DigitalEro Offline

Missing Map Textures and Organization Settings for Models

Wed, 18 Dec 2013 02:12:56

deathhand

Any help would be greatly appreciated as my general internet searches have yet to turn anything up. Question 1 So, I have downloaded a large bit of maps from the SFM section on DE and all the maps I could download, among their other files, on SFM Box prior to it's closing. My issue is that very few of them load completely, or at least with most of their textures. Evil-Ash's Euro House, which I love by the way, is missing the floor texture that is next to the stairs leading to the attic. I can see wire frame and the walls but no floor texture. I understand that there is a difference in file structure from Gmod to SFM but most maps I attempt to load for SFM show pink checkers over most textures or floating "ERROR" messages. I'm also aware of the placement of files per the "Models", "Materials", "Particles" and such but can't get anything to load. I've deleted the entire directory within usermod, re-verified my cache within Steam, re-downloaded the missing files and then tried copying over files again several times now but nothing seems to work. Is there a script I have to edit or something? Question 2 Next, I have quite a few models in my usermods folder but am a little annoyed by the fact that when I load into SFM, the files are listed in various folders named per the author of said mod. Like, I can select Agent 47 from the top of the tree but then need to scroll way past my props folders to get the the models from RE6 or Outlast. I've attempted resorting files around so that all models are in one mass folder, via the models folder of course, but they don't seem to load when I drop it into SFM. I can't even search for the models. Is there a way to sort various models together?
Wed, 18 Dec 2013 05:06:54

Ganonmaster

"deathhand" said ...
So, I have downloaded a large bit of maps from the SFM section on DE and all the maps I could download, among their other files, on SFM Box prior to it's closing. My issue is that very few of them load completely, or at least with most of their textures. Evil-Ash's Euro House, which I love by the way, is missing the floor texture that is next to the stairs leading to the attic. I can see wire frame and the walls but no floor texture. I understand that there is a difference in file structure from Gmod to SFM but most maps I attempt to load for SFM show pink checkers over most textures or floating "ERROR" messages. I'm also aware of the placement of files per the "Models", "Materials", "Particles" and such but can't get anything to load. I've deleted the entire directory within usermod, re-verified my cache within Steam, re-downloaded the missing files and then tried copying over files again several times now but nothing seems to work. Is there a script I have to edit or something?
I think that the club house requires Left 4 Dead 2's content.
"deathhand" said ...
Next, I have quite a few models in my usermods folder but am a little annoyed by the fact that when I load into SFM, the files are listed in various folders named per the author of said mod. Like, I can select Agent 47 from the top of the tree but then need to scroll way past my props folders to get the the models from RE6 or Outlast. I've attempted resorting files around so that all models are in one mass folder, via the models folder of course, but they don't seem to load when I drop it into SFM. I can't even search for the models. Is there a way to sort various models together?
I'm not sure about sorting within the model folder. Most people use the filter at the bottom of the model browser to find what they need. Just start typing your model's name and you'll get there eventually. Another option would be to utilize the "mod filter" and sort them that way. Essentially what you do is create a separate folder like usermod that contains only the models of a specific kind launch the SFM SDK, hit "create a new mod or add existing mod" and follow the steps. Drop the models you need into your newly created folder. You then add the name you picked for that folder to the gameinfo.txt in the user mod folder. (also, make sure that usermod is the selected game config when sfm starts) When you go into SFM to pick a model now, you can limit your search to the different mod project folders.
Thu, 19 Dec 2013 02:01:15

deathhand

I think that the club house requires Left 4 Dead 2's content.
Sorry if I seem a little lost here but is this something I'd use Gcfscape to decompile into my usermod folder? I was just watching a tutorial on this last night when I noticed some members mentioning adding content from other Source games to get map textures. Thanks, I'll have to rewatch the tutorial as I have very little clue as to what I'm doing.
I'm not sure about sorting within the model folder. Most people use the filter at the bottom of the model browser to find what they need. Just start typing your model's name and you'll get there eventually. Another option would be to utilize the "mod filter" and sort them that way. Essentially what you do is create a separate folder like usermod that contains only the models of a specific kind launch the SFM SDK, hit "create a new mod or add existing mod" and follow the steps. Drop the models you need into your newly created folder. You then add the name you picked for that folder to the gameinfo.txt in the user mod folder. (also, make sure that usermod is the selected game config when sfm starts) When you go into SFM to pick a model now, you can limit your search to the different mod project folders.
I figured out the search filter function through the Valve tutorials on Youtube. They didn't seem to go over anything involving adding custom files or even adding files from other games aside from their DoD "DLC" for SFM. I've already created a folder per the SFM SDK / Create Mod but can I really just separate my models within that folder without SFM choking upon loading. This might sound like a stupid question but I'm wondering anyways, is there some kind of hard-locking naming convention withing the model files themselves or should there really be no issue for me separating them into individual folders? Thanks for the reply, I at least have a better idea of where to go from here.
Thu, 19 Dec 2013 03:31:20

Ganonmaster

"deathhand" said ...
I think that the club house requires Left 4 Dead 2's content.
Sorry if I seem a little lost here but is this something I'd use Gcfscape to decompile into my usermod folder?
Yes.
This might sound like a stupid question but I'm wondering anyways, is there some kind of hard-locking naming convention withing the model files themselves or should there really be no issue for me separating them into individual folders?
For the material files that models use there is. I'm not sure about the model files themselves, I've never tried.
Thu, 19 Dec 2013 07:27:51

Pipedude

Unfortunately If you do put models in the wrong folder SFM/Gmod/ any source game won't like that and will give you an error, so the best thing I could suggest is to add mod folders. And you don't actually have to go through the SDK to do it; all you have to do is make the folder (no spaces in the name) and add a line to the text file called "gameinfo" in usermod. the section you add the text to looks like this:
SearchPaths
		{
			Game				|gameinfo_path|.
			Game				tf_movies
			Game				tf
			Game				Porn_Models
			Game				usermod
			//Game			dod
			Game				hl2
		}
make sure that tf is at the beginning and Hl2 is at the end, if not SFM won't launch.
Thu, 19 Dec 2013 23:32:04

deathhand

I was trying to find that video again last night and instead found this forum thread Face Punch that went over how to get my other files setup properly. I still have a few issues but will try out what you've listed above tonight. Thanks for everything!
Wed, 01 Jan 2014 23:47:57

deathhand

So, I have but a handful of maps that work properly but it would seem anything made using resources from Counter-Strike: Source or Global Offensive crash my SFM session. Even the majority of models from these games, even using the model_process.bat file to convert the GO content, will CTD on me. Is this normal or have I failed in some way with getting this content properly implemented? My gameinfo.text looks like... [spoiler:3chhv0mn]Game ep2_workshop Game episodic_workshop Game lostcoast_workshop Game tf_movies Game tf Game left4dead2_movies Game dod Game l4d2fixs Game l4d2 Game hl2 Game workshop Game hl Game hl2ep1 Game hl2ep2 Game hl2lc Game css Game csgo Game gm Game portal Game portal2 Game l4d Game dota Game as Game bm[/spoiler:3chhv0mn] On top of that, I've been unable to get any of Lord Aardvarks recompiled cinimatic maps to work. I just get error symbols, wireframe and checkerboard. There are some models in place like in the hotel room but it's wholly unsuitable to use for a scene. l4d2, as you can see, has the fixes in place to be mounted prior to the main file. I also have dlc_1 - 3 extracted to the main l4d2 directory as Gcfscape never made it apparent that it was overwriting preexisting content. Am I still botching something up? Just to make sure my computer config is not lacking for SFM, is below suitable? Win 7 Pro 64-bit i5 2500K 3.3 (planning on OC, just haven't found the need yet) 16GB DDR3 P8P67 EVO GTX 770 SFM running off 2TB 7200 HDD OS running off SSD
Thu, 02 Jan 2014 04:59:54

Pipedude

Its probably not your OS, SFM can be fickle when it comes to mount order, speaking of which you need to move HL2 to the bottom of the list (not the episodic stuff) because in all (Valve)source games HL2 is the last content to be loaded. I think its a fallback thing. CS:GO maps won't work in SFM, they all need to be converted (aka rebuilt for sfm), but its weird that CSS stuff crashes, did you process the CSS models? If you did it wasn't necessary. As far as L4D2 goes, I'd suggest you try this pack out - http://steamcommunity.com/groups/OpenSo ... 153770006/ These are recompiled models and maps from L4D2 for use in SFM, but I'm not sure that they all work (the Jockey for example may still crash SFM)
Tue, 07 Jan 2014 02:38:55

deathhand

Its probably not your OS, SFM can be fickle when it comes to mount order, speaking of which you need to move HL2 to the bottom of the list (not the episodic stuff) because in all (Valve)source games HL2 is the last content to be loaded. I think its a fallback thing.
I heard this before when searching through the Steam community forums as well as Facepunch but the users never seemed to have their install run any better with HL2 on the bottom. If its not going to change anything then I guess I might as well.
CS:GO maps won't work in SFM, they all need to be converted (aka rebuilt for sfm), but its weird that CSS stuff crashes, did you process the CSS models? If you did it wasn't necessary.
If the conversion method involves Hammer then I might just pass on the whole thing as I've had nothing but failure with the program. The only map that's loaded properly was Bedlem but when I tried to add more hard locked models to it the model view does not allow me to select anything other than the windows close button (X). I'm aware of the whole "add HDR" and missing textures but it doesn't seem worth the hassle. Yeah, CSS doesn't work well but I never converted those files as it was never requested on any of the guides I followed, just Portal 2, Alien Swarm, CSGO and another title I'm not remembering right now. I did get everything from "Black Mesa" to work which has several nice marine models in it.
As far as L4D2 goes, I'd suggest you try this pack out - http://steamcommunity.com/groups/OpenSo ... 153770006/ These are recompiled models and maps from L4D2 for use in SFM, but I'm not sure that they all work (the Jockey for example may still crash SFM
I have the l4d_fixs in place as is per all the guides I could find but to no avail. I even have them mounted prior to the main content so they are seen first. The maps held within the fixes folder actually seem to work for the most part with minimal wireframe. I've actually used a few maps in a few sessions I'm currently messing around with. I did however read, what I should have done to start with I know, that the maps I was loading had many issues with them per LordAardvark. So may not load even because I don't actually have the content for "Neo Tokyo" installed but happened by the links somewhere on these forums.