![]() The models will load up just fine in SFM but they will be invisible in the Model Viewer. So skip it up and go to the next step if you want to. It's quite a complex fix with each file with an alpha setting interacting with the map in a different way. There is no need for you to do this if invisible models in the Model Viewer (will work fine in-game) do not bother you. ![]() OPTIONAL: I will call this step as an optional one. So don't worry if it does not match mine.ģ. This number varies from person to person. When it completes, you will be prompted with a message that tells you how many occurences have been changed. Now press " Replace in Files" and press OK on the confirmation tab. The location of the directory should be set to the ' materials' folder that you extracted earlier to the Dota 2 folder in the SFM directory. So enter the following content as is it in to the dialog box you see. We need to change the GlobalLitSimple light templates used by the Dota 2 materials to VertexLitGeneric that is fully supported on SFM. This option allows you to find a certain word in various files and replace it with what you want in one go. Open up Notepad++ and go to Search in the top bar and ' Find in Files'. Note: With Swordzz new edited map, you are no longer needed to tweak the models but the lighting still needs to be addressed.ġ. This needs to be tweaked and all you need is Notepad++ for it. The Dota 2 material files are not fully compatible with SFM as they use a different shader and light templates compared to what SFM supports and hence the models will have some issues if you load them up in the program as they are. Your maps folder should look something like this.ģ. Steam/SteamApps/common/SourceFilmmaker/game/Dota 2/". Now extract the map you downloaded earlier and copy the ' sfm_dota_clientprops_dark.bsp' and ' sfm_dota_clientprops_dark.vmf' to the " maps" folder in ". Once you finish extracting these, open the " sound_vo_english_dir.vpk" file in your Dota 2 folder and extract the sounds in the same way and to the same folder as above.ģ. Right click on these folders and extract them to the Dota 2 folder that has been created in the SFM installation folder for you. We will need the ' models', ' materials', ' particles' and ' sounds' from these to get stuff running in SFM. What you see now are all the resources that make Dota 2 run. Steam/SteamApps/common/dota 2 beta/dota/" folder.Ģ. Go to File > Open and select the " pak01_dir.vpk" file that you can find in the ". You can get your resources from the Dota 2 game installation using GCFScape that you downloaded earlier.ġ. Now that we have SFM setup to look for Dota 2 content, it is time to add that very content to the folder where SFM is going to look for it. Now to move on to installing the resources. ![]() You've now setup your SFM to run a check for Dota 2 content. #Dota 2 source 2 mod#This will take you back to the SDK screen and to know that you've done everything right, just look at the bottom where the Selected section should be the new Dota 2 mod you just created.Ħ. You will be presented with a new dialog box that asks you to override SFM's mod selection with what you just created. After you've done that, go back to SFM and press OK. To setup the paths, add a new entry under search paths for Dota 2. ![]() We'll get to adding the resources shortly. In the gameinfo.txt folder, you need to setup the paths so SFM can know where to look for the Dota 2 resources. Once the folder opens up, open the ' gameinfo.txt' file that you can see there.Ĥ. On the nex dialog box, press " Open Game Directory in Explorer" to open to the folder where the mod has been created in your SFM directory. When the new dialog box opens up, type in ' Dota 2' and press enter.ģ. On this screen press " Create New Mod or Add Existing Mod". To do this, right click the SFM app in the Library and click ' Launch SDK'.Ģ. ![]() So we will need to manually add them all to the program. By default SFM currently does not ship or scan for any Dota 2 content. ![]()
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