Inst.sSelfillum); 93 | else if(!vmtFile.translucent && !vmtFile.alphatest) 94 | //tempmat = new Material(uSrcSettings.Inst.sDiffuse); 95 | tempmat = new Material(uSrcSettings.Inst.diffuseMaterial); 96 | else 97 | //tempmat = new Material(uSrcSettings.Inst.sTransparent); Also fixes the transparency. 98 | tempmat = new Material(uSrcSettings.Inst.transparentMaterial); 99 | } 100 | else if(vmtFile.shader=="unlitgeneric") 101 | { 102 | if(vmtFile.additive) 103 | { 104 | tempmat = new Material(uSrcSettings.Inst.sAdditive); 105 | tempmat.SetColor("_TintColor",Color.white); 106 | } 107 | else if(!vmtFile.translucent && !vmtFile.alphatest) 108 | tempmat = new Material(uSrcSettings.Inst.sUnlit); 109 | else 110 | tempmat = new Material(uSrcSettings.Inst.sUnlitTransparent); 111 | } 112 | else if(vmtFile.shader=="unlittwotexture") 113 | { 114 | tempmat = new Material(uSrcSettings.Inst.sUnlit); 115 | } 116 | else if(vmtFile.shader=="vertexlitgeneric") 117 | { 118 | if(vmtFile.selfillum) 119 | tempmat = new Material(uSrcSettings.Inst.sSelfillum); 120 | else if(vmtFile.alphatest) 121 | //tempmat = new Material(uSrcSettings.Inst.sAlphatest); Slow but sure move to materials instead of shaders. 122 | tempmat = new Material(uSrcSettings.Inst.transparentCutout); 123 | else if(vmtFile.translucent) 124 | //tempmat = new Material(uSrcSettings.Inst.sTransparent); This fixes the transparency. 125 | tempmat = new Material(uSrcSettings.Inst.transparentMaterial); 126 | else 127 | //tempmat = new Material(uSrcSettings.Inst.sVertexLit); This is to turn down the smoothness. 128 | tempmat = new Material(uSrcSettings.Inst.vertexLitMaterial); 129 | } 130 | else if(vmtFile.shader=="refract") 131 | { 132 | tempmat = new Material(uSrcSettings.Inst.sRefract); 133 | } 134 | else if(vmtFile.shader=="worldvertextransition") 135 | { 136 | tempmat = new Material(uSrcSettings.Inst.sWorldVertexTransition); 137 | 138 | string bt2=vmtFile.basetexture2; 139 | Texture tex2=GetTexture(bt2); 140 | tempmat.SetTexture("_MainTex2",tex2); 141 | if(tex2==null) 142 | Debug.LogWarning("Error loading second texture "+bt2+" from material "+materialName); 143 | } 144 | else if(vmtFile.shader=="water") 145 | { 146 | Debug.LogWarning("Shader "+vmtFile.shader+" from VMT "+materialName+" not suported"); 147 | tempmat = new Material(uSrcSettings.Inst.transparentMaterial); 148 | tempmat.color=new Color(1,1,1,0.3f); 149 | } 150 | else if(vmtFile.shader=="black") 151 | { 152 | tempmat = new Material(uSrcSettings.Inst.sUnlit); 153 | tempmat.color=Color.black; 154 | } 155 | else if(vmtFile.shader=="infected") 156 | { 157 | tempmat = new Material(uSrcSettings.Inst.diffuseMaterial); 158 | } 159 | /*else if(vmtFile.shader=="eyerefract") 160 | { 161 | Debug.Log ("EyeRefract shader not done. Used Diffuse"); 162 | tempmat = new Material(uSrcSettings.Inst.sDiffuse); 163 | }*/ 164 | else 165 | { 166 | Debug.LogWarning("Shader "+vmtFile.shader+" from VMT "+materialName+" not suported"); 167 | tempmat = new Material(uSrcSettings.Inst.diffuseMaterial); 168 | } 169 | 170 | tempmat.name = materialName; 171 | 172 | string textureName = vmtFile.basetexture; 173 | 174 | if(textureName!=null) 175 | { 176 | textureName = textureName.ToLower(); 177 | 178 | Texture mainTex=GetTexture(textureName); 179 | tempmat.mainTexture = mainTex; 180 | if(mainTex==null) 181 | Debug.LogWarning("Error loading texture "+textureName+" from material "+materialName); 182 | } 183 | else 184 | { 185 | //tempmat.shader = Shader.Find ("Transparent/Diffuse"); 186 | //tempmat.color = new Color (1, 1, 1, 0f); 187 | } 188 | 189 | if(vmtFile.dudvmap!=null&vmtFile.shader=="refract") 190 | { 191 | string dudv=vmtFile.dudvmap.ToLower (); 192 | Texture dudvTex=GetTexture(dudv); 193 | tempmat.SetTexture("_BumpMap",dudvTex); 194 | if(dudvTex==null) 195 | Debug.LogWarning("Error loading texture "+dudv+" from material "+materialName); 196 | } 197 | 198 | Materials.Add (materialName,tempmat); 199 | return tempmat; 200 | } 201 | else 202 | { 203 | //Debug.LogWarning("Error loading "+materialName); 204 | Materials.Add (materialName, Test.Inst.testMaterial); 205 | return Test.Inst.testMaterial; 206 | } 207 | } 208 | 209 | public static string GetPath(string filename) 210 | { 211 | filename=filename.Replace ("\\","/"); 212 | filename=filename.Replace ("//","/"); 213 | string path=""; 214 | if(uSrcSettings.Inst.haveMod) 215 | { 216 | if(uSrcSettings.Inst.mod!="none"||uSrcSettings.Inst.mod!="") 217 | { 218 | path = uSrcSettings.Inst.path + "/" + uSrcSettings.Inst.mod + "/"; 219 | if(CheckFile(path + filename)) 220 | { 221 | return path + filename; 222 | } 223 | } 224 | } 225 | 226 | path = uSrcSettings.Inst.path + "/" + uSrcSettings.Inst.game + "/"; 227 | if(CheckFile(path + filename)) 228 | { 229 | return path + filename; 230 | } 231 | else if(CheckFullFiles(filename)) 232 | { 233 | return path + filename; 234 | } 235 | 236 | //try to find in assetsPath 237 | string[] paths = new string[] { "/", "/materials/", "/models/" }; 238 | foreach (string _path in paths) 239 | { 240 | path = uSrcSettings.Inst.assetsPath + _path; 241 | if (CheckFile(path + filename)) 242 | { 243 | return path + filename; 244 | } 245 | else if (CheckFullFiles(filename)) 246 | { 247 | return path + filename; 248 | } 249 | } 250 | 251 | Debug.LogWarning(filename + ": Not Found"); 252 | return null; 253 | } 254 | 255 | static bool CheckFullFiles(string filename) 256 | { 257 | string path=uSrcSettings.Inst.path + "/"+uSrcSettings.Inst.game+"full/"; 258 | 259 | if(!CheckFile(path + filename)) 260 | return false; 261 | 262 | string dirpath=uSrcSettings.Inst.path + "/" + uSrcSettings.Inst.game + "/"; 263 | 264 | Debug.LogWarning ("Copying: "+path + filename+" to "+dirpath+filename); 265 | 266 | 267 | if(!Directory.Exists (dirpath + filename.Remove(filename.LastIndexOf("/")))) 268 | Directory.CreateDirectory(dirpath + filename.Remove(filename.LastIndexOf("/"))); 269 | 270 | File.Copy ( path + filename, dirpath+ filename); 271 | 272 | return true; 273 | 274 | } 275 | 276 | public static string FindModelMaterialFile(string filename, string[] dirs) 277 | { 278 | filename=filename.Replace ("\\","/"); 279 | filename=filename.Replace ("//","/"); 280 | filename+=".vmt"; 281 | string path=""; 282 | 283 | path = uSrcSettings.Inst.path + "/" + uSrcSettings.Inst.game + "/materials/"; 284 | if(CheckFile(path + filename)) 285 | { 286 | return filename; 287 | } 288 | else if(CheckFullFiles("materials/"+filename)) 289 | { 290 | return filename; 291 | } 292 | 293 | for(int i=0;i()); 32 | } 33 | } 34 | 35 | public SourceBSPLoader bsp; 36 | public SourceStudioModel model; 37 | public Material testMaterial; 38 | public Texture cameraTexture; 39 | 40 | public string exportLocation = "D:\\uSource\\Example\\"; 41 | public string mapName; 42 | public string modelName; 43 | public bool skinnedModel = false; 44 | public Transform player; 45 | public Transform playerCamera; 46 | public Transform skyCamera; 47 | public Light light_environment; 48 | public Vector3 skyCameraOrigin; 49 | public Vector3 startPos; 50 | 51 | public bool loadMap = true; 52 | public bool loadModel = false; 53 | public bool exportMap = false; 54 | public bool isL4D2 = false; 55 | public bool forceHDR = false; 56 | public bool skipSky = true; 57 | 58 | 59 | 60 | void Start() 61 | { 62 | Load(); 63 | } 64 | 65 | public void Load() 66 | { 67 | //player.transform.position = GameObject.Find ("info_player_start").transform.position; 68 | 69 | if (loadMap) 70 | { 71 | if (bsp == null) 72 | bsp = GetComponent(); 73 | 74 | bsp.Load(mapName); 75 | if (exportMap) 76 | { 77 | COLLADAExport.Geometry g = bsp.map.BSPToGeometry(); 78 | print("Exporting map."); 79 | //COLLADAExport.Export(@"I:\uSource\test\"+mapName+".dae",g,false,false); 80 | COLLADAExport.Export(exportLocation + mapName + ".dae ", g, false, false); 81 | } 82 | } 83 | 84 | if (loadModel) 85 | { 86 | GameObject modelObj = new GameObject("TestModel "); 87 | model.Load(@"models / " + modelName + ".mdl "); 88 | //model.GetInstance(modelObj,skinnedModel); 89 | model.GetInstance(modelObj, skinnedModel, 0); 90 | //modelObj.transform.localEulerAngles=new Vector3(270,0,0); 91 | } 92 | } 93 | 94 | void Update () 95 | { 96 | //BSP.DrawDebugObjects (player.position); 97 | } 98 | 99 | void OnDrawGizmos () 100 | { 101 | if (model!=null) 102 | model.OnDrawGizmos (); 103 | } 104 | } 105 | 106 | } -------------------------------------------------------------------------------- /Assets/Code/Test.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 56a8e8fe7e5e5be4294c1c331aa439cf 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Code/Write.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf119aa968fa9604a9e4a0c7bcbe295b 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Code/Write/COLLADAExport.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b626aa0025e1d25489080b38ecb454a9 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Code/Write/GLESMeshExporter.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | using System.Collections; 4 | using System.IO; 5 | using uSrcTools; 6 | 7 | [CustomEditor(typeof(GLESMeshExporter))] 8 | public class GLESMeshExporterCustomEditor:Editor 9 | { 10 | public override void OnInspectorGUI() 11 | { 12 | DrawDefaultInspector (); 13 | GLESMeshExporter script = (GLESMeshExporter)target; 14 | if (GUILayout.Button ("Export")) 15 | { 16 | GLESMeshExporter.Export(script.filename,script.curMesh.GetComponent().sharedMesh); 17 | Debug.Log ("Exported to: "+script.filename); 18 | } 19 | if (GUILayout.Button ("Import")) 20 | { 21 | script.curMesh.GetComponent().sharedMesh = GLESMeshExporter.Import(script.filename); 22 | Debug.Log ("Imported from: "+script.filename); 23 | } 24 | } 25 | } 26 | 27 | public class GLESMeshExporter : MonoBehaviour 28 | { 29 | public GameObject curMesh; 30 | public string filename = @"I:\uSource\test\mesh1.mesh"; 31 | 32 | public static void Export(string path, Mesh mesh) 33 | { 34 | BinaryWriter bw = new BinaryWriter (File.Create (path)); 35 | 36 | int numVerts = mesh.triangles.Length;//index array length is tris*3 37 | Debug.Log("mesh.triangles.Length is "+numVerts); 38 | int curIndex; 39 | Vector3 vert; 40 | Vector3 normal; 41 | Vector2 uv; 42 | 43 | bw.Write (numVerts/3); 44 | for (int i=0; i0) 71 | numVerts -= numVerts%3; 72 | 73 | Debug.Log("numVerts is "+numVerts); 74 | 75 | Mesh mesh = new Mesh(); 76 | mesh.name="Test mesh"; 77 | 78 | Vector3[] verts = new Vector3[numVerts]; 79 | Vector3[] normals = new Vector3[numVerts]; 80 | Vector2[] uv = new Vector2[numVerts]; 81 | int[] tris = new int[numVerts]; 82 | 83 | for (int i=0; ibr.BaseStream.Length) 86 | break; 87 | verts[i] = ConvertUtils.ReadVector3(br); 88 | normals[i] = ConvertUtils.ReadVector3(br); 89 | uv[i] = ConvertUtils.ReadVector2(br); 90 | tris[i] = i; 91 | } 92 | 93 | mesh.vertices = verts; 94 | mesh.normals = normals; 95 | mesh.uv = uv; 96 | mesh.SetTriangles( tris, 0 ); 97 | //mesh.UploadMeshData(false); 98 | //mesh.RecalculateBounds(); 99 | 100 | br.Close (); 101 | 102 | return mesh; 103 | } 104 | } 105 | -------------------------------------------------------------------------------- /Assets/Code/Write/GLESMeshExporter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 54e01df54c45c404d9be6652bf59fa60 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Code/Write/TextureExporter.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | using System.Collections; 4 | using System.IO; 5 | 6 | [CustomEditor(typeof(TextureExporter))] 7 | public class TextureExporterCustomEditor:Editor 8 | { 9 | public override void OnInspectorGUI() 10 | { 11 | DrawDefaultInspector (); 12 | TextureExporter script = (TextureExporter)target; 13 | if (GUILayout.Button ("Export")) 14 | { 15 | TextureExporter.Export(script.filename, (Texture2D)script.curMaterial.GetComponent().material.mainTexture); 16 | Debug.Log ("Exported to: "+script.filename); 17 | } 18 | } 19 | } 20 | 21 | public class TextureExporter : MonoBehaviour 22 | { 23 | public GameObject curMaterial; 24 | public string filename = @"I:\uSource/test/textures/test.png"; 25 | 26 | public static void Export(string path, Texture2D texture) 27 | { 28 | File.WriteAllBytes(path, texture.EncodeToPNG ()); 29 | } 30 | 31 | // Use this for initialization 32 | void Start () { 33 | 34 | } 35 | 36 | // Update is called once per frame 37 | void Update () { 38 | 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /Assets/Code/Write/TextureExporter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d96df922eacf03e4eb5cdaba0504fa87 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Code/uSrcSettings.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace uSrcTools 4 | { 5 | public class uSrcSettings : MonoBehaviour 6 | { 7 | private static uSrcSettings inst; 8 | public static uSrcSettings Inst 9 | { 10 | get 11 | { 12 | return inst ?? (inst = GameObject.FindGameObjectWithTag("WorldManager").GetComponent()); 13 | } 14 | } 15 | 16 | public string path = @"I:\uSource"; 17 | public string assetsPath = @"I:\uSource"; 18 | //public string TempPath = @"I:\Program Files/Half-Life 2"; 19 | public string game = @"hl2"; 20 | public bool haveMod = false; 21 | public string mod = @"portal"; 22 | public float worldScale = 0.026f; 23 | 24 | public bool textures = true; 25 | public bool lightmaps = false; 26 | public bool displacements = false; 27 | public bool props = true; 28 | public bool propsDynamic = false; 29 | public bool entities = true; 30 | public bool showTriggers = false; 31 | public bool genColliders = false; 32 | 33 | //public Shader sDiffuse; 34 | public Material diffuseMaterial; 35 | //public Shader sTransparent; 36 | public Material transparentMaterial; 37 | //public Shader sAlphatest; 38 | public Material transparentCutout; 39 | public Shader sUnlit; 40 | public Shader sUnlitTransparent; 41 | public Material vertexLitMaterial; 42 | //public Shader sVertexLit; 43 | public Shader sSelfillum; 44 | public Shader sAdditive; 45 | public Shader sRefract; 46 | public Shader sWorldVertexTransition; 47 | 48 | /*public Shader Lmap; 49 | public Shader LmapAlpha; 50 | public Shader Sky; 51 | public Shader Solid;*/ 52 | 53 | void Awake () 54 | { 55 | inst = this; 56 | 57 | if (diffuseMaterial == null) 58 | //diffuseMaterial = Shader.Find ("Diffuse"); 59 | print ("diffuse material is not there, please fix"); 60 | } 61 | } 62 | } -------------------------------------------------------------------------------- /Assets/Code/uSrcSettings.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a88ed5b5619054e4d8bc376f270bc152 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- 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fba22d7b86d3ae341b5a1cbe44216ca5 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Scenes/portal2.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b3bcbe798f24b9f4383b881e9f3789f3 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5b12671a913803c4cbff5b1651060b0f 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Shaders/Glass-Stained-BumpDistort.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | // Per pixel bumped refraction. 4 | // Uses a normal map to distort the image behind, and 5 | // an additional texture to tint the color. 6 | 7 | Shader "FX/Glass/Stained BumpDistort" { 8 | Properties { 9 | _BumpAmt ("Distortion", range (0,128)) = 10 10 | _MainTex ("Tint Color (RGB)", 2D) = "white" {} 11 | _BumpMap ("Normalmap", 2D) = "bump" {} 12 | } 13 | 14 | Category { 15 | 16 | // We must be transparent, so other objects are drawn before this one. 17 | Tags { "Queue"="Transparent" "RenderType"="Opaque" } 18 | 19 | 20 | SubShader { 21 | 22 | // This pass grabs the screen behind the object into a texture. 23 | // We can access the result in the next pass as _GrabTexture 24 | GrabPass { 25 | Name "BASE" 26 | Tags { "LightMode" = "Always" } 27 | } 28 | 29 | // Main pass: Take the texture grabbed above and use the bumpmap to perturb it 30 | // on to the screen 31 | Pass { 32 | Name "BASE" 33 | Tags { "LightMode" = "Always" } 34 | 35 | CGPROGRAM 36 | #pragma vertex vert 37 | #pragma fragment frag 38 | #pragma fragmentoption ARB_precision_hint_fastest 39 | #include "UnityCG.cginc" 40 | 41 | struct appdata_t { 42 | float4 vertex : POSITION; 43 | float2 texcoord: TEXCOORD0; 44 | }; 45 | 46 | struct v2f { 47 | float4 vertex : POSITION; 48 | float4 uvgrab : TEXCOORD0; 49 | float2 uvbump : TEXCOORD1; 50 | float2 uvmain : TEXCOORD2; 51 | }; 52 | 53 | float _BumpAmt; 54 | float4 _BumpMap_ST; 55 | float4 _MainTex_ST; 56 | 57 | v2f vert (appdata_t v) 58 | { 59 | v2f o; 60 | o.vertex = UnityObjectToClipPos(v.vertex); 61 | #if UNITY_UV_STARTS_AT_TOP 62 | float scale = -1.0; 63 | #else 64 | float scale = 1.0; 65 | #endif 66 | o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5; 67 | o.uvgrab.zw = o.vertex.zw; 68 | o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap ); 69 | o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex ); 70 | return o; 71 | } 72 | 73 | sampler2D _GrabTexture; 74 | float4 _GrabTexture_TexelSize; 75 | sampler2D _BumpMap; 76 | sampler2D _MainTex; 77 | 78 | half4 frag( v2f i ) : COLOR 79 | { 80 | // calculate perturbed coordinates 81 | half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x & y without reconstructing the Z 82 | float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy; 83 | i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy; 84 | 85 | half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); 86 | half4 tint = tex2D( _MainTex, i.uvmain ); 87 | return col * tint; 88 | } 89 | ENDCG 90 | } 91 | } 92 | 93 | // ------------------------------------------------------------------ 94 | // Fallback for older cards and Unity non-Pro 95 | 96 | SubShader { 97 | Blend DstColor Zero 98 | Pass { 99 | Name "BASE" 100 | SetTexture [_MainTex] { combine texture } 101 | } 102 | } 103 | } 104 | 105 | } 106 | -------------------------------------------------------------------------------- /Assets/Shaders/Glass-Stained-BumpDistort.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a660959c3b17e2241bc01d690ffc2507 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Shaders/SelfIllumiumAlpha.shader: -------------------------------------------------------------------------------- 1 | Shader "uSrcTools/SelfIllumiumAlpha" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1,1,1,1) 6 | _MainTex ("Base (RGB)", 2D) = "white" {} 7 | } 8 | SubShader 9 | { 10 | Tags { "RenderType"="Opaque" } 11 | LOD 200 12 | 13 | CGPROGRAM 14 | #pragma surface surf Lambert 15 | 16 | sampler2D _MainTex; 17 | fixed4 _Color; 18 | 19 | struct Input 20 | { 21 | float2 uv_MainTex; 22 | }; 23 | 24 | void surf (Input IN, inout SurfaceOutput o) 25 | { 26 | fixed4 tex = tex2D (_MainTex, IN.uv_MainTex); 27 | fixed4 c = tex * _Color; 28 | o.Albedo = c.rgb; 29 | o.Emission = c.rgb * c.a; 30 | } 31 | ENDCG 32 | } 33 | FallBack "Diffuse" 34 | } 35 | -------------------------------------------------------------------------------- /Assets/Shaders/SelfIllumiumAlpha.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b37bce61fcee4b64c904d0077e6921e1 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Shaders/WorldVertexTransition.shader: -------------------------------------------------------------------------------- 1 | Shader "uSrcTools/WorldVertexTransition" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Base (RGB)", 2D) = "white" {} 6 | _MainTex2 ("Base 2 (RGB)", 2D) = "white" {} 7 | } 8 | SubShader 9 | { 10 | Tags { "RenderType"="Opaque" } 11 | LOD 200 12 | 13 | CGPROGRAM 14 | #pragma surface surf Lambert 15 | 16 | sampler2D _MainTex; 17 | sampler2D _MainTex2; 18 | 19 | struct Input 20 | { 21 | float2 uv_MainTex; 22 | float4 color : COLOR; 23 | }; 24 | 25 | void surf (Input IN, inout SurfaceOutput o) 26 | { 27 | //todo: seems to be broken? check this out 28 | half4 c = tex2D (_MainTex, IN.uv_MainTex); 29 | half4 c2 = tex2D (_MainTex2, IN.uv_MainTex); 30 | float alpha=IN.color.x; 31 | o.Albedo = lerp(c.rgb,c2.rgb,alpha); 32 | o.Alpha = lerp(c.a,c2.a,alpha); 33 | } 34 | ENDCG 35 | } 36 | FallBack "Diffuse" 37 | } 38 | -------------------------------------------------------------------------------- /Assets/Shaders/WorldVertexTransition.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e8100e65dccf66a44a47a50d2bf4d3c9 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e6e8d3ee0cf7562498e72815f3f6d8a3 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Character Controllers.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 54216e9ed42974e30967824b7f0b2806 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Character Controllers/Sources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7e0b0a994d8934541a387e092630b5db 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Character Controllers/Sources/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f781c091d1c8647c380d5230adfaee54 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | /// MouseLook rotates the transform based on the mouse delta. 5 | /// Minimum and Maximum values can be used to constrain the possible rotation 6 | 7 | /// To make an FPS style character: 8 | /// - Create a capsule. 9 | /// - Add the MouseLook script to the capsule. 10 | /// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it) 11 | /// - Add FPSInputController script to the capsule 12 | /// -> A CharacterMotor and a CharacterController component will be automatically added. 13 | 14 | /// - Create a camera. Make the camera a child of the capsule. Reset it's transform. 15 | /// - Add a MouseLook script to the camera. 16 | /// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.) 17 | [AddComponentMenu("Camera-Control/Mouse Look")] 18 | public class MouseLook : MonoBehaviour { 19 | 20 | public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } 21 | public RotationAxes axes = RotationAxes.MouseXAndY; 22 | public float sensitivityX = 15F; 23 | public float sensitivityY = 15F; 24 | 25 | public float minimumX = -360F; 26 | public float maximumX = 360F; 27 | 28 | public float minimumY = -60F; 29 | public float maximumY = 60F; 30 | 31 | float rotationY = 0F; 32 | 33 | void Update () 34 | { 35 | if (axes == RotationAxes.MouseXAndY) 36 | { 37 | float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; 38 | 39 | rotationY += Input.GetAxis("Mouse Y") * sensitivityY; 40 | rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); 41 | 42 | transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); 43 | } 44 | else if (axes == RotationAxes.MouseX) 45 | { 46 | transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); 47 | } 48 | else 49 | { 50 | rotationY += Input.GetAxis("Mouse Y") * sensitivityY; 51 | rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); 52 | 53 | transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); 54 | } 55 | } 56 | 57 | void Start () 58 | { 59 | // Make the rigid body not change rotation 60 | if (GetComponent()) 61 | GetComponent().freezeRotation = true; 62 | } 63 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68ec2fe99d1108b9d0006a298d76c639 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- 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0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity-Source-Tools 2 | Plugin to import resources from the Source engine in Unity3D. 3 | 4 | ## Instructions: 5 | 6 | **Step 1**: Load scene respective to what game you are extracting from, and click the WorldManager gameobject. 7 | 8 | **Step 2**: Set the Export Location to where you would want to export the map.(This is optional) 9 | 10 | **Step 3**: Set Map Name to the name of your map you want to import. 11 | 12 | **Step 4**: Set Model Name to the name of your model you want to import(untested). 13 | 14 | **Step 5**: Tick "Load Map" or "Load Model", depending on what you're doing. 15 | 16 | **Step 6**: Tick Skip Sky. Otherwise, your sky will be full of garbage. 17 | 18 | **Step 7**: Scroll down to uSrcSettings. 19 | 20 | **Step 8**: Set the Path to wherever your game folder is(example: D:\SteamLibrary\steamapps\common\GarrysMod ) 21 | 22 | **Step 9**: Depending on what you're doing, adjust the game, have mod, and mod settings. 23 | 24 | ![Example for Garrysmod](https://i.imgur.com/H4dKv2z.png) 25 | 26 | (This makes the script look for materials/models in D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod) 27 | 28 | **Step 10**: Tick Textures, Displacements, Props, Props Dynamic, Entities, and Gen Colliders. 29 | 30 | P.S: Lightmaps may not work correctly. 31 | 32 | That should work! If I got this wrong, please leave an issue. 33 | 34 | ## Original Readme Below 35 | 36 | Author: [lewa_j](https://vk.com/lewa_j) 37 | 38 | Contributors: 39 | 40 | [antimYT](https://vk.com/kaefmen) 41 | 42 | [Fronkln](https://github.com/Fronkln) 43 | 44 | [StamatisP](https://github.com/StamatisP) 45 | 46 | 47 | VK Public: [vk.com/uSrcTools](https://vk.com/uSrcTools) 48 | 49 | 50 | Supported formats: 51 | 52 | bsp - maps 53 | 54 | vmt - materials 55 | 56 | vtf - textures 57 | 58 | mdl - models 59 | 60 | vvd - models vertices 61 | 62 | vtx - model indices 63 | 64 | 65 | ============================================== 66 | 67 | uSource 68 | UnitySourceTools 69 | uSrcTools 70 | --------------------------------------------------------------------------------