Difference between revisions of "User:Fiskie/AutoHLMV"
(→To-do) |
(updating for when I release 0.3) |
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If there is only one VMT for a model (for example, if it doesn't have team colors), leave targetTex2 blank or comment it with a #. | If there is only one VMT for a model (for example, if it doesn't have team colors), leave targetTex2 blank or comment it with a #. | ||
− | *'''targetName''': Name of the model | + | *'''targetName''': Name of the model. Will be included in the layer name. |
*'''targetModel''': Path to the model, starting from the <code>player</code> directory, for example: <code>player\items\spy\noblehair.mdl</code> | *'''targetModel''': Path to the model, starting from the <code>player</code> directory, for example: <code>player\items\spy\noblehair.mdl</code> | ||
*'''targetRegkey''': Registry key to the model, for example: <code>models.player.items.spy.noblehair.mdl</code> (deprecated in 0.3) | *'''targetRegkey''': Registry key to the model, for example: <code>models.player.items.spy.noblehair.mdl</code> (deprecated in 0.3) | ||
Line 45: | Line 45: | ||
*'''dialogInputX/Y''': The text input on HLMV's file select dialog. | *'''dialogInputX/Y''': The text input on HLMV's file select dialog. | ||
*'''fovInputX/Y''': The FoV input on HLMV's actions pane. | *'''fovInputX/Y''': The FoV input on HLMV's actions pane. | ||
− | |||
=== paints.ini === | === paints.ini === | ||
Line 55: | Line 54: | ||
Do not insert any paints before, or replace, Stock RED and Stock BLU yet, as in the program's current state this will bork it a bit. For now, insert them after. | Do not insert any paints before, or replace, Stock RED and Stock BLU yet, as in the program's current state this will bork it a bit. For now, insert them after. | ||
+ | |||
+ | === Photoshop === | ||
+ | |||
+ | To let layer names work, you '''MUST''' set up a bind for this in Photoshop. | ||
+ | |||
+ | #Go to '''Edit -> Keyboard Shortcuts...''' or press '''Alt-Shift-Ctrl-K'''. | ||
+ | #Click the '''Layer''' dropdown and set the keystroke for '''Layer (Group) Properties''' to '''F11'''. | ||
+ | #Accept and save changes. | ||
+ | |||
+ | Now, when a layer is selected, pressing F11 will bring up the Layer Properties dialog. The script will use this to input a layer name when it is running. | ||
== Basic Usage == | == Basic Usage == | ||
=== Window States === | === Window States === | ||
− | + | ||
+ | Before running the script, you '''must''': | ||
*Have the Source SDK window open. HLMV will be opened by the script. | *Have the Source SDK window open. HLMV will be opened by the script. | ||
*Have Photoshop open with no images open inside of it, so the script can find the application. | *Have Photoshop open with no images open inside of it, so the script can find the application. | ||
+ | |||
+ | === Running the script === | ||
+ | |||
+ | '''Do not''' touch your PC while the script is running. Doing so may cause unwanted events to occur. | ||
+ | |||
+ | === Trimming the result === | ||
+ | |||
+ | With all the images now in Photoshop as layers, you can crop the majority of the screen to leave just the white area around the model. You can now proceed to delete this white area by selecting it with the Magic Wand tool (make sure Tolerance is set to '''1''') and repeat for each layer. Also, delete the Background layer at the bottom of the Layer list, you won't need it. | ||
+ | |||
+ | Now, go to '''Image -> Trim...''' and select any of the options, they will all do the same thing in this situation. Just make sure it is set to trim from all directions. | ||
+ | |||
+ | Finally, go to '''File -> Scripts -> Export Layers to Files''' and export somewhere desirable. You won't need to include a prefix. | ||
+ | |||
+ | You now | ||
== Troubleshooting == | == Troubleshooting == |
Revision as of 03:03, 19 March 2012
AutoHLMV is my C++ tool for automation of screenshots of painted models inside HLMV into Photoshop, where they can simply be trimmed, given alpha and exported using the Scripts -> Export Layers as Files tool.
Contents
Current Features
- Automated Registry editing for values
- Automated model opening - do not have to open it beforehand
- FOV Setting
Requirements
- Source SDK
- Preferably Photoshop CS5. CS4 and CS3 works, but due to the nature of C++'s FindWindow it's difficult to regex with, so other versions with different window titles may not work. The current titles are supported:
- Adobe Photoshop CS5 Extended
- Adobe Photoshop CS5.5
- Adobe Photoshop CS5
- Adobe Photoshop CS4 Extended
- Adobe Photoshop CS4
- Adobe Photoshop CS3
- Exported the hat material files using GCFscape to their matching directory in the
team fortress 2/tf/materials
folder. All these files are contained insideteam fortress 2 materials.gcf
undertf/materials/player/items
.
Download
Pre-Configuration
autohlmv.ini
Lines that are comments can be written using a hash (#).
If there is only one VMT for a model (for example, if it doesn't have team colors), leave targetTex2 blank or comment it with a #.
- targetName: Name of the model. Will be included in the layer name.
- targetModel: Path to the model, starting from the
player
directory, for example:player\items\spy\noblehair.mdl
- targetRegkey: Registry key to the model, for example:
models.player.items.spy.noblehair.mdl
(deprecated in 0.3) - targetTex1: Full file path to the model's default RED texture.
- targetTex2: Full file path to the model's default BLU texture (optional).
- targetFov: Desired Field of View to use inside HLMV. Bigger number = smaller model, and will often be used on monitors with a wide aspect ratio if the model is obscured by the window. Default value is 65.
- targetRot, targetTrans, targetLightrot, targetLcolor: Values used for rotating and positioning the model and its lighting. Use the Rotations List.
- targetMode: Currently the only value for this can be Paint, so leave this alone for now.
- speed: An amount in milliseconds the program will pause for when switching windows, in case graphical problems or strange things occur. Lower number = faster, but increase it if problems happen.
Area Variables
These variables are used for clicking the mouse button at certain events, and should be configured if it is clicking in the wrong place. This was configured under Windows 8 on a 1080p screen.
- modelViewerX/Y: The button to the Model Viewer (HLMV) in relation to the Source SDK window.
- fileLinkX/Y: The File button on HLMV's toolbar.
- openLinkX/Y: The Open button on HLMV's File menu.
- dialogInputX/Y: The text input on HLMV's file select dialog.
- fovInputX/Y: The FoV input on HLMV's actions pane.
paints.ini
Unwanted paints can be commented out with a hash (#).
Paints are stored here as follows, and will be used in the application's paint process:
Paint Name, Decimal Color Values, HEX Color Values
Do not insert any paints before, or replace, Stock RED and Stock BLU yet, as in the program's current state this will bork it a bit. For now, insert them after.
Photoshop
To let layer names work, you MUST set up a bind for this in Photoshop.
- Go to Edit -> Keyboard Shortcuts... or press Alt-Shift-Ctrl-K.
- Click the Layer dropdown and set the keystroke for Layer (Group) Properties to F11.
- Accept and save changes.
Now, when a layer is selected, pressing F11 will bring up the Layer Properties dialog. The script will use this to input a layer name when it is running.
Basic Usage
Window States
Before running the script, you must:
- Have the Source SDK window open. HLMV will be opened by the script.
- Have Photoshop open with no images open inside of it, so the script can find the application.
Running the script
Do not touch your PC while the script is running. Doing so may cause unwanted events to occur.
Trimming the result
With all the images now in Photoshop as layers, you can crop the majority of the screen to leave just the white area around the model. You can now proceed to delete this white area by selecting it with the Magic Wand tool (make sure Tolerance is set to 1) and repeat for each layer. Also, delete the Background layer at the bottom of the Layer list, you won't need it.
Now, go to Image -> Trim... and select any of the options, they will all do the same thing in this situation. Just make sure it is set to trim from all directions.
Finally, go to File -> Scripts -> Export Layers to Files and export somewhere desirable. You won't need to include a prefix.
You now
Troubleshooting
If you are having issues, run AutoHLMV from the command line so the program won't close before you can check why it closed, so you can tell what the problem was.
To-do
0.3
- Remove the need to have targetRegkey in the ini. Done
- Focus windows if they are minimized Done
- Close HLMV on finish Done
- Automate layer names in Photoshop
Later
- Supporting team models with a different extra base texture, e.g. Vintage Tyrolean
- 3D feature
Changelog
Version 0.2
- Added a "speed" setting to the INI.
- Should not be taking screenshots in the wrong places anymore.
Version 0.1
- Initial release.
Bugs
- 3D mode has not been implemented, don't try this.
- If you terminate AutoHLMV before it finishes, you will have to clear the $color2 variable from the VMT as it won't remove itself.