Source Filmmaker

Source Filmmaker

FatMemeGod 2018 年 11 月 18 日 上午 11:03
Sfm fortnite character model invisible .WD data missing
I keep getting an error message when trying to make this model to work. It's invisible but i can see the bones. I keep getting this error message:

Failed to load models/!
CAnimationSetEditor::CreateAnimationSetForModel: model has no facial animation model models/fortnitea31/characters/astronauts/astronautjonesy.mdl [AstronautJonesy.mdl]


I used gmad extracter and placed the model and materials folder in the usermod folder.


Please any help is appreciated!
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Zappy 2018 年 11 月 18 日 上午 11:11 
引用自 FatMemeGod
- CAnimationSetEditor::CreateAnimationSetForModel: model has no facial animation model models/fortnitea31/characters/astronauts/astronautjonesy.mdl [AstronautJonesy.mdl] -
This error either means that you have the model files (MDL, VVD, DX90.VTX, et cetera) at -/SourceFilmmaker/game/[folder]/models/fortnitea31/characters/astronauts/
/astronautjonesy.[extension] while they're supposed to be at -/SourceFilmmaker/game/
/[folder]/models/AstronautJonesy.[extension], or the other way around of that.

Garry's Mod reads a model from where the model files are, so it's not an issue for Garry's Mod, but Source Filmmaker can only properly read a model if its model files are where the MDL file says that they must be.

引用自 FatMemeGod
- I - placed the model and materials folder in the usermod folder. -
You shouldn't put custom content into pre-existing folders in Source Filmmaker, especially not "usermod" as it's an "important" folder for Source Filmmaker. If you mess up something in there, it may be hard to fix (occasionally to the point of basically requiring Source Filmmaker to be re-installed), and even if you don't, you can still cause problems by doing that.

Instead, right-click Source Filmmaker in your Steam library (in the "Software" or "Installed" categories), and choose "Properties" > "Local Files" > "Browse Local Files...". This will open a File Explorer window in -/SourceFilmmaker/.

Now enter the "game" folder and make a new folder here, named whatever you want (for example "customstuff").
Inside of the folder that you just made (for example inside of -/SourceFilmmaker/game/customstuff/), make folders called "maps", "materials", "models", "particles", and/or "sound". These folders may hold custom content.

Once you've put custom content inside of those folders that you just made, right-click Source Filmmaker in your Steam library again, choose "Launch SDK", click "Edit Search Paths For Selected Mod", and enable the first custom folder that you made while following these instructions (for example "customstuff").
You may optionally move it around in the search path list, such as if it's supposed to override Team Fortress 2 content or such. If a file exists within two different search paths, the top-most search path in the list will be the search path that the file will be loaded from.

I personally suggest having a separate such folder for each franchise or such (for example one for Super Mario stuff, one for Sonic the Hedgehog stuff, one for Overwatch stuff, et cetera). This way, you can mostly disable stuff that you're not currently using, which can be helpful if Source Filmmaker starts crashing due to indexing too many assets.
最后由 Zappy 编辑于; 2018 年 11 月 18 日 上午 11:12
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发帖日期: 2018 年 11 月 18 日 上午 11:03
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