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Scream Fortress 2020 cosmetics in SFM?
Hello all,

I'm trying to make a SFM project using the new Scream Fortress cosmetics such as the Mannvich and Pug Mug. I've updated my SFM files using the guide here (https://steamcommunity.com/sharedfiles/filedetails/?id=234952643) but unlike older Halloween cosmetics like the Chicken Kiev, the Mannvich and Pug Mug do not seem to be registering as cosmetics. If I try to right-click a TF2 model and add an item the Mannvich is not showing up as a cosmetic like other head replacement cosmetics such as the Chicken Kiev.

The only way I've figured out how to get these models into SFM is to import them manually, but then I have the problem of having a floating head unattached to a body. Is there another TF2 file I have to bring over in order to allow SFM to properly "merge" the new cosmetics with characters such as the Heavy and Engineer? Is there some way I can attach them to the body as they are in the game?

Any help is greatly appreciated.
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Showing 1-6 of 6 comments
Tekka Oct 2, 2020 @ 9:36pm 
Wait for people to upload 2020 Scream Fortress Cosmetics on Workshop easy
Last edited by Tekka; Oct 2, 2020 @ 9:36pm
Zappy Oct 3, 2020 @ 12:58am 
Originally posted by RacketRoccoon:
- If I try to right-click a TF2 model and add an item the Mannvich is not showing up - I have the problem of having a floating head unattached to a body. -
If you want to update the "Add Team Fortress Item" dialog, copy -/Team Fortress 2/tf/scripts/
/items/items_game.txt
to -/SourceFilmmaker/game/[folder]/scripts/items/items_game.txt ("[folder]" being the folder that you extracted Team Fortress 2 content to), but even after doing that, note that not all Team Fortress 2 items will appear in the "Add Team Fortress Item" dialog, due to some items using a model filename format that Source Filmmaker doesn't understand.

Therefore, you may want to refer to the below guide to find the filenames of Team Fortress 2's weapon and cosmetic models, so that you can add them to a session manually:
https://steamcommunity.com/sharedfiles/filedetails/?id=395367659 To attach a weapon/cosmetic to a class after spawning them manually, drag the desired parent's animation set (for example a Spy) onto the desired child's animation set (for example a Business Casual) in the Animation Set Editor.
This will lock all bones of the child to same-named bones of the parent. (Bones of the child without same-named bones on the parent won't be locked.)

Then select all locked bones of the child, switch to the Motion Editor, click in the timeline, press Ctrl+A to select all time, and then fully apply the procedural "Zero" preset in the upper right area of the Animation Set Editor.

This is mostly equivalent to "bone-merging" in the Source engine, which is how weapons, cosmetics, et cetera are attached to players in Team Fortress 2 and many other Source games.
RacketRoccoon Oct 3, 2020 @ 5:35am 
Originally posted by Cool Dad:
Wait for people to upload 2020 Scream Fortress Cosmetics on Workshop easy

Judging by people's replies, it looks like they're already there. Now I know where to look first time at least!
RacketRoccoon Oct 3, 2020 @ 5:40am 
Originally posted by Zappy:
Originally posted by RacketRoccoon:
- If I try to right-click a TF2 model and add an item the Mannvich is not showing up - I have the problem of having a floating head unattached to a body. -
If you want to update the "Add Team Fortress Item" dialog, copy -/Team Fortress 2/tf/scripts/
/items/items_game.txt
to -/SourceFilmmaker/game/[folder]/scripts/items/items_game.txt ("[folder]" being the folder that you extracted Team Fortress 2 content to), but even after doing that, note that not all Team Fortress 2 items will appear in the "Add Team Fortress Item" dialog, due to some items using a model filename format that Source Filmmaker doesn't understand.

Therefore, you may want to refer to the below guide to find the filenames of Team Fortress 2's weapon and cosmetic models, so that you can add them to a session manually:
https://steamcommunity.com/sharedfiles/filedetails/?id=395367659 To attach a weapon/cosmetic to a class after spawning them manually, drag the desired parent's animation set (for example a Spy) onto the desired child's animation set (for example a Business Casual) in the Animation Set Editor.
This will lock all bones of the child to same-named bones of the parent. (Bones of the child without same-named bones on the parent won't be locked.)

Then select all locked bones of the child, switch to the Motion Editor, click in the timeline, press Ctrl+A to select all time, and then fully apply the procedural "Zero" preset in the upper right area of the Animation Set Editor.

This is mostly equivalent to "bone-merging" in the Source engine, which is how weapons, cosmetics, et cetera are attached to players in Team Fortress 2 and many other Source games.

Awesome, thanks. This is definitely a very helpful answer. I'm still new to SFM (we all have to start somewhere after all), so knowing that I can lock parent and child animation sets together is awesome. I'm excited to start playing around more today and continuing to learn SFM.

Others have also pointed out to use the Workshop for SFM and I now feel a bit silly for not checking there. But now I know for future releases, at least.

Thanks again for the kind help!
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Date Posted: Oct 2, 2020 @ 8:31pm
Posts: 6