Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

28 ratings
Fixing your mods after the latest patch
By noam 2000
The latest patch for Fusion, along with many of its fixes, also comes with an equal amount of breaking. Many new implemented systems turn the older ones obsolete, and as such, chances are very high your mods are affected and need to be updated to these new systems.

This guide will walk you through the process of updating your mods for the latest patch.
   
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New NormalMap Format
This only affects mods which have custom normal map textures!


"Due to new NormalMap format, all custom Normal Maps will have to be recreated!"

There is a new format for normal maps textures, and as such, all older normal maps are obsolete and have to be recreated. All you would simply have to do is get your source files for the normal maps and recreate them. If you do not have your source files, you can also just export and recreate your old normal map texture, but keep in mind that the exporter will export your normal map in a lower quality, and in some cases might even break it completely. Once recreated, it should be converted to the new format.

However, if you have a big mod that uses many custom textures, and have not kept the source files, going over each and every normal map texture to export it sounds like a nightmare. Thankfully for this situation, talented community member Asdolg has created a very useful utility to help battle this problem. (note - this will require you to have the mod you're updating unpacked)

1) Download TexExporter.rar (link: https://yadi.sk/d/1-tC-YARHNJo7g) and extract it. Inside of it you'll find 3 files - TexCollector.exe, TexExporter.gro and Readme.txt.

2) Place "TexExporter.gro" into "Steam/steamapps/common/Serious Sam Fusion 2017/Content/SeriousSam2017"

3) Open "TexCollector.exe" and navigate to the folder from which you want to export all textures from. (seeks in subfolders too!), and in the "Filenames must include" field, enter "_NM".

4) Click on "Generate list" and it will create "TexList.lua" file. This lua file contains a list of all the normal map textures that the program found in the folder you specified.

5) Copy the path to the "TexList.lua" file (it is recommended to put it somewhere in Fusion's content folder), and launch Serious Editor.

Although not required, I recommend launching the editor with the "+workshop 0" launch command (you can input it by right clicking "Serious Editor 2017" on steam, and going to Properties > Set Launch Options".). This will make the editor not load any subscribed mods, and when scanning for all our exported textures through the content folder, it will ensure the results will only be our textures, and not mix in textures from other mods.

6) Write "globals.TEStartExporting("texlistpath")" into the editor console (the "local" tab), with "texlistpath" being a path to the TexList.lua file (for example, globals.TEStartExporting("Content/TexList.lua") )

7) The editor will now export all the textures listed in that file - when it is done, a message will appear in the console saying it successfully finished exporting.

Note - the editor tends to sometimes crash during the exporting. If it does, just try again. I find it to usually work at the second try.

If the crashing persists, just keep track of how many textures it exported before it crashed and remove them from the TexList.lua file, so that on next try it will start exporting the ones it didn't export yet.


8) Go to texture creation (Texture => Create Texture, or just Ctrl+Shift+T), and in the search bar, type "_NM.tga". Give the editor a while to scan the whole content folder (make sure you're in the folder that contains your custom textures, or the safest bet, the whole Fusion content folder.), and when it's done all your exported textures should show up. Now all that's left is to select them all and just keep pressing "Create" on the texture creation window, until all textures have been recreated.

9) Congratulations, all your normal maps have been updated! All that's left is to clean the exported textures, which you can easily do by searching ".tga" in the windows search bar in Fusion's content folder, selecting and deleting them.


New Nominal Velocity System
This only affects player models which use a custom "BipedMovement" animations set!


"Changed Nominal Velocity for Moving Animations: They are no longer set up in Moving Animation schemes, but in the animations directly in the Animation editor. If you have custom animations, you will likely get error messages related to this."

Before, the values for nominal velocity for an animation was set in the "Moving Animations Schemes". These values have now been moved to the animation itself, inside of animation editor.

The values only matter for movement animations (the animations inside of "BipedMovement.ans".). If your player model uses the vanilla "BipedMovement.ans" animset, you don't need to worry as the new values are already in there. However, if you had a custom "BipedMovement.ans" animset, then the values in there are not updated and need to be updated manually for each animation.

The values you will need to change in each animation are "Nominal velocity", "Min velocity multiplier" and "Max velocity multiplier".
The only animations you will need to edit are listed down below, with the "Nominal velocity" value for each. Unless specified otherwise, the velocity multiplier for each are:

Default min velocity multiplier: 0.5
Default max velocity multiplier: 1

HD:

BackPedal: 1.1
BackPedalRun: 9
CrouchStepLeft: 1.0437
CrouchStepRight: 1.1559
CrouchWalk: 1.1559 (Min velocity multiplier = 1, Max velocity multiplier = 1.5)
CrouchWalkBack: 1.068 (Min velocity multiplier = 1, Max velocity multiplier = 1.5)
Run: 10
Run_Cannon: 9
Run_Chainsaw: 9
Run_DualColt: 9
Run_Knife: 9
Run_Minigun: 9
Run_RocketLauncher: 9
Run_SeriousBomb: 9
Run_Shotgun: 9
Run_SingleColt: 9
Run_SingleShotgun: 9
Sprint: 12
StrafeRunLeft: 6
StrafeRunRight: 6
Walk: 2.0167
Walk_Cannon: 2.0167
Walk_Cannon_Ready: 2.0167
Walk_ChainSaw: 2.4160318
Walk_ChainSaw_Ready: 2.4160318
Walk_Colt: 2.0167
Walk_Colt_Ready: 2.0167
Walk_DoubleShotgun: 2.0167
Walk_DoubleShotgun_Ready: 2.0167
Walk_DualColt_Ready: 2.0167
Walk_Flamer_Ready: 2.0167
Walk_GrenadeLauncher: 2.0167
Walk_GrenadeLauncher_Ready: 2.0167
Walk_Knife_Ready: 2.0167
Walk_Laser: 2.0167
Walk_Laser_Ready: 2.0167
Walk_Left: 6
Walk_Minigun: 2.4160318
Walk_Right: 6
Walk_RocketLauncher: 2.0167
Walk_RocketLauncher_Ready: 2.0167
Walk_SeriousBomb: 2.0167
Walk_Shotgun02: 2.0167
Walk_Shotgun_Ready: 2.0167
Walk_Sniper: 2.0167
Walk_Sniper_Ready: 2.0167
Walk_TommyGun: 2.0167
Walk_TommyGun_Ready: 2.0167


BFE:

BackPedal: 1.1
BackPedalRun: 9
CrouchStepLeft: 1.0437
CrouchStepRight: 1.1559
CrouchWalk: 1.1559 (Min velocity multiplier = 1, Max velocity multiplier = 1.5)
CrouchWalkBack: 1.068 (Min velocity multiplier = 1, Max velocity multiplier = 1.5)
Run: 10
Run_AssaultRifle: 6.411
Run_AutoShotgun: 6.411
Run_Cannon: 6.411
Run_DoubleShotgun: 6.411
Run_Explosives: 6.411
Run_Laser: 6.411
Run_Minigun: 6.411
Run_Pistol: 6.411
Run_RocketLauncher: 6.411
Run_SingleShotgun: 6.411
Run_SledgeHammer: 6.411
Run_Sniper: 6.411
Sprint: 12
Sprint_AssaultRifle: 12
Sprint_AutoShotgun: 12
Sprint_Cannon: 12
Sprint_DoubleShotgun: 12
Sprint_Explosives: 12
Sprint_Laser: 12
Sprint_Minigun: 12
Sprint_Pistol: 12
Sprint_RocketLauncher: 12
Sprint_SingleShotgun: 12
Sprint_SledgeHammer: 12
Sprint_Sniper: 12
StrafeRunLeft: 6
StrafeRunRight: 6
Walk: 2.0167
Walk_AssaultRifle: 2.0167
Walk_AutoShotgun: 2.0167
Walk_Cannon: 2.0167
Walk_Explosives: 2.0167
Walk_Laser: 2.0167
Walk_Left: 6
Walk_Minigun: 2.0167
Walk_Pistol: 2.0167
Walk_Right: 6
Walk_RocketLauncher: 2.0167
Walk_RocketLauncher_Ready: 2.0167
Walk_SingleShotgun: 2.0167
Walk_SledgeHammer: 2.0167
Walk_Sniper: 2.0167


Once you're done, the console should stop complaining. If it still complains about a select few animations, head over to the moving animations schemes, find the animation the console complains about, copy the nominal velocity data from there (even if it's the same as the one that was listed) and paste it to the nominal velocity data in the animation itself. Yes, SED can be odd like that.
Invalid Bones in Attachments
"Editor now puts out an error if a model uses invalid bones for attachments. You have to fix those or remove those attachments for the error to go away."

This is pretty self-explanatory - if you have a model which uses attachments, and these attachments' "Target Bone" points to a bone that doesn't exist, the console will throw out an error so you fix it.

This isn't as fatal as the others as it doesn't really break anything, and all it really does it send an error to the console, so you shouldn't worry about it too much, but if you do encounter it, do fix it!
New Lightmap System
This only affects maps which use lightmaps!

"Changed how lightmap sizes are generally set up: Now every model should have its lightmap sizes defined in their mesh settings, instead of individually in Shader Modifiers (but shader modifiers are still needed to apply the lightmap). Some custom maps might need to have their GIs rebaked and some custom models' lightmaps adjusted due to this."

In this new system, instead of specifying the lightmap size in the shader modifier of the model entity, you instead input the lightmap size in the mesh of the model, and it applies to all the models that use the same mesh.

If you are to open your map in the editor, you'll find all your lightmaps gone (unless your map was made in a custom gtitle, in which it should stay in-tact). To fix this, you will be required to open the mesh of each model that used a lightmap (vanilla assets already have their lightmaps defined, don't touch them!), and on the "Mesh" tab on the left, you'll find "Lightmap". Simply click the yellow + button to create a new lightmap config, and enter the desired lightmap size for the model.


Once you're done, save the level and it should automatically create a lightmap oven shader modifier for each model that has a lightmap size config in its mesh. All that's left now is to rebake the level using Alt + G.
New Bloom System
"Thanks to the new Bloom system, it is very possible that some custom maps might have problems with overly strong bloom. You can reduce the bloom on your level's post processing effect entity."


In this new update, there's a new system for bloom, which makes it a *lot* more sensitive than it previously was.

If your custom map or model had any glowy bits, it's very possible that if you were to check it out now, you'll find the bloom to be huge and eye burning.

For custom maps, you can simply reduce the bloom settings on your post processing effect entity until it's better. The new default bloom values are:

BFE:

Threshold: 3
Strength: 0.15

HD:

Threshold: 3
Strength: 0.025

Even with those values however, it can still be too much and may need to be toned down even further.

I highly recommend going through your whole level to make sure everything looks alright, as sometimes when loading in it may look fine at first glance, but there's a spot out of sight somewhere that when you look at, emits an eye piercing bloom effect. Better safe than sorry!


If your custom model's glowy bits look overly bloomed in a default HD or BFE level, you can simply tone down the illumination.
Particles on weapons
This only affects custom weapons!

If you use any kind of particle in your weapon model, whether it be a muzzleflash or anything else, and that particle is attached to an attachment, that same attachment has to exist in the third person model of the weapon - otherwise the effect won't show up even in first person.

To simply fix it, go to your first person model's "Particle scheme", and check what attachments does your particles use.

For example, the attachments here are "Barrel01" and "Bullets".

Now go to your third person model, and make sure those exact same attachments exist. If they don't, create them! (reminder: case sensitive)


Also remember to make sure that the attachment's bone actually exists, as an invalid bone makes the attachment obsolete (doesn't count it as existing)

Resaving your content
"In general, all custom content will likely have to be resaved for them to work again."


As far as I can tell, this "custom content" is actually just maps, everything else should work fine even without re-saving. If you do have maps on the workshop however, you will need to re-save each one for them to work again, or else they will crash during loading.

UPDATE - FOR CUSTOM GTITLES: It looks like you have to re-save your Menu Resources Holder, Menu Resources and Menu Palette files, or else your gtitle will crash.
Make sure everything loads!
Lastly, a bunch of vanilla assets were removed this patch.
That means, if your mod was making use of any vanilla asset, there's a chance it may not load thanks to said asset being removed.

Just a moment before you update your mods, please take the time to make sure everything actually loads properly - especially if you have a resource or any other mod that other mods are dependant on, since if that resource won't load, all the mods that use it won't load either!

If something does not load, you can easily pinpoint the source of the problem in the log and fix it.

Once you've made sure everything is working properly, you can finally update your mod for use in the new patch!
4 Comments
Kaziky 4 Dec, 2021 @ 10:05am 
super aplikacia ale cem abi bolo zmenene hra etidor :steamhappy:
Andriska07 17 Nov, 2018 @ 3:56am 
Congrats! 7,7GB without any new gameplay (for ex: maps) content! Great! Nice to meet with 10 FPS in the main menu! Nice work!
Syndroid 16 Nov, 2018 @ 6:19am 
Thanks noam and Asdolg. this is very helpful!.
Looking forward to the new stuff..I hope the the amount of extra work will be bearable though ^^
Soulmyr 16 Nov, 2018 @ 5:01am 
That's cool but can you fix my life?