Source Filmmaker

Source Filmmaker

Qdude Jan 18, 2018 @ 7:11pm
Are you able to put workshop cosmetics into "Add Team Fortress Item"?
Title.

If there isn't is there a way to easily rig workshop cosmetics to the character? Like for example I want to add workshop pants and I click a few buttons and it's on.
Also, when I tried to rig the Transparent Trousers (an actual TF2 cosmetic but not legitimately in SFM yet) to the scout manually, I couldn't find a way to make the scout's current pants invisible.

Help me please.

EDIT
I spent half an hour trying to rig the pants to the scout and I eventually got it perfectly, anyway thanks to the people that replied.
Last edited by Qdude; Jan 19, 2018 @ 12:45pm
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Showing 1-4 of 4 comments
Marco Skoll Jan 18, 2018 @ 9:07pm 
Short version: No. It's theoretically possible, but such a pain in the bum compared to the "drag-lock-zero" method that no-one bothers. (The Outfit Loader scripts over at SFMLab can automate this even faster).

As far as the Scout, the current player model version should have a bodygroup for disappearing his trousers. The HWM version from SFM though won't, as it's not designed for use with cosmetics (plus, it's from long before these cosmetics anyway).
Qdude Jan 18, 2018 @ 9:20pm 
Originally posted by Marco Skoll:
Short version: No. It's theoretically possible, but such a pain in the bum compared to the "drag-lock-zero" method that no-one bothers. (The Outfit Loader scripts over at SFMLab can automate this even faster).

As far as the Scout, the current player model version should have a bodygroup for disappearing his trousers. The HWM version from SFM though won't, as it's not designed for use with cosmetics (plus, it's from long before these cosmetics anyway).
I looked at both models, the regular player version and the HWM version and both didn't have versions for disabling the shorts. Good news though, I spent some time trying to rig it myself and turns out you can without the regular shorts clipping.
Last edited by Qdude; Jan 18, 2018 @ 9:20pm
Zappy Jan 18, 2018 @ 11:33pm 
Yes. Edit -/SourceFilmmaker/game/[folder]/scripts/items/items_game.txt to have an item definition for the model in question. Whether the number index for it has to be unique, I don't know. I also don't know exactly what's needed, but I imagine you'll just need the "name", "model_player", and "used_by_classes" parts. You might possibly also need to set the "prefab" to something Source FilmMaker considers valid for cosmetics, such as "misc". Untested example:
"400000" { "name" "Experimental Cosmetic" "prefab" "misc" "model_player" "models/custommodels/player/items/scout/experiment.mdl" "used_by_classes" { "scout" "1" } }
(Note that a "model_player" value of "models/test.mdl" refers to -/SourceFilmmaker/game/
/[folder]/models/test.mdl, and not -/SourceFilmmaker/game/[folder]/models/models/test.mdl!
Also note that if you put "%s" in it, it refers to the class in question, meaning if the models are named appropriately, you can specify multiple class' models for it in the same line.)

However, like Marco Skoll, I'd recommend attaching the cosmetic to the Scout manually over doing this. Keep in mind that if you drag the Scout's animation set onto the cosmetic's animation set, all same-named bones of the cosmetic will be locked to the Scout, and then all you have to do is just select all locked bones of the cosmetic and fully apply the "Zero" preset.


Originally posted by Marco Skoll:
- As far as the Scout, the current player model version should have a bodygroup for disappearing his trousers. The HWM version from SFM though won't, as it's not designed for use with cosmetics (plus, it's from long before these cosmetics anyway).
Nope, the Scout doesn't have a bodygroup for this. He does have a bodygroup for making his shoes and socks disappear, but not his whole set of pants.
(In the case of the cosmetic in question, no bodygroup change is done to the Scout at all. Though it's called "Transparent Trousers", it's fully opaque, just with a camouflage pattern where the item name is a fun word about "oh, it's camouflaged, I can't see it".)

Originally posted by Brock J:
- (an actual TF2 cosmetic but not legitimately in SFM yet) -
You can manually update the "Add Team Fortress Item" dialog by copying -/Team Fortress 2/
/tf/scripts/items/items_game.txt to -/SourceFilmmaker/game/[folder]/scripts/items/items_game.txt
(But make sure to not copy or extract other files from Team Fortress 2's "scripts" folder to Source FilmMaker, or something might break!)
Do this in combination with the below guide to get up-to-date cosmetics and such straight from Team Fortress 2's files, without needing to use Source FilmMaker's workshop for it or such.
This will get all cosmetics from Team Fortress 2 to Source FilmMaker, and make them ready for quick use inside the "Add Team Fortress Item" dialog too.
http://steamcommunity.com/sharedfiles/filedetails/?id=234952643
Last edited by Zappy; Jan 18, 2018 @ 11:35pm
Marco Skoll Jan 19, 2018 @ 4:59am 
Originally posted by Zappy:
(In the case of the cosmetic in question, no bodygroup change is done to the Scout at all. Though it's called "Transparent Trousers", it's fully opaque, just with a camouflage pattern where the item name is a fun word about "oh, it's camouflaged, I can't see it".)
I did look it up, but I did assume from the start that it probably wasn't an Iggy Pop homage.
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Date Posted: Jan 18, 2018 @ 7:11pm
Posts: 4