• New SFM project
    10 replies, posted
Hello everyone! I am having difficulty importing other game source to SFM... I would like to use models/maps from garrysmod.org but there are problems, beginning with SFM made for TF2 kids in the first place... I dont know why did they made so difficult to mod this film making tool, but it looses its point with it... Anyway i need help with importing maps/models to SFM. I have severel problems, so im beginning with importing games: I was making garrysmod working in SFM in some ways... [URL="http://www.youtube.com/watch?v=HUU1Cv8ibjI&list=PLyOCwm7m8o9NE6nCev9AUBc6IN7-0UnMZ&index=3&feature=plpp_video"]followed this tutorial.[/URL] After i did everything with models, i still had some trouble... Now as a test, I loaded gm_construct (the default map for gmod) but I see many errors right at the beginning: Water graphics are bad, i cannot really explain, sometimes water is a static blue color, sometimes its brown, somwtimes invisible... When I press F11, im getting into the game but "missing pixel shaders" and more errors are welcoming me. With three word: something is bad. For model importing i was using [URL="http://www.facepunch.com/showthread.php?t=1195410"]this help[/URL], i have still issues with models... For example there is a map, that i really would like to make working: [URL="http://www.garrysmod.org/downloads/?a=view&id=102932"]CLICK HERE[/URL]. [del]Problem 1: When I am loading this mapm, its says HDR lighting blah blah blah.... I was searching on google to solve this problem, found [URL="http://www.youtube.com/watch?v=O3SS3yXXVt0&list=PLyOCwm7m8o9NE6nCev9AUBc6IN7-0UnMZ&index=4&feature=plpp_video"]this tutorial video on youtube[/URL]. Okay i got Hammer Editor now, but when i am trying to set up the game configuration in this shit, i am opening the garrysmod.fgd and the window is freezing....[/del] Problem 2: When i am opening the map, there are many models which the map cannot find i think... There are BIG red ERROR models in the map, like old times when i was using CS:S maps in gmod while i had no CS:S installed.... Now i am the edge of giving up every hope to make movies in SFM... This forum is my last chance to get things working, any advices are welcome. [editline]5th October 2012[/editline] Update: Now i am able to use Hammer editor. No crashes now. There is a new problem: Cannot open that map, because its a .bsp file... dowloaded vmex to decompile it to be able to edit with hammer, but it is [B]PROTECTED [/B]and i cannot decompile.... Any idea?
You don't need to use any of that special process for Gmod models. You can just plop the materials/models/sound/etc. folders from the extraced zip folders and plop 'em into your usermod folder (click yes when it asks you if you want to merge/overrite). Then they'll show up in the usermod section ready to go. Can't help you with maps though.
Thx for answer, i will try that. On the other hand it seems there is no space scene which fit SFM, so my project will go to the trash can... It should be called TF2FM instead of SFM...
[QUOTE=Dyingsoul88;37921976]Thx for answer, i will try that. On the other hand it seems there is no space scene which fit SFM, so my project will go to the trash can... It should be called TF2FM instead of SFM...[/QUOTE] If it's any consolation I've also been waiting on a good big open space map for SFM (along with a few other people I'm sure). But I'm terrible at hammer.
[QUOTE=Dyingsoul88;37921976]Thx for answer, i will try that. On the other hand it seems there is no space scene which fit SFM, so my project will go to the trash can... It should be called TF2FM instead of SFM...[/QUOTE] Reading your OP, it seems you are very inexperienced with the Source Engine. SFM is very easy to add custom content to.
[QUOTE=Dyingsoul88;37919808]SFM made for TF2 kids in the first place[/QUOTE] Imagine its size if it would've included all the Source games from beginning. They needed a game to be delivered with it. TF2 is free. And this is probably not the only reason, TF2 has the biggest filmmaking community after all. Also I don't see much of it besides the recording part using TF2's game files, if you want to do nice stuff you usually don't record. Recording could perhaps be useful for making a sketch or similar stuff. As for maps, SFM requires maps to be compiled in HDR. Recompiling a map isn't that hard after all, but for serious stuff you'll often need rooms & stuff that existing maps don't offer. Creating a SFM map isn't anything hard, it's all around props and walls, no big deal.
[QUOTE=OneFourth;37925884]Reading your OP, it seems you are very inexperienced with the Source Engine. SFM is very easy to add custom content to.[/QUOTE] If you are experienced, would you be so kind and tell me how can I import 2 things to SFM? Working fully, without any HDR error/in-game error display? [URL="http://www.garrysmod.org/downloads/?a=view&id=102932"]map[/URL] [URL="http://www.garrysmod.org/downloads/?a=view&id=120394"]Model[/URL] Thank you!
[QUOTE=Dyingsoul88;37957803]If you are experienced, would you be so kind and tell me how can I import 2 things to SFM? Working fully, without any HDR error/in-game error display? [URL="http://www.garrysmod.org/downloads/?a=view&id=102932"]map[/URL] [URL="http://www.garrysmod.org/downloads/?a=view&id=120394"]Model[/URL] Thank you![/QUOTE] At this point I don't think anyone's going to be willing to help you considering your attitude towards SFM and the fact that these simple things that could be solved with a simple [url="http://bit.ly/SIL9H8"]Google[/url] [url="http://bit.ly/SILnxY"]readup[/url]. Seriously though, Google people, it's been around for 15 years and people still haven't figured out their problems are somewhere on this vast World Wide Web?
[QUOTE=Gamerman12;37966747]At this point I don't think anyone's going to be willing to help you considering your attitude towards SFM and the fact that these simple things that could be solved with a simple [url="http://bit.ly/SIL9H8"]Google[/url] [url="http://bit.ly/SILnxY"]readup[/url]. Seriously though, Google people, it's been around for 15 years and people still haven't figured out their problems are somewhere on this vast World Wide Web?[/QUOTE] I hate that when somebody is riding the high horse... Do you really think I was not using Google? Read first post OMFG... If you want so much I can tell you that I was trying to decompile it, and i got a nice log from Hammer full of errors, and it is crashing all the time when I am trying to compile this map... I dont wanted to Copy here the full log, but im doing that just to show TO YOU! [code]materialPath: c:\games\steam\steamapps\STEAM_ACCNAME\counter-strike source\cstrike\materials Loading D:\ttt_space_station_d.vmf material "natalya/n_hull_02" not found. Material not found!: natalya/n_hull_02 ConVarRef mat_reduceparticles doesn't point to an existing ConVar material "quality/metal_plate_2" not found. Material not found!: QUALITY/METAL_PLATE_2 material "quality/sci-fi/si_fi_30" not found. Material not found!: quality/sci-fi/si_fi_30 material "quality/sci-fi/si_fi_14" not found. Material not found!: quality/sci-fi/si_fi_14 material "quality/metal_vent_1" not found. Material not found!: QUALITY/METAL_VENT_1 material "metal/metalwall046a" not found. Material not found!: METAL/METALWALL046A material "natalya/n_steel_c" not found. Material not found!: natalya/n_steel_c material "natalya/natalya/n_metal_black" not found. Material not found!: natalya/natalya/n_metal_black material "jj45/advert2" not found. Material not found!: JJ45/ADVERT2 material "jj45/advert3" not found. Material not found!: JJ45/ADVERT3 material "jj45/advert4" not found. Material not found!: JJ45/ADVERT4 material "natalya/n_metal_black" not found. Material not found!: natalya/n_metal_black material "jj45/advert" not found. Material not found!: JJ45/ADVERT material "af_omega/metal_gibs" not found. Material not found!: AF_OMEGA/METAL_GIBS material "jj45/advert5" not found. Material not found!: JJ45/ADVERT5 material "decals/af_omega/clock_glass" not found. Material not found!: decals/af_omega/clock_glass material "quality/metal_trim_7" not found. Material not found!: QUALITY/METAL_TRIM_7 material "quality/metal_plate_1" not found. Material not found!: QUALITY/METAL_PLATE_1 material "quality/metal_panel_combo" not found. Material not found!: QUALITY/METAL_PANEL_COMBO material "jj45/buttons" not found. Material not found!: JJ45/BUTTONS material "natalya/n_steel_plating" not found. Material not found!: natalya/n_steel_plating material "af_omega/clock_glass" not found. Material not found!: af_omega/clock_glass material "quality/e6drstmetal_b" not found. Material not found!: QUALITY/E6DRSTMETAL_B material "natalya/n_metal_blue" not found. Material not found!: natalya/n_metal_blue Could not locate 'GameData' key in c:\games\steam\steamapps\STEAM_ACCNAME\counter-strike source\cstrike\gameinfo.txt fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 432 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing D:\ttt_space_station_d.prt...Building visibility clusters... done (0) material "skybox/stars2rt" not found. Can't load skybox file skybox/stars2 to build the default cubemap! Can't load skybox file skybox/stars2 to build the default cubemap! Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (2) (1893297 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 5842 texinfos to 2954 Reduced 372 texdatas to 328 (18768 bytes to 17058)[/code] On the other hand you are talking about attitudes... Many people are coming here for help so did I. After asking for help, members are telling me that "You are inexperienced" How the hell wouldn't I be inexperienced? [B]If I would be a professional, then I could solve my problems alone[/B] and wouldnt come here for help. After reading Post#5 I knew that I wont get any help here... Still dont know why I am checking back...
The reason people are harping on you is because you don't bother to do any research before you made a big post demonstrating your lack of ability to research anything. Before SFM came out I didn't know any thing about the Source Engine, never used Garry's Mod before, never made any machinima before. Now I'm making/recompiling my own maps in Hammer, recompiling/exporting models from 3DS Max into Source format and modifying various scripts and texture files to do the things I want. I learned all this by using google and doing research and tests. I never once made a post asking for help except for one particular case where I had a very specific problem related to .vmt shader settings which the community promptly answered because my question was clear, to the point and it was obvious I had done my research before I asked. These answers are all easy enough to find but you have to be willing to put in the work and do some research and tests on your own and you'll actually learn better that way than just asking someone for help at the first sign of trouble and doing exactly what they say without understanding the underlying reason. Now as far as your specific problems go... I downloaded and imported the Alien model into SFM fine. In fact I was very impressed with how well it was rigged! The rigging work is superb and I was even able to apply an IK rig to it which is pretty good for a custom model. You can even open the jaws and extend the 2nd 'mouth'. So I'm not sure what you're doing wrong with that.. I just extracted the contents of the zip file to my usermod folder. As far as the map goes, I attempted to decompile it myself and got the following error: [warning] BspDecompiler: ttt_space_station contains anti-decompiling flags or is obfuscated! [warning] BspDecompiler: Detected methods: [warning] BspDecompiler: VMEX protector brush flag A quick google search! revealed that there are certain things some map makers can do to prevent their map from being decompiled successfully. It doesn't mean the map can't be decompiled but it makes much harder and out of the realm of my current knowledge level. Based on your error log it seems as if it can't find a whole bunch of textures, whether that's because the texture names/paths were intentionaly obfuscated (very possible) or you simply don't have the textures on your system I don't know. If you want a cool map for the alien guy to run around in I'm sure there must be plenty of maps that look like the inside of a space ship. Alien Swarm probably has some, or even Black Mesa. If you want a space scene why not just make a simple box in Hammer with starfield textures and import some space ship models to do the rest. Work around your problems!! Good luck.
I was able to run gm_construct myself and the map runs pretty well. I will agree that the water is buggy, but the black skybox is an easy fix; go to the console and type sv_skyname then the name of any source skybox available (google it up if you need to) then when you enter it, drag the play head out of the scene then back in and the skybox will render. The grid lines are still visible, but with the right DoF settings, they can be removed when exporting an image :)
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