Source Filmmaker

Source Filmmaker

Engee Ackbar64 2017년 3월 29일 오후 12시 46분
Invisible Models and Faded Maps when Transferring from Gmod into SFM?
I've been doing this trick that someone mentioned where I go into my addons folder in my garrysmod directory, drag a desired file for a map or model into gmad.exe, then copy the materials, models, lua, etc into a separate gmod items folder in my Source Filmmaker directory. However, I noticed that some models sometimes came up as invisible when I loaded them up onto the animation editor, and that maps that were originally from Gmod had faulty lighting and didn't have any contrasts or shadows. Is there any particular reason these issues are popping? Thanks.
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Zappy 2017년 3월 29일 오후 1시 11분 
If a model is invisible, try to reboot Source FilmMaker, make a new session (without loading a map), open the model browser, select the model, close the model browser (without spawning the model into the session, only previewing it), then immediately look at the console (by clicking "Windows" > "Console" at the top of Source FilmMaker). Please copy and paste the last 10-15 or so lines here.

As for the maps, when you load them, do you get an error about missing "HDR" or something?
Engee Ackbar64 2017년 3월 29일 오후 1시 14분 
@Zappy Yes, I do believe the error said something about an HDR.
Zappy 2017년 3월 29일 오후 1시 16분 
In that case, the map does not have high dynamic range ("HDR") lighting compiled into it, which Source FilmMaker pretty much "requires" to look right. You can get around it by right-clicking the viewport, disabling lighting, right-clicking the viewport, and re-enabling lighting, but you'll still be pretty limited in many lighting-related regards, I think.
Marco Skoll 2017년 3월 29일 오후 5시 58분 
Engee Ackbar64님이 먼저 게시:
copy the materials, models, lua, etc
As an aside, don't bother copying Lua - it's a scripting language that SFM doesn't support.
(I guess it won't do any harm, but there's still no point in keeping it in your SFM folder).
Engee Ackbar64 2017년 3월 30일 오전 10시 19분 
As a late update on my situation, I've sort of gotten the maps to work, but if I try to check out an invisible model, I noticed that the model doesn't have a wireframe but still has a collision model. Additionally, the console says something like:
Failed to load models/!
Binding uncached material "potterywheelpanelwireframe", artificially incrementing refcount

Any indication what that could mean when trying to load up an invisible model?
Zappy 2017년 3월 30일 오전 10시 25분 
Try copying and pasting the 5 or so lines before and (if applicable) after those two lines you just posted.
Engee Ackbar64 2017년 3월 30일 오전 10시 45분 
After I open up the invisible model or when I try to load it?
Zappy 2017년 3월 30일 오전 11시 11분 
Refer to comment #1 of this thread to find out when.
Zappy님이 먼저 게시:
If a model is invisible, try to reboot Source FilmMaker, make a new session (without loading a map), open the model browser, select the model, close the model browser (without spawning the model into the session, only previewing it), then immediately look at the console -
Engee Ackbar64 2017년 3월 30일 오후 5시 02분 
This is what I had on my console so far:
Initializing python...
Registering sfm import module into python
1> Running script...
Unknown command "mp_waitingforplayers_time"
NET_GetBindAddresses found 10.0.161: 'Intel(R) Dual Band Wireless-AC 7265'
Opened Steam Socket client(0): listen socket handle ( 1 )
Opened Steam Socket server(1): listen socket handle( 65538)
Network: IP 01.0.0.0.161, mode MP, dedicated No
Port client = 27005
Port server = 27015
Port hltv = 27020
Stopping All Sounds...
Steamworks Stats: Received CLIENT session id: 1432401866525
CreateEvent: event 'show_class_layout' not registered.
CreateEvent: 'show_class_layout' not registered.
Not playing a local game.
Binding uncached material "potterywheelpanelwireframe", artificially incrementing refcount
MDLCache: Failed load of .VVD data for corrin.mdl

Dunno what this long string of code is supposed to indicate though.
Zappy 2017년 3월 30일 오후 11시 34분 
Engee Ackbar64님이 먼저 게시:
- MDLCache: Failed load of .VVD data for corrin.mdl -
This is the very line you're looking for. This line means the model files have to be located at/as
-/SourceFilmmaker/game/[folder]/models/corrin.mdl (and .vvd and .dx90.vtx)

So in short, the MDL file shown in that error is the path the model should be located at, starting at
-/SourceFilmmaker/game/[folder]/models/

(Most commonly, people get errors from having it in -/models/models/- instead of just -/models/-.)
Zappy 님이 마지막으로 수정; 2017년 3월 30일 오후 11시 36분
Engee Ackbar64 2017년 3월 31일 오전 8시 55분 
@Zappy So, should I move the .mdl file directly into the models folder? And does that same process also apply to certain models that don't appear on the actual model menu in SFM? (Just another thought that popped up in my head)
Zappy 2017년 3월 31일 오전 10시 56분 
Engee Ackbar64님이 먼저 게시:
- So, should I move the .mdl file directly into the models folder? -
No. But in this specific case, you should move the .mdl and .vvd and .dx90.vtx files directly into the first "models" folder. (The .vvd and .dx90.vtx files are both just as important as the .mdl file, and they all have to be at the correct place.)

Engee Ackbar64님이 먼저 게시:
- And does that same process also apply to certain models that don't appear on the actual model menu in SFM? -
If they give an "MDLCache: Failed load of .VVD data for [path].mdl" error in the console, then make sure the .mdl, .vvd and .dx90.vtx files are located at
-/SourceFilmmaker/game/[folder]/models/[path].mdl (and .vvd and .dx90.vtx)
I tried my best to explain this in my previous post, but of course, without examples, it can be confusing. So... Here are some examples of .VVD errors, and where the files would go:

MDLCache: Failed load of .VVD data for spaceship.mdl
This error means the model files should be located as -/game/[folder]/models/spaceship.mdl
MDLCache: Failed load of .VVD data for player/hwm/scout.mdl
This means the model should be at -/game/[folder]/models/player/hwm/scout.mdl
MDLCache: Failed load of .VVD data for models/ratchet.mdl
This means the model should be at -/game/[folder]/models/models/ratchet.mdl
Any occurence of an .mdl file here should be accompanied by a .vvd and .dx90.vtx file at least.

I hope these examples explain the meaning of the error to you well enough.

Models often have .phy, .dx80.vtx and .sw.vtx files too. These are mostly unneeded by Source FilmMaker, but can be with the .mdl file if you want.



...Or if the models don't give an error in the console despite not showing in the model browser, but they do have a wireframe if you enable that option, and they do show up normally in the map itself when spawned, they just use some material parameters the model browser doesn't like a lot. Don't worry too much about that.
Zappy 님이 마지막으로 수정; 2017년 3월 31일 오전 10시 56분
Осенний БОБА 2024년 9월 19일 오전 5시 32분 
@Zappy That's my problem, please help me

Failed to load models/f_anm.mdl!
Failed to load models/!
Binding uncached material "potterywheelpanelwireframe", artificially incrementing refcount
MDLCache: Failed load of .VVD data for players/trish_una.mdl
Failed to load models/!
Failed to load models/m_anm.mdl!
MDLCache: Failed load of .VVD data for models/mush/mush_pm.mdl
Осенний БОБА 2024년 9월 19일 오전 5시 34분 
@Zappy I studied everything carefully, tried different variations of your solution, but it didn't help(((
Zappy 2024년 9월 19일 오전 7시 35분 
Осенний БОБА님이 먼저 게시:
- MDLCache: Failed load of .VVD data for players/trish_una.mdl -
MDLCache: Failed load of .VVD data for models/mush/mush_pm.mdl
These lines say that these models' MDL, DX90.VTX, and VVD files must be located at...
-/SourceFilmmaker/game/[folder]/models/players/trish_una.[extension]
-/SourceFilmmaker/game/[folder]/models/models/mush/mush_pm.[extension]

(With "[folder]" being any active search path.)
Zappy 님이 마지막으로 수정; 2024년 9월 19일 오전 7시 35분
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