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Source filmmaker map
Source filmmaker map








  1. SOURCE FILMMAKER MAP HOW TO
  2. SOURCE FILMMAKER MAP MOD
  3. SOURCE FILMMAKER MAP CODE

Step 9: Make a backup copy of your TF2 beta materials folder and (if you are replacing) map file. Once the edited material files are in place, click file-save BSP. Click Add in Pakrat and repeat the control click import process. Step 8: Temporarily copy and paste all the edited hdr materials (and possibly others) into the normal beta materials folder (only if it's a tf2 map, if not, edit the directory text by hand in Pakrat) In Pakrat, highlight the hdr materials again and make note of the directory structure because you want your edited versions to keep the same structure. Step 7: Repeat step 3 on the files you just extracted. If you load it up in game and you get purple and black checkers, try and see if that's the issue.)

SOURCE FILMMAKER MAP MOD

(Some custom maps will have other materials that may be 7.4, namely TF2 or Garry's mod custom maps. Then hit save and place them into the folder we created earlier. Open up pakrat and navigate until you find a vtf file with the letter "hdr" at the end of the filename. Step 5: Took awhile, eh? Make a new folder in your beta's tf/ folder called material_extract or something similar. ( you can skip the player models folder unless you want that chnged). Step 4: Repeat steps 2 and 3 for every vtf file. So, the only thing we need to do is find offset "0x00000008" and highlight it.Īfter you've highlighted it, type in "03". For example, the first 2 numbers are 0x00000000 and the second 2 number are 0x00000001. The last digit increases by one for every byte. They are labeled as specific offsets (in this program, it's in the bottom left.) displayed in the format "0x00000000".

SOURCE FILMMAKER MAP CODE

Step 3: Hex editors work with bits, which are text code that make up most files, in this groups of 2 numbers. Right click on the version 7.4 file and open it with your hex editor of choice. Scroll through the vtf's and vmt's until you see "cobblewall001.vtf" Notice how it says version 7.4. In this case, "brickwall001.vtf" is 7.3, so we can skip it. (see pic) If it says version 7.1, 7.2 or 7.3, we don't need to change anything. A small window should display info on the file, including the version. We are going to be changing the vtf version of each vtf file. This is the first vtf file in this folder. Go to the folder you where you just extracted. Right click-extract to the folder created earlier. Go to tf/materials and click on the materials folder. Step 1: Create a folder somewhere and call it TF2 materials backup or something similar. That being said, you will need the following:Ī hex editor, like Hex workshop(not free, trial only), Notepad++ (free) with a hex editor plugin or any other program able to edit hex. This is not fool-proof, as it has not been tested with anything other then the retail TF2 maps, but i will go under the assumption that it does.

SOURCE FILMMAKER MAP HOW TO

Edit: here's a link to the files needing changing: The password is facepunchedĪfter having some extra time after mid-terms today, (which took forever!) I managed to scrap together this tutorial on my own discovery in SFM how to get custom maps (or in this case, newer updated maps) to work in the TF2 beta.










Source filmmaker map