Source Filmmaker – How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker

Source Filmmaker – How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 1 - steamlists.com
Source Filmmaker – How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 1 - steamlists.com
This is a guide on how to get HWM (Flex / Morph) work in the Half-life Alyx Workshop tools, or known as Source 2

 
 

1. Preperation

 
Bevor starting you are going to need these: 

  • Crowbar 
  • Blender 
  • Blender Source Tools 
  • VTFedit 
  • Source SDK 
  • Half-Life Alxy (obviously) 
  • A file / model to port (I am using the High Poly Heavy for this)

 
 
 

2. Setting Up the Materials

 
2.1 Converting .vtf to .tga 
 
Open VTFedit and go to the Tools bar at the top> Convert Folder. In input choose the material folder from your File. By “Convert to” choose “.tga” 
Hit convert. 
 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
 
2.2 Placing the .tga files in the right directory 
 
IMPORTANT!!! All files must be in lowercase and written together, that means no spaces, use _ instead. 
 
Open your Half-life Alxy Content folder 
That would be :”C:\Program Files (x86)\Steam\steamapps\common\Half-Life Alyx\content” here 
 
Open Half-Life Addons > Your Usermod Folder (whatever you named it) 
 
Create a new folder named “materials” here. Paste the .tga files, which have been converted by VTFedit in here 
 
2.3 Creating Vmat with Morph support 
 
Run Half-life Alxy Workshop tools and open the material editor and create a new Material and save it. 
 
Open shaders and choose VR-SKIN (we need this for wrinkle maps and other extras) 
Put the Head Material in the color tab 
On the left side, check Morph support (Morph dont work if this is unchecked) 
 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
 
2.3.1 Adding Wrinkle 
 
Skip this part if you dont have Wrinkle (A head file, a strecht head file and a compress head file) 
 
Check Wrinkle right below Morph support, now you can add 2 more Materials in the Color tab, by squish comes a compress or squich material (the file would be named like “head_compress.tga”) and by strech comes a strech material. 
 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
 
2.4 Fixing that Orange 
 
You probably noticed that the Preview is looking … Orange ? 
 
To fix that, go to the Transmission tab, press on the small icon and a slider should appear, sliding it to the left makes the orange disappear, to the right more intense. The Transmission turns the color orange if lights hit it, makes it look more natural, but by default its just to much 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
 
2.5 Adding other textures 
 
Just do the same like before, but instead of VR Skin, use VR Simple or VR Complex as shader instead 
 
 

3. Converting the Mesh (Blender) Part 1

 
3.1 Converting the .mdl to .smd and .qc 
 
Open Crowbar and select the decompile tab, select the .mdl file you want to port, choose a export directory and hit decompile 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
 
3.2 Importing to Blender 
 
Open Blender, Delete default cube 
Open preferences (Settings) 
Navigate to addons, install the Blender Source tools 
 
Now, hover to the File tab > Import > Source engine 
 
ONLY import the file that ends with .qc 
 
 

4 Fixing Eyes

 
4.1 why? 
 
In source 2, Eyes work different than in Source 1, therefore we have to fix em, You can skipp if you port someone like the Engineer, who has no eyes to begin with. IF the modell has eyeballs, like actuell balls, you can also skip. 
 
4.2 making a new Eyeball 
 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
Add and Select the object and choose face mode, select all eye faces and delete these faces. 
 
Go back to object mode and creat a new collection, as well as a new mesh, UV sphere, radius 0,7 ( 0,7 works well with team fortress models). Now the tricky part, find a good spot for that sphere(Eyeball). DON’T place it as close to the eye hole as possible, you can leave a little bit room there. 
 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
If you found a good spot, check if the shape keys work with it, U find them here 
 
Scroll through these shapes and see if they fit with the new eyes, best example are the “CloseLidUpL+CloseLidUpR”, “CloseLidLoL+CloseLidLoR” 
 
Now create the second eyeball and simply add the coordinations from the first one, only the x coordinate should be negative or positiv compared to the other eyeball 
 
4.3 A little fixing 
 
If everything is good we can continue by filling that empty space between the eyeball and the eyehole, select the face in object mode, change to edit mode. Now choose edge select mode, hold alt_left and select one edge from the eyehole. This way the entire eyehole should be select, like a circle. Press E to extande and drag it in direction to the eyeball, NOT TO MUCH. This should fill the empty spaces around the eyeball. 
 
4.4 Weight Paint 
 
We have to Weight paint so the eye:bone we will add later knows what to move. 
Selcet the eyeball in object mode, go to where the shapekeys were, there is a tab called vertex group, press the plus to add a new one, double click to rename, name it eye_r or eye_l or something in that direction, the bone late will be named the same. 
 
Now change from object mode to Weight paint, and paint the entire eyeball red (red=max strengt) 
Do the same but with another name for the other eyeball. 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
 
4.5 Texture 
 
Of course the eyes need somekind of texture, luckily they are already there, select the eye in object mode and navigate your mouse to material properties. Here dont press the big button with new written on it, press the little button with the ball and arrow pointing down on it, now you should see a list of all textures that has been imported, and the eye textures are there as well. pick the left eye texture for the left eyeball and and the right eye texture for the rigth eyeball 
 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
 
4.6 Bones and armature 
 
Select the Eyeball in Object mode and go to modifier Properties, add modifer > Armature. 
Press object in the armature tab and choose the one skelleton there is. now… just leave it be, do NOT apply or anyhting. 
Do the same to the other eyeball 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
 
Now, select the skelleton in object mode (one of these balls that are all around the model) 
Change to edit mode. Now you should be able to add a new bone under Add > Add single bone. 
Doubleclick the new bone to select it. 
In the Transform bar, paste the x,y,z coordinates from the eye. 
Open bone properties and rename the bone after what you named it in step 4.4 
Under parent choose “head” or “bip_head”, becouse the eyes are in the head and if the head moves, the eyes should to. 
 
do the same to the other eyeball 
 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
 
4.7 (Optional) Does it look in the right direction ? 
 
To see if the eye looks to the front and not, select the eyeball in object mode and open the shading tab. Check “Use nodes” and some nodes should appear. 
Press add > texture > image texture and select the eye texture, if you are using an tf2 model, you can find them in materials > models, player, shared. 
 
If your eye is not looking to the front, just rotate it until it fits. 
 
 

5. Fixing the Shapekeys

 
This is the longest part, depending on how many shapekeys there are. What we do now ? Rename, almost all of them. 
 
The shape keys look like this 
 
BlowNostril_PressNoseL+BlowNostril_PressNoseR 
 
and 
 
BrowOutV_CheekV_OuterSquintL+BrowOutV_CheekV_OuterSquintR 
 
we have to delete EVERYTHING after the plus, AND the L or R before the plus, so these two look like this: 
 
BlowNostril_PressNoseL+BlowNostril_PressNoseR 
 
BlowNostril_PressNose 
 
and 
 
BrowOutV_CheekV_OuterSquintL+BrowOutV_CheekV_OuterSquintR 
 
BrowOutV_CheekV_OuterSquint 
 
All shapekeys where there is no plus, are free to go. If there is a Shapekey like 
 
SlideL 
 
and 
 
SlideR 
 
do not delete the L and R at the end. All other shapekeys should end without an Uppercase L or Uppercase R. 
 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
 
Now we are almost done with blender, the next step is to start Source SDK, wait for it to do what it does at his first start… OK we are done with it, close it. 
 
What did it bring us ? it Just generated a new folder in Your steam folder with Flex controllers for all TF2 models as well as for other source games (There is an universal flexcontroller in The sourcefilmmaker directory, but it aint as good as these specific ones) 
 
Navigate to scene properies, Choose DMX as export format, DMX version : Binary 9, Model 22 (or what is newest). Scroll further down and find the “Source engine exportables” tab, there is file with a number at its right, this is the file with all the shapekeys, click on it. 
 
Now scroll further down until you reach flex propertys, choose Advanced, The controller source for the tf2 models is here, the folder created by the Source SDK 
C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\modelsrc\player\ 
Pick your characters folder > Parts > DMX > (The right file ends with) morph_high.dmx 
 
Back in blender Stereo flex balance set between 90 and 95 (100 looks weird) and behind it “X” (if your left/right slider wont work, its becouse the “X” was wrong, just change it to Y or Z) 
 
Now, we can Export 1 
 
after finishing the first export, make a new collection, put all meshes inside it, name the collection “1all”, and export it as well, we need it for Source 2 
 
 

6. SOURCE 2

 
6.1 Preperation 
 
we are using the old source 2 model editor, not the new ModelDoc editro, becouse the older one accepts morphs like in source 1, the newer one, well… nobody knows, it just doesnt work want it. 
 
So befor we can start, we have to place the DMX files in the rigth directory. For this open your Half life alyx content directory, that would be this: 
C:\Program Files (x86)\Steam\steamapps\common\Half-Life Alyx\content 
Now open hlvr_addons > Your usermod folder. Create a new folder here, name it “models”. 
In models, create a new txt file. Open it and paste this: 
 
—————————————————————————————————————— 
 
<!– kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} –> 

m_sMDLFilename = “oldmodeleditor.mdl}” 
 
—————————————————————————————————————— 
 
Rename it to “oldmodeleditor.vmdl” 
 
create a new txt file and rename it to “oldmodeleditor.mdl” 
 
creat a new folder in “models” and paste all your dmx’s in there 
 
open Half life alxy workshop tools and search for the “oldmodeleditor” with the asset browser 
 
Found it? doublecklick. The older Model editor should open now, you can close this tab, dont close the other tab, which opens with it, we need this one in the picture 
 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
 
Press the button at the button, wich says “New vmdl from mesh file” 
 
go to your 1all meshfile, the mesh you exported by your second export, import it. 
 
Now you should see a wireframe model. You may also notice, that were the materials should be, a lot of errors are, we must fix this NOW. 
 
Go to the mesh tab at the top and select “add Material remap” 
 
turn auto compile off, so it wont lag everytime you do something, turn it on if you want to see what changed, becouse nothing in the preview if its off. 
 
On the outline, the table on the left, now shows a new list, “Material remap list”, click on the title, not on what is inside the list and you can edit it on the right. Select the texture and then add the fitting texture. 
 
Source Filmmaker - How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker 
 
When you remaped all materials, delete the 1all mesh. Now go to the model tab > mesh > add mesh and add all mesh files, except the 1all file. Now you have all meshes in the editor with all materials working. 
 
Next step is adding an animation, blender outputs an animation by default in an anims folder, but the animation inside the models folder and import it here. 
Now, compile and check the morphs, you can find the morphs under “Tools” tab or next to the outliner. If the morphs work fine, good, if not look for mistakes by renaming shapekes or if the right controller source was used.(btw i dont know how to make an controller source on my own, so dont ask me that) 
 
Next step, Mesh groups and materials group. 
 
Importend, autocompile needs to be on when adding any of these groups, it can be off while editing them. 
Btw. the first material group is the default material group. 
Go to model > mesh > add mesh group to add an mesh group. in outliner select it and put all meshes that belong together in one group, like the head and eyeballs. 
Some meshes get their own group, like heavy’s bullet belt, or soldiers helm, check on by default if it shoudl be,… well… on by default 
 
Material groups work almost the same, add one, and another one, since the first one is just whats inside the remaps. Ever material you dont change in an material group, is going to be replaced by the default material, so what you picked in remap 
 

By (Ger)Babo_Dragon

Hope you enjoy the Guide about Source Filmmaker – How To Get HWM (Flex / Morph) work in the Half-life Alyx In Source Filmmaker, if you think we should add extra information or forget something, please let us know via comment below, and we will do our best to fix or update as soon as possible!
 
 
 
 


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