Source Filmmaker

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chaotic12 Oct 1, 2022 @ 4:16am
Battle Banana(Second Banana Heavy)
Hello, so I am asking how to get the Second banana from the Heavy in sfm i tried many things but I can't find the Banana :steamsad:
Originally posted by Zappy:
Originally posted by chaotic12:
Hello, so I am asking how to get the Second banana from the Heavy in sfm -
To get post-2014 cosmetics (and other assets aside from maps), follow this guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=234952643



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 can see 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 (e.g. a Spy) onto the desired child's animation set (e.g. 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.
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The author of this thread has indicated that this post answers the original topic.
Zappy Oct 1, 2022 @ 5:05am 
Originally posted by chaotic12:
Hello, so I am asking how to get the Second banana from the Heavy in sfm -
To get post-2014 cosmetics (and other assets aside from maps), follow this guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=234952643



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 can see 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 (e.g. a Spy) onto the desired child's animation set (e.g. 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.
chaotic12 Oct 1, 2022 @ 5:53am 
Originally posted by Zappy:
Originally posted by chaotic12:
Hello, so I am asking how to get the Second banana from the Heavy in sfm -
To get post-2014 cosmetics (and other assets aside from maps), follow this guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=234952643



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 can see 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 (e.g. a Spy) onto the desired child's animation set (e.g. 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.

Thank you very much now this finally works for me :)
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Date Posted: Oct 1, 2022 @ 4:16am
Posts: 2