Source Filmmaker

Source Filmmaker

Loading a Source or Valve Map in Blender
Does anyone know if this is possible? It would be great if I could use my custom map in Blender, if it is possible. I did notice that a map can be exported as a DXF file from Hammer, which I tried. Blender can import DXF files, but when I imported this it was messed up. A lot.

So just wondering if anyone knows of any possible ways of puling this off.
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Showing 1-15 of 18 comments
phillippi2 Apr 17, 2014 @ 9:15pm 
It is technically possible, but it's going to be hit or miss. Source engine maps uses Binary Space Partitioning (bsp). However, binary is very hit or miss due to pretty much everyone using it differently. How Source Engine uses binary is different than how Blender uses it.

I think your best bet would be to use Crafty to export the map into a format Blender can use. However, this may not work for newer games:

http://nemesis.thewavelength.net/index.php?c=223

Also, I believe Hammer's export tools (i.e. export to .dxf) are depracated and should not be used (much like the carve tool)
Originally posted by phillippi2:
It is technically possible, but it's going to be hit or miss. Source engine maps uses Binary Space Partitioning (bsp). However, binary is very hit or miss due to pretty much everyone using it differently. How Source Engine uses binary is different than how Blender uses it.

I think your best bet would be to use Crafty to export the map into a format Blender can use. However, this may not work for newer games:

http://nemesis.thewavelength.net/index.php?c=223

Also, I believe Hammer's export tools (i.e. export to .dxf) are depracated and should not be used (much like the carve tool)

Ok thanks. I'll check it out! It's a modified TF2 map by the way.
Alright I have it installed. I'm not sure how to specifically set it up though to open a map that is ni the maps folder of my Usermod.
SuparLunarGangstar Apr 17, 2014 @ 10:04pm 
Originally posted by phillippi2:
It is technically possible, but it's going to be hit or miss. Source engine maps uses Binary Space Partitioning (bsp). However, binary is very hit or miss due to pretty much everyone using it differently. How Source Engine uses binary is different than how Blender uses it.

I think your best bet would be to use Crafty to export the map into a format Blender can use. However, this may not work for newer games:

http://nemesis.thewavelength.net/index.php?c=223

Also, I believe Hammer's export tools (i.e. export to .dxf) are depracated and should not be used (much like the carve tool)

When you said it may or may not work, is this what you were talking about? I tried opening a map bot got this error:

"Error loading file:
\root\tf\tr_target_d.bsp

Error: Lump face size not divisible by lump type size."

Not sure what this means or if I just don't have it set up right.
B-Bot Sep 30, 2016 @ 6:18pm 
Originally posted by SuparLunarGangstar:
Originally posted by phillippi2:
It is technically possible, but it's going to be hit or miss. Source engine maps uses Binary Space Partitioning (bsp). However, binary is very hit or miss due to pretty much everyone using it differently. How Source Engine uses binary is different than how Blender uses it.

I think your best bet would be to use Crafty to export the map into a format Blender can use. However, this may not work for newer games:

http://nemesis.thewavelength.net/index.php?c=223

Also, I believe Hammer's export tools (i.e. export to .dxf) are depracated and should not be used (much like the carve tool)

When you said it may or may not work, is this what you were talking about? I tried opening a map bot got this error:

"Error loading file:
\root\tf\tr_target_d.bsp

Error: Lump face size not divisible by lump type size."

Not sure what this means or if I just don't have it set up right.
I got the same error
Kran Dec 7, 2016 @ 2:53pm 
Originally posted by phillippi2:
It is technically possible, but it's going to be hit or miss. Source engine maps uses Binary Space Partitioning (bsp). However, binary is very hit or miss due to pretty much everyone using it differently. How Source Engine uses binary is different than how Blender uses it.

I think your best bet would be to use Crafty to export the map into a format Blender can use. However, this may not work for newer games:

http://nemesis.thewavelength.net/index.php?c=223

Also, I believe Hammer's export tools (i.e. export to .dxf) are depracated and should not be used (much like the carve tool)
yeah, the same error for every .bsp i try, Lump face not divisible by lump type size, any ideas?
Exurok [SBG] Jan 24, 2017 @ 8:28am 
Yes, that is because you are trying to import wrong file. Import the ".vmf" instead, then it works.
[Brasserie] dzt May 31, 2017 @ 4:00am 
Originally posted by Exurok:
Yes, that is because you are trying to import wrong file. Import the ".vmf" instead, then it works.

But in csgo the default maps do not have a .vmf file, C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps only shows .bsp files and I get this error too
MrXBX Sep 6, 2017 @ 10:04pm 
You need to use a program called BSPSource I believe to get the .vmf file
deadguy42 Jan 2, 2018 @ 3:21pm 
Okay, I used BSP Source to get the .vmfs, and I got "Error Parsing File: "Side Missing Rotation" Property." when I opened the .vmf in Crafty. Any ideas?
Got the same error with :Error: Error parsing file: side missing 'rotation' property.
lowk Apr 16, 2018 @ 4:12am 
I am getting the same error
ZergSquad Jan 6, 2020 @ 12:22pm 
watching on dates on the link - looks like this program just outdated AF... dunno wtf u expect
Pokerman Jan 21, 2020 @ 3:16am 
The major solution to beat lump version bug is to compile the VMF to BSP by other game's Hammer.exe

I use Half-Life 2's Hammer to compile cp_powerhouse_d.vmf to make Crafty successfully read it.

Steps

1. Move all the TF2 models and texture files to the HL2 folder. (by GCFscape)
2. Get VMF files here https://tf2maps.net/threads/valve-maps-decompiled.5952/
3. Create an empty folder in Half-Life 2's folder, and put the VMF here.
4. Go to "C:/Steam/SteamApps/common/Half-Life 2/bin" and find the hammer.exe, open it.
5. Open the vmf file and Press F9.
6. Press OK and the compiled BSP will appear in the folder which you place VMF here.

Now the Crafty can load it.

Before - https://i.imgur.com/QH7n9Ua.png
After - https://i.imgur.com/hJxM2Ev.png
Last edited by Pokerman; Jan 21, 2020 @ 3:20am
ghost of delete key Feb 13, 2021 @ 11:07pm 
Error: Lump face size not divisible by lump type size
This is a version problem Crafty has; it's not been updated since BSP version 20 (2010) and fails reading modified lumps in later versions of the BSP format.
The short answer is, use bspzip.exe to unpack the map file, then Crafty has no problem at all opening it. Then you can export OBJ and go from there.
I wrote a detailed post
in r/SFM about it.
Last edited by ghost of delete key; Feb 13, 2021 @ 11:08pm
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Date Posted: Apr 17, 2014 @ 8:40pm
Posts: 18