Source Filmmaker

Source Filmmaker

Edit Search Paths Issue: Importing a Model From SFM Lab!
I need some help with trying to import a model into SFM from the SFM Lab website. So I have seen several videos on YouTube and read some steam community discussions where people show you how to import the model by placing the downloaded content into the usermod folder or just outside of that folder and that would work with importing the model so long as the materials or models folders were there. You could create a custom one if needed incase the downloaded model does not have those folders. Now I tried doing it both ways, where, I would try to put the dlc model into the usermod whitespace area to see if that worked and I tried creating a custom folder to name what it is, and then added the models and materials folder in there to put the dlc model there. (I should note that the model I downloaded doesn't have the materials or models folder when you download it).

Now here's the confusing part!

I went to go launch the Source Development Kit program to then try to select the edit search paths so that I could add in the downloaded model, but the selection to hit the button for the model isn't there and it's not showing up. Then when I go into Source Film Maker, the model is a no show even though I made my own custom folder and tried to do it the other way where I just drop it into the usermod folder. I'm stumped on what to do to make it so it sees the model that I downloaded so that I can use the SFM Lab model in SFM. If anybody could help me out that would be great! Thanks!
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Showing 1-15 of 39 comments
Capt Fuzzy Apr 6, 2019 @ 8:16pm 
Originally posted by Notimetowaste2:
(I should note that the model I downloaded doesn't have the materials or models folder when you download it).
Then it may not be for SFM, which would be kinda unusual since it's SFMLab
Could you post a link to the model in question and I will see if I can fix it and then tell you how to fix it.
Last edited by Capt Fuzzy; Apr 6, 2019 @ 8:17pm
Vibez Turfs Apr 6, 2019 @ 9:06pm 
Actually, the model does have the materials and models folders with the download and I was thinking of other models that didn't have any of those, but if you could help me with this one it would be great! Because even when I move the materials and models into the usermod section, the edit search paths directory still can't seem to find the model. If you could help me out on this I might be able to fix the models that don't have the materials and models folders with the download. Here is the link to the model.


It's "The Reaper" model from "Fortnite": http://www.sfmlab.com/item/2740/
Capt Fuzzy Apr 6, 2019 @ 11:36pm 
Hmm, I have an account there but I cannot seem to download the model, don't know what's up with that as I get models from SFMLab all the time.

Maybe server issues on their end... :steamsad:
Vibez Turfs Apr 7, 2019 @ 6:25am 
Well I'm pretty sure you can download the model without having to be signed in right? Try a different browser also to see if you are able to download the model too! That might let you download it.
Last edited by Vibez Turfs; Apr 7, 2019 @ 6:26am
green Apr 7, 2019 @ 6:31am 
I was able to download it, and get the materials/models folder. Booting it up in SFM right now as we speak, will report results.
green Apr 7, 2019 @ 6:48am 
Okay, the model works. Create a folder in Source Filmmer/game (name it mostly anything, like "fortnite"). Then, unzip the download from SFMLab, take the materials and models folder, and throw it in your custom folder. So it should look like:

Source Filmmaker/game/fortnite/models

and

Source Filmmaker/game/fortnite/materials

Then go back to the SDK and check off the new folder.
Last edited by green; Apr 7, 2019 @ 7:05am
Zappy Apr 7, 2019 @ 6:54am 
Originally posted by Hunter in the Green Vest:
- Create a folder in Source Filmmer/game - then go back to the SDK and check off the new folder. Now, unzip the download from SFMLab, take the materials and models folder, and throw it in your custom folder. -
Enabling the custom search path should be done last; Source Filmmaker's "SDK"s "Edit Search Paths For Selected Mod" list won't show you any non-enabled paths that don't contain a "maps", "materials", "models", "particles", and/or "sound" folder.
Last edited by Zappy; Apr 7, 2019 @ 6:54am
Vibez Turfs Apr 7, 2019 @ 6:56am 
Ok thanks guys! I'll check right now to see if I can get it working. Also, when I create the folder I right click on the software to the browse local files section right?
Last edited by Vibez Turfs; Apr 7, 2019 @ 6:57am
Vibez Turfs Apr 7, 2019 @ 7:03am 
Yea nothing happened. Should I create a new mod or add an existing mod in the SDK?
green Apr 7, 2019 @ 7:04am 
Originally posted by Zappy:
Originally posted by Hunter in the Green Vest:
- Create a folder in Source Filmmer/game - then go back to the SDK and check off the new folder. Now, unzip the download from SFMLab, take the materials and models folder, and throw it in your custom folder. -
Enabling the custom search path should be done last; Source Filmmaker's "SDK"s "Edit Search Paths For Selected Mod" list won't show you any non-enabled paths that don't contain a "maps", "materials", "models", "particles", and/or "sound" folder.
Oh, I did not know that. Thanks Zap, I'll update my response!
green Apr 7, 2019 @ 7:44am 
Originally posted by Notimetowaste2:
Yea nothing happened. Should I create a new mod or add an existing mod in the SDK?
I'm not sure what you're talking about. You should create a new folder, like I instructed.
Vibez Turfs Apr 7, 2019 @ 7:54am 
I did and for some reason it's just not working for me.
green Apr 7, 2019 @ 8:07am 
Originally posted by Notimetowaste2:
I did and for some reason it's just not working for me.
How so? Did it not pop up in the SDK, or is it not popping up in SFM itself?
Vibez Turfs Apr 7, 2019 @ 8:15am 
It did not. I tried looking both in the SDK and SFM. When I do the instructions do add the foldiers in it shows the folders correctly, but going into the SDK or SFM it doesn't show up. Do you put the downloaded materials and models folder inside the usermod folder or leave it outside of the usermod folder and into the new created "The Reaper" folder? Also, if you create a folder inside the usermod folder named "The Reaper" (or anything you want), do you put the materials and models in their? Sorry if I'm so confused on this.
green Apr 7, 2019 @ 8:25am 
Leave usermod alone. Don't put anything in there, and take anything you've put in there out. You create the new folder at Source Filmmaker/game and put the mat/models folders in the new folder. Then, like Zappy pointed out, you go in the SDK. I updated the instructions, if you want to re-read them.
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Date Posted: Apr 6, 2019 @ 4:23pm
Posts: 39