Hmmm, I seem to not have any menu items on mine when I go into the game window. And then when I press ` to get into console its the same but then I'm stuck without any HUD. Any fixes?
How come when I set a new camera, SFM crashes? I have no idea what I'm doing wrong.
Sup guys
Come SFM with Darkomni and I
You'll need hamachi, though
network name: sourcefilmmaker
password: sfm
You can connect to me (edbotnik) by right clicking my name and clicking copy address in hamachi. Then type connect *ip*
See you there!
EDIT: we are finished
You guys accomplish anything cool?
[QUOTE=Pandamobile;21706168]You guys accomplish anything cool?[/QUOTE]
Well
no :P
we did test some lighting stuff.
Probably late, but I couldn't find it in this thread. How do I use custom maps, or even new maps? I tried using cp_badlands, but the textures were purple checkerboard, and when I extracted the new models and materials folder into the SFM one, it made it even worse.
EDIT: Oh and stopping the game timer?
ent_fire team_round_timer pause
[QUOTE=noodleboy347;21709190]How do I use custom maps, or even new maps? I tried using cp_badlands, but the textures were purple checkerboard, and when I extracted the new models and materials folder into the SFM one, it made it even worse.[/QUOTE]You can't just extract the new textures to SFM because they are newer version than SFM can understand. [URL="http://sourcefilmmakermachinima.blogspot.com/2010/01/custom-maps-in-sfm-written-by-me.html"]Here is a tutorial,[/URL] but it takes A LOT of time to process every texture.
thenks gais
[QUOTE=Ukuku;21709414]You can't just extract the new textures to SFM because they are newer version than SFM can understand. [URL="http://sourcefilmmakermachinima.blogspot.com/2010/01/custom-maps-in-sfm-written-by-me.html"]Here is a tutorial,[/URL] but it takes A LOT of time to process every texture.[/QUOTE]
That looks really easy to automate - the texture version changing, that is. I'm just starting to look at using SFM, but if it's just changing a byte in each file then automating it is the best way.
Anyone know how to make a batch file that can do that?
Yeah, it's easily automated since it's changing the exact same byte to the exact same other byte in the exact same spot in the HEX code for each texture. Actually, I bet there's a HEX modifier somewhere out there that lets you do it for entire directories of stuff at a time, kind of how like vtfedit can change entire directories of textures to another filetype at a time. Maybe you can change the version of a texture with vtfedit?
[editline]04:47AM[/editline]
Also, apparently, my buddy got SFM running with the latest version of TF2 by running it as commedit.dll earlier today. I'll have a lot more info later, when he comes online.
Here's a little teaser for what i'm working on
[img_thumb]http://dl.dropbox.com/u/1650946/teaser.jpg[/img_thumb]
[media]http://www.youtube.com/watch?v=JfHtY2f14qw[/media]
Made this not that long after SFM was discovered.
Done a python script to fix all materials in all subdirectories of the program. It lists everything it does, but doesn't ask about changing files - just confirm it's in the right directory before running (it'll notify you, too). I also have yet to test the materials in SFM, as I'm on my laptop now - I'll do that when I get home.
[code]import os
import struct
from os.path import join
unchanged = 0
changed = 0
print "Modifying files in subdirectories of", os.getcwd()
raw_input('Press enter to continue.')
for root, dirs, files in os.walk(os.getcwd()):
print "opening" , root
for name in files:
if 'vtf' in str.lower(name):
f = open(join(root,name), 'r+b') #Open to read & write in binary
if 'VTF' == f.read(3):
#Get version number
f.seek(5,1)
ver = ord(f.read(1))
#Correct
if ver==4:
f.seek(-1,1)
f.write(struct.pack('i',3))
print '*\tchanged', name, " (was VTF version", ver, ')'
changed+=1
else:
print '\tskipped', name, " (VTF version", ver, ')'
unchanged+=1
print ""
print "Done! Changed", changed, "out of", changed+unchanged, "files!"
print ""
raw_input('Press enter to exit.')
[/code]
[b]Edit:[/b] To use it, you'll have to install Python. Then you should be able to just double-click it.
How do you use it?
[editline]03:19PM[/editline]
And does that mean i can load more up to date maps now?
[QUOTE=swampie;21714728]How do you use it?
[/QUOTE]
You run it with Python. If you can't google "How to use a Python Script" then I'm not sure if you should be trying to use SFM.
I didn't know what a python script was
and i learn't how to use it yesterday
[editline]03:38PM[/editline]
[QUOTE=swampie;21714728]
And does that mean i can load more up to date maps now?[/QUOTE]
[QUOTE=robowurmz;21714921]Y[/QUOTE]
[QUOTE=robowurmz;21714921]e[/QUOTE]
[QUOTE=robowurmz;21714921]S[/QUOTE]
the answer was hidden in his post
ok then
so i run it in python and start up sfm and load my custom map and it will work?
I'm new to this
extract all the tf2 materials from the gcf to the beta
put the python file in the materials folder
run the python file
after following these three incredibly simple steps you should be able to play any map made for the current version of tf2 without it looking really really ugly and broken
Thanks
[editline]04:57PM[/editline]
wait
i don't understand what python is or does
I have a text file, And a python command line thing
now what?
[QUOTE=swampie;21715813]I have a text file, And a python command line thing
now what?[/QUOTE]You rename the file to texturedowngrader.py and double-click it.
Awesome, Thanks
Would this work with maps from other games?
It just opens?
i don't see why it wouldnt
i opened it in python(idle) re-saved it as texturedowngrader.py but it keeps changing to texturedowngrader.py.txt
wtf?
[QUOTE=swampie;21716017]i opened it in python(idle) re-saved it as texturedowngrader.py but it keeps changing to texturedowngrader.py.txt
wtf?[/QUOTE]Change the file format to all files (*) when you save it.
i see
thanks
[editline]06:36PM[/editline]
Still saves as a txt
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