Source Filmmaker

Source Filmmaker

Remove sprites from maps in SFM?
Basically, the light sprites in cp_gravelpit are causing some very annoying problems when it comes to rendering the final film, in that they sit at the top layer of everything with a hideous light effect. I decompiled the map, removed the sprites, and have begun exporting the map to a bsp.

But since Hammer is taking forever, I wanted to see if there was a way to remove sprites using the 'Record Game mode' and 'Add Existing Elements' option or through any other means in the meantime, while I wait and see if Hammer is going to fail a compile for the hundredth time.
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Showing 1-8 of 8 comments
Zappy Jan 13, 2018 @ 3:25pm 
I think the only way would be to either destroy/kill the entities (if possible/applicable) using Source FilmMaker's console, or edit the materials/textures (again if possible/applicable) to not do anything.
Your New Stepdad Jan 13, 2018 @ 3:28pm 
In theory, what would I type for that?
Marco Skoll Jan 13, 2018 @ 3:29pm 
Other than what Zappy said, the only thing I can think of is turning off "Beams" in the entities to display (and I suspect that already hasn't worked).

What exactly is Hammer failing on? It's not unknown for decompiled maps to leak, which can be the source of many compiling woes.
Last edited by Marco Skoll; Jan 13, 2018 @ 3:29pm
Your New Stepdad Jan 13, 2018 @ 3:32pm 
I already tried turning off beams, while that didn't work, it did get rid of that annoying spotlight in point A. But yeah, it varies but Hammer usually just hangs up at any given time, it'll take ten minutes to decompile and tell me that it took two. That sorta thing, regardless of my system's performance.
Zappy Jan 13, 2018 @ 3:35pm 
Originally posted by Payton Tate - The Smexualsman:
In theory, what would I type for that?
Something like "ent_remove_all env_lightglow"... though keep in mind that that's in theory, and as theory and practice aren't always the same, that might not work in practice.
Last edited by Zappy; Jan 13, 2018 @ 3:38pm
Your New Stepdad Jan 13, 2018 @ 5:46pm 
Worth a shot, right?
Zappy Jan 14, 2018 @ 2:13am 
Originally posted by Payton Tate - The Smexualsman:
Worth a shot, right?
Of course.

And in the chance that it does work, you can make the first shot of the session automatically execute that command, too, if you right-click the shot in the Clip Editor, choose "Show in Element Viewer", right-click "concommands" near the bottom, choose "Add Item", expand "concommands", and set the new "concommands[0]" item to have a value of "ent_remove_all env_lightglow" (without quotes).
Though it might do this before the map loads, thus not removing the entities, but then you can just drag the playhead (time cursor) outside the first shot and back into the first shot to have the console command executed again.
Your New Stepdad Jan 14, 2018 @ 2:26am 
Honestly it worked like a charm, the map's all cleaned up now, thank you so much for your help on this thread and the last one.
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Date Posted: Jan 13, 2018 @ 3:22pm
Posts: 8