Source Filmmaker

Source Filmmaker

Face has white transparent threesomes.
I was using a Kazuhira Miller model (search on the SFM workshop) from MGS:PW, but when i loaded in the model, the face of the model was completely transparent, with white threesomes.

http://i.imgur.com/lm0bFK0.png
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Showing 1-15 of 19 comments
Zappy Feb 24, 2017 @ 9:16am 
I think "triangles" is the word you're looking for... Anyway, right-click Source FilmMaker in your Steam library (with Source FilmMaker closed), then click "Properties" > "Betas", and make sure the drop-down list is set to "NONE - Opt out of all beta programs".
Originally posted by Zappy:
I think "triangles" is the word you're looking for... Anyway, right-click Source FilmMaker in your Steam library (with Source FilmMaker closed), then click "Properties" > "Betas", and make sure the drop-down list is set to "NONE - Opt out of all beta programs".

Huh, forgot the word for it, so i just went to google translate, typed in the norwegian word for triangles (Trekant) and got threesome.

Well, forget that.

Ok, i'll do that.
Thanks.
Originally posted by Zappy:
I think "triangles" is the word you're looking for... Anyway, right-click Source FilmMaker in your Steam library (with Source FilmMaker closed), then click "Properties" > "Betas", and make sure the drop-down list is set to "NONE - Opt out of all beta programs".

Yep, it's on "NONE - Opt out of all beta programs".
Thus not working.
Last edited by ガーフィールド; Feb 24, 2017 @ 9:20am
Zappy Feb 24, 2017 @ 10:03am 
Try looking in the comments and discussions of the workshop submission and see if anyone else is having the same issue.

Also, try launching Source FilmMaker, making a new session, opening the model browser, selecting the model, then immediately closing the model browser and looking in the console. Please copy-paste the last 10 or so lines of the console here. (It can be found in "Windows" > "Console" at the top of Source FilmMaker.)
Originally posted by Zappy:
Try looking in the comments and discussions of the workshop submission and see if anyone else is having the same issue.

Also, try launching Source FilmMaker, making a new session, opening the model browser, selecting the model, then immediately closing the model browser and looking in the console. Please copy-paste the last 10 or so lines of the console here. (It can be found in "Windows" > "Console" at the top of Source FilmMaker.)

Ok, will do.
"materials/_rt_fog_of_war.vtf": can't be found on disk
*** Tried to load a non-VTF file as a VTF file!
Error reading texture header "materials/particle/smoke1/smoke1.vtf"
Unable to remove c:\program files (x86)\steam\steamapps\common\sourcefilmmaker\game\usermod\elements\sessions\milk6.bak!
element count: current = 28 max = 52 total = 52
Binding uncached material "potterywheelpanelwireframe", artificially incrementing refcount
Model file 'ninja\MGS5GZ/MGS5_GZ_KAZ_Dirt.mdl' and associated vtx files are out of date
KeyValues Error: LoadFromBuffer: missing { in file materials/models/ninja/mgs5/kaz/kaz1_face0_def_bsm.vmt

Error: Material "models/ninja/mgs5/kaz/kaz1_face0_def_bsm" uses unknown shader "IDST0"
Marco Skoll Feb 24, 2017 @ 12:44pm 
Yeah, IDST0 is not a valid Source shader, so the engine is reverting to the wireframe shader.

It may be fairly easy to fix manually, but the best approach (assuming the workshop author is still active) would to contact them and tell them about the error. They should be able to fix it and upload an updated version that will fix it for everyone.
Originally posted by Marco Skoll:
Yeah, IDST0 is not a valid Source shader, so the engine is reverting to the wireframe shader.

It may be fairly easy to fix manually, but the best approach (assuming the workshop author is still active) would to contact them and tell them about the error. They should be able to fix it and upload an updated version that will fix it for everyone.

Oh ok.
Thanks, i'll do it right away.

However, if the author didn't accept my friends request/doesn't want to talk, what should i do to fix it?
Marco Skoll Feb 24, 2017 @ 12:55pm 
You shouldn't need to send a friend request.
Just use the comments on the workshop page to tell him/her/them/it that you're getting the console error Material "models/ninja/mgs5/kaz/kaz1_face0_def_bsm" uses unknown shader "IDST0", and the head is rendering as a wireframe.

If you can't get a response, find the file /game/workshop/models/ninja/mgs5/kaz/kaz1_face0_def_bsm.vmt within your SFM install directory, open it in a text editor (Notepad or the like should do) and post the contents of that file here.
(If you don't know where SFM's install directory is, then: Steam -> right-click SFM -> Properties -> Local Files -> Browse Local Files should open it for you)

If it's just a simple VMT error, it should be fairly easy to fix. If there's missing VTF files, then it will be nearly impossible to fix.
Originally posted by Marco Skoll:
You shouldn't need to send a friend request.
Just use the comments on the workshop page to tell him/her/them/it that you're getting the console error Material "models/ninja/mgs5/kaz/kaz1_face0_def_bsm" uses unknown shader "IDST0", and the head is rendering as a wireframe.

If you can't get a response, find the file /game/workshop/models/ninja/mgs5/kaz/kaz1_face0_def_bsm.vmt within your SFM install directory, open it in a text editor (Notepad or the like should do) and post the contents of that file here.
(If you don't know where SFM's install directory is, then: Steam -> right-click SFM -> Properties -> Local Files -> Browse Local Files should open it for you)

If it's just a simple VMT error, it should be fairly easy to fix. If there's missing VTF files, then it will be nearly impossible to fix.

Yeah, tried opening it with that VTF program something.
I'll try opening it with notepad.
{
"$basetexture" "models/ninja/mgs5/KAZ/kaz1_face0_def_bsm"
"$bumpmap" "models/ninja/mgs5/KAZ/kaz1_face0_def_nrm"

"$phong" "1"
// "$phongexponent" 11
"$phongboost" ".1"
"$phongfresnelranges" "[5 6 8]"
"$PhongAlbedoTint" "1"
"$phongexponenttexture" "models\ninja/mgs5/KAZ/kaz1_face0_def_exp"
"$lightwarptexture" "models\ninja/mgs5/Clothes_wrp"
$halflambert 1
$nocull 1
}
Zappy Feb 24, 2017 @ 1:09pm 
Add "VertexlitGeneric" at the top of that file (it's safest to do that without quotes), with a linebreak before the {. It should look a bit like this:
VertexlitGeneric { "$basetexture" "models/ninja/mgs5/KAZ/kaz1_face0_def_bsm" ...
Marco Skoll Feb 24, 2017 @ 1:11pm 
It probably needs VertexLitGeneric as the first line.

Also, there's a few bad practices in there that I'd adjust. ($nocull generally shouldn't be used, and most of those " marks are unnecessary).

Try replacing the text with this:
VertexLitGeneric { $basetexture "models/ninja/mgs5/KAZ/kaz1_face0_def_bsm" $bumpmap "models/ninja/mgs5/KAZ/kaz1_face0_def_nrm" $phong 1 // $phongexponent 11 $phongboost .1 $phongfresnelranges "[5 6 8]" $PhongAlbedoTint 1 $phongexponenttexture "models\ninja/mgs5/KAZ/kaz1_face0_def_exp" $lightwarptexture "models\ninja/mgs5/Clothes_wrp" $halflambert 1 //$nocull 1 }

Then save it and either restart SFM, or type mat_reloadmaterial kaz1_face0_def_bsm (or, slightly harder to misspell, but slower: mat_reloadallmaterials)
Last edited by Marco Skoll; Feb 24, 2017 @ 1:12pm
Originally posted by Marco Skoll:
It probably needs VertexLitGeneric as the first line.

Also, there's a few bad practices in there that I'd adjust. ($nocull generally shouldn't be used, and most of those " marks are unnecessary).

Try replacing the text with this:
VertexLitGeneric { $basetexture "models/ninja/mgs5/KAZ/kaz1_face0_def_bsm" $bumpmap "models/ninja/mgs5/KAZ/kaz1_face0_def_nrm" $phong 1 // $phongexponent 11 $phongboost .1 $phongfresnelranges "[5 6 8]" $PhongAlbedoTint 1 $phongexponenttexture "models\ninja/mgs5/KAZ/kaz1_face0_def_exp" $lightwarptexture "models\ninja/mgs5/Clothes_wrp" $halflambert 1 //$nocull 1 }

Then save it and either restart SFM, or type mat_reloadmaterial kaz1_face0_def_bsm (or, slightly harder to misspell, but slower: mat_reloadallmaterials)

Done, however it's not fixed.
episoder Feb 24, 2017 @ 1:30pm 
IDST0 is a mdl file header. it tries to load a model as a material? are you sure the model is not bad hexed or broken?
Last edited by episoder; Feb 24, 2017 @ 1:32pm
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Date Posted: Feb 24, 2017 @ 9:05am
Posts: 19