Source Filmmaker

Source Filmmaker

How am I supposed to find manually downloaded models?
I've tried looking in the "New model" section, the usual spot where all the models are stored. I can find the workshop installed ones just fine, but not the manually installed.
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Showing 1-3 of 3 comments
Marco Skoll Jan 29, 2018 @ 8:33pm 
If you can't find any manually installed content but you can find all the other content (e.g. TF2, HL2, Workshop), this implies you've misinstalled the content.

~~~~~

Installing to SFM:

Open the "game" folder in SFM's directory, and then make a new folder. You can call it whatever you want, although being descriptive and well organised is a good idea. For example - "Bioshock", "Tomb Raider", "Overwatch", "Warhammer", etc.

Obviously, you don't need to make a new folder every time, but the general rule is to not install to any of SFM's default folders except if specifically updating content extracted from the game the folder is for - and even then that's not a brilliant idea (the content has often been optimised for SFM).

This particularly includes the "usermod" folder - while a lot of people will tell you to install to usermod, this is very out-of-date advice that wasn't good advice in the first place.


In this example, we'll assume that "customstuff" is the new folder's name.

Now you've got a "customstuff" folder, unzip your download (you will need a program like 7zip to unzip .rar or .7z files) and navigate through it until you have a collection of folders called things like "maps", "models", "materials", "sounds", "scripts" and the like. (Not all of these folders will be in all downloads).

Now copy those folders into your -/SourceFilmmaker/game/customstuff/ folder.

If the folder you've installed to is a new one, you'll need to right-click Source FilmMaker in your Steam library, choose "Launch SDK", click "Edit Search Paths For Selected Mod", and tick the box for "customstuff" on the list.
Capt Fuzzy Jan 29, 2018 @ 8:59pm 
Just in case you don't feel like reading...
http://steamcommunity.com/sharedfiles/filedetails/?id=747939595

No slight intended towards you Marco, you explained that very well... :steamhappy:
Last edited by Capt Fuzzy; Jan 29, 2018 @ 9:01pm
Carolina Reaper Jan 30, 2018 @ 1:05pm 
Originally posted by Marco Skoll:
If you can't find any manually installed content but you can find all the other content (e.g. TF2, HL2, Workshop), this implies you've misinstalled the content.

~~~~~

Installing to SFM:

Open the "game" folder in SFM's directory, and then make a new folder. You can call it whatever you want, although being descriptive and well organised is a good idea. For example - "Bioshock", "Tomb Raider", "Overwatch", "Warhammer", etc.

Obviously, you don't need to make a new folder every time, but the general rule is to not install to any of SFM's default folders except if specifically updating content extracted from the game the folder is for - and even then that's not a brilliant idea (the content has often been optimised for SFM).

This particularly includes the "usermod" folder - while a lot of people will tell you to install to usermod, this is very out-of-date advice that wasn't good advice in the first place.


In this example, we'll assume that "customstuff" is the new folder's name.

Now you've got a "customstuff" folder, unzip your download (you will need a program like 7zip to unzip .rar or .7z files) and navigate through it until you have a collection of folders called things like "maps", "models", "materials", "sounds", "scripts" and the like. (Not all of these folders will be in all downloads).

Now copy those folders into your -/SourceFilmmaker/game/customstuff/ folder.

If the folder you've installed to is a new one, you'll need to right-click Source FilmMaker in your Steam library, choose "Launch SDK", click "Edit Search Paths For Selected Mod", and tick the box for "customstuff" on the list.

Thank you, I finally got it solved. It was going all well until I finally opened up SFM and the model still wasn't appearing, I tried copying and pasting all the character files out into the newly made folder and it somehow started working.
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Date Posted: Jan 29, 2018 @ 8:12pm
Posts: 3