Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamcommunity.com/sharedfiles/filedetails/?id=234952643 This isn't necessary for the Boxcar Bomber and the Snow Sleeves, though.
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.
Instead, you can open that "items_game.txt" file in a text editor, search for an item's name, and look for its model's filename, so that you can add it to a session manually.
In this specific case, though, you won't find "Boxcar Bomber" nor "Snow Sleeves" in "items_game.txt", so you have to open -/Team Fortress 2/tf/scripts/tf_english.txt, search for "Boxcar Bomber", find it on the same line as "TF_EOTL_furcap", and then search for "TF_EOTL_furcap" in "items_game.txt". Doing this, you'll find that the model filenames are "eotl_furcap_%s.mdl" for the Boxcar Bomber, and "hiphunter_jacket_%s.mdl" for the Snow Sleeves. "%s" refers to the class' name, e.g. "eotl_furcap_scout.mdl".
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.
If you still can't find them, then in the model browser, make sure that "Mod Filter" at the top is set to "All Mods", that "Check subfolders for files?" is enabled, that "MDL Files" is selected at the top of the folder list, and that the text filter near the bottom only contains what you want to search for (e.g. "eotl_furcap medic" if you want it for the Medic).