• Unable to load manifest (HLMV) after steampipe conversion
    1 replies, posted
My SDK was working fine untill I converted tf2 to the steampipe thing. When I tried to launch HLMV it said the configuration was missing and whatnot, I remember I heard that the directory was changed so I fixed that, and now I get this error [IMG]http://i.imgur.com/M1uMc1U.png[/IMG] I asked a friend and he doesn't even have that file anywhere in his steam folder, and he didn't even have to change the directory manually. I've already tried to reinstall both tf2 and the sdk, no luck.
Here's an edit of a post I made to help someone get their CS:S compiles to work again. It also helps to fix HLMV so that it works with the intended game (in your case, TF2). [QUOTE=Katra804;40618468]You can trick the Source SDK, as well as GUIStudioMDL, into compiling back into the old directory from before the recent [del]CS:S[/del] TF2 update. Just follow these steps (courtesy of Gmod4ever): 1. Remake the old installation directory [del](Steam/steamapps/username/counter-strike source/cstrike)[/del] (Steam/steamapps/username/Team Fortress 2/tf2). 2. Make the 2 (if not 4) sub-folders you'd normally use for compiling (materials, models, scripts, sound).* 3. Copy the gameinfo.txt file from another Source game (HL2Ep2's for example) into the old cstrike directory that you remade. 4. Launch the Source SDK and make sure the directory is being read properly in the model viewer. If it's working properly, you should now also be able to compile to the old cstrike directory that you remade. 5. In the event that you run into an "Unable to load manifest file 'scripts/game_sounds_manifest.txt" error, open the gameinfo.txt file that you just copied over and look for this line: [code] SteamAppId ### // This will mount all the GCFs we need (240=CS:S, 220=HL2).[/code] Change the number that was there before to whatever TF2's SteamAppId is so that it registers as TF2. You will then need to make sure you have the game_sounds_manifest.txt script in your scripts folder. Repeat Step 4 to verify if the model viewer and compiler are working properly.[/QUOTE]
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