• How do i get models from other games to work?
    10 replies, posted
Say, for example, a half-life source model or gmod model. [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=91568031&searchtext="]http://steamcommunity.com/sharedfiles/filedetails/?id=91568031&searchtext=[/URL] This is an example of HL:S models in SFM. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=92388426&searchtext=[/url] An example of GMod models in SFM How do i do this?
No special stuff required. Just move it into your usermod folder like you would with any other model in any other source game and you're good to go.
[QUOTE=Gamerman12;37495499]No special stuff required. Just move it into your usermod folder like you would with any other model in any other source game and you're good to go.[/QUOTE] I tried that with the MCModelspack for gmod, but when i tried to create the models in SFM, SFM didnt seem to detect the .mdl files, it found the folders, but when i looked inside it said no .MDLs.
Did you try hitting "Rescan" ?
[QUOTE=HWECQI;37496026]Did you try hitting "Rescan" ?[/QUOTE] Yes. I did. I have even restarted SFM. The thing is, it detects the folders just fine but it cant seem to find the models inside. As for HL:S models, THEY ARE INVISIBLE. Apparently, i need to recompile them with studiomdl., but how the fuck do i do that without a QC?
Are they in usermod\models\? If the models folder doesn't exist, create it. The materials for the models would typically go in usermod\materials\models\.
[QUOTE=quietme;37496431]As for HL:S models, THEY ARE INVISIBLE. Apparently, i need to recompile them with studiomdl., but how the fuck do i do that without a QC?[/QUOTE] They need materials as well. And follow the directory path in the default game, .mdl files have the path to materials written inside. So for example if in tf2 the model is models/players/items/mvm_loot/abc.mdl etc the materials will go in materials/models/players/items/mvm_loot/ and in sfm either you put them in usermod or create a new folder then list in usermod, the main path has to be the same for example usermod/models/players/items/mvm_loot and usermod/materials/players/items/mvm_loot
[QUOTE=Freshz24;37507881]They need materials as well. And follow the directory path in the default game, .mdl files have the path to materials written inside. So for example if in tf2 the model is models/players/items/mvm_loot/abc.mdl etc the materials will go in materials/models/players/items/mvm_loot/ and in sfm either you put them in usermod or create a new folder then list in usermod, the main path has to be the same for example usermod/models/players/items/mvm_loot and usermod/materials/players/items/mvm_loot[/QUOTE] I obviously copied them over too, it doesnt change anything, also, i tried porting over the MVM models and materials from TF2Beta (the steam one, my normal TF2 is kinda broken) and the game didnt detect any of the models except the halloween boss. [QUOTE]Are they in usermod\models\? If the models folder doesn't exist, create it. The materials for the models would typically go in usermod\materials\models\.[/QUOTE] Yes.
It has to be the usermod folder in the game folder and not the one in content, like so \SourceFilmmaker\game\usermod
[QUOTE=TheDanishMaster;37508519]It has to be the usermod folder in the game folder and not the one in content, like so \SourceFilmmaker\game\usermod[/QUOTE] I KNOW. THEY ARE THERE. I just said above your post. As i said, HL:S models are invisible, Gmod Models dont seem to be detected by the SFM (even though their folders are) and the same goes for the MVM models except from the halloween boss.
Im gonna bump this because this is cheesing me off.
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