Kristi K
Kristi K
Most sounds in dota `sounds/vo` apparently. E.g `sounds/vo/abaddon/abad_ally_01.vsnd_c`. These have a txt input dependency.
how the channels get mapped in shaders: https://github.com/Facepunch/sbox-hover/blob/b36a20553be662ccafa9a361635e51cacdd8fa4c/shaders/damage.vfx#L75-L77
Yes. Will probably move it to a new pr once it's done.
Before https://github.com/ValveResourceFormat/ValveResourceFormat/assets/26466974/e6ca5735-c410-474d-b9b7-344ec3361d20 And after commit: a6657055e43b2c88ac6e7a056f1e94a4e9f529a1 `Use ivec4 bone indices` https://github.com/ValveResourceFormat/ValveResourceFormat/assets/26466974/5134902c-720b-4ff3-a0e4-2d1ccb57c796
Potentially solved by the recently merged #790
Decompiling to ModelDoc format is certainly a desired feature.
We've just added a basic [vmdl extracting](https://github.com/SteamDatabase/ValveResourceFormat/blob/master/ValveResourceFormat/IO/ModelExtract.cs#L174) feature. Feel free to add support for more types of nodes that you were able to manually rebuild.
Btw VertexColor in the viewer mostly displays *object tint*. Tints are indeed not exported in glTF. Maybe it can be exported as a single-attribute vertex color stream.
Page on Source 2 Cloth DMX attributes that might help: https://developer.valvesoftware.com/wiki/DMX/Source_2_Vertex_attributes
Done with 8265c225c293b4bfe3f5da981ed68b260596b13f however index is wrong because skybox object start from index 0 again.