Source Filmmaker

Source Filmmaker

Moving items in WinRAR
Since I have made a few new models to my disposal, how can I move the model components and textures into a folder to organize it better?
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Showing 1-15 of 18 comments
Zappy Nov 15, 2016 @ 9:21am 
Go to -steamapps/common/SourceFilmmaker/game/, and make a new folder (with the name you want), then move the "materials", "models", etecetera folders into it.
Then launch Source FilmMaker through Steam, choose "Launch SDK" in the pop-up, click "Edit Search Paths For Selected Mod", and tick on everything you want.
Last edited by Zappy; Nov 15, 2016 @ 9:21am
John Matthews Nov 15, 2016 @ 9:31am 
well I want to try and organize the items in question in WinRAR so that when people move the materials and models folders, it'll be ready to be used. That was the question.
Zappy Nov 15, 2016 @ 9:32am 
In what way do you want to "organize them in WinRAR"?
John Matthews Nov 15, 2016 @ 9:33am 
Materials to a 'Materials' folder, and Models in another folder labeled 'Models' in WinRaR
Last edited by John Matthews; Nov 15, 2016 @ 9:33am
John Matthews Nov 15, 2016 @ 9:34am 
I used a custom 3D pony maker to make the models in question. Now I have to deal with the model files and textures That's Strune all over.
Last edited by John Matthews; Nov 15, 2016 @ 9:35am
Marco Skoll Nov 15, 2016 @ 9:53am 
You need to replicate the folder structure set out in the .QC and .VMT files.

If, for example, the model is supposed to be at "/JohnMatthews/MLP/CustomPony.mdl", then you'll need to make a models folder, a JohnMatthews folder inside that, then an MLP folder inside that, then put the .mdl, .vvd and .dx90.vtx files there.

Same thing for the materials, and the paths for any textures set out in the .VMT files.

Do that, preferably check that it works by installing it to a new mod folder in your own SFM (make sure that the mod folder that your own version is in is disabled, otherwise you'll just load any version you've already installed), and then zip the whole thing up.
Last edited by Marco Skoll; Nov 15, 2016 @ 9:54am
John Matthews Nov 15, 2016 @ 9:55am 
ok and how do I do the zip file process?
Marco Skoll Nov 15, 2016 @ 10:02am 
I don't personally use WinRAR, so I don't know about that.

For 7zip though, it's all accessed via Windows Explorer. Right click -> 7zip -> Add to whichever type of archive I want to make - .7z, .zip, whatever.

Alternatively, the "Send to -> Compressed folder" option is in Windows by default (but only supports the .zip format).
John Matthews Nov 15, 2016 @ 10:05am 
ok, I changed the PNG files to VMT files. Now for the 3d objects, will they still be working if I leave them as .obj?
Marco Skoll Nov 15, 2016 @ 10:10am 
... not for SFM, no. None of that will work.

Have you actually got these models, materials and/or textures working in Source yet?
Last edited by Marco Skoll; Nov 15, 2016 @ 10:10am
John Matthews Nov 15, 2016 @ 10:14am 
not really no. Been trying to do Source but I don't know where to get it.
John Matthews Nov 15, 2016 @ 10:15am 
so I have to do the testing in the Source to actually get it working?
Marco Skoll Nov 15, 2016 @ 10:20am 
Absolutely. Even despite having some experience of porting models to Source, I wouldn't dare assume that a model was working until I'd actually tested it quite extensively in SFM.

What modelling program are you using? There's a very extensive guide on porting to SFM via Blender here (although a lot of it remains relevant for other modelling programs too).

https://steamcommunity.com/sharedfiles/filedetails/?id=245723825
John Matthews Nov 15, 2016 @ 10:22am 
I didn't use blender to make my model. I used a 3D pony maker from the web. ^^;
John Matthews Nov 15, 2016 @ 10:24am 
and since I used that approach, I can't have bodygroups or skins that I can interact with. Such as making the eyes different Sizes, or the wings to fold.
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Date Posted: Nov 15, 2016 @ 9:04am
Posts: 18