

- #SOURCE FILMMAKER FUNNY HOW TO#
- #SOURCE FILMMAKER FUNNY MOD#
- #SOURCE FILMMAKER FUNNY CODE#
- #SOURCE FILMMAKER FUNNY TRIAL#
(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 FUNNY 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.
#SOURCE FILMMAKER FUNNY TRIAL#
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 FUNNY HOW TO#
Heck half the weapon fire effects won't show up, but otherwise there it is.Įdit: 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. Just a small note, you won't be able to use gestures or voice commands. game tf -tools -console -applaunch 440 -window -noborder -novidĪnd that's it. It is important that you leave it unaltered.ģ)Rename the Program Files/Team Fortress 2/tf folder to whatever game you're trying to run, like for example I had to change mine to Program Files/Team Fortress 2/portal, EP2 would obviously be Program Files/Team Fortress 2/ep2, etc.Ĥ) Go into the Source Binaries 2007 GCF and extract the vtex_dll.dll to your Program Files/Team Fortress 2/bin folder.ĥ)Adjust the target of your shortcut to match the game. You gotta copy the game's content GCF and overwrite everything in the /tf directory EXCEPT for the bin folder.

Okay so here's the general workflow for SFM working with Portal or hopefully any Source Game (maybe).ġ) First, back up your TF2 beta directory somewhere safe.Ģ) Mystfit and I have only really messed with Portal, but we think you can get just about anything running. I haven't tested or anything yet though, so if it doesn't work, don't come crying to me.

Changed my mind, djshox already posted a short bit of a early workflow of the process.
