SFM/Exporting Assets: Difference between revisions
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If you have a copy of Maya, we’ve added the '''DMX Export Manager''' script under the '''Valve''' menu that will automatically put models, materials and textures into the proper directories for the SFM workshop. If you don’t have Maya, you can create your own .qc file, and compile your model manually. See [[Exporting a model]] and [[Compiling a model]] for more information. In either case, all workshop files need to be located in the <code>ugc/YOUR_STEAMID</code> directory relative to the base asset directory within your mod. If you run the SFM from Steam, it will automatically create the appropriate model, material and sound directories within the default usermod mod, located here: | In order to create models for the SFM Workshop, you will need to compile them from source assets. You can't simply copy them from other games, due to the format differences between games, and the directory restrictions of the SFM Workshop. If you have a copy of Maya, we’ve added the '''DMX Export Manager''' script under the '''Valve''' menu that will automatically put models, materials and textures into the proper directories for the SFM workshop. If you don’t have Maya, you can create your own .qc file, and compile your model manually. See [[Exporting a model]] and [[Compiling a model]] for more information. In either case, all workshop files need to be located in the <code>ugc/YOUR_STEAMID</code> directory relative to the base asset directory within your mod. If you run the SFM from Steam, it will automatically create the appropriate model, material and sound directories within the default usermod mod, located here: | ||
:<code>STEAM_DIRECTORY\steamapps\common\SourceFilmmaker\game\usermod</code> | :<code>STEAM_DIRECTORY\steamapps\common\SourceFilmmaker\game\usermod</code> | ||
Revision as of 09:54, 4 April 2013
In order to create models for the SFM Workshop, you will need to compile them from source assets. You can't simply copy them from other games, due to the format differences between games, and the directory restrictions of the SFM Workshop. If you have a copy of Maya, we’ve added the DMX Export Manager script under the Valve menu that will automatically put models, materials and textures into the proper directories for the SFM workshop. If you don’t have Maya, you can create your own .qc file, and compile your model manually. See Exporting a model and Compiling a model for more information. In either case, all workshop files need to be located in the ugc/YOUR_STEAMID
directory relative to the base asset directory within your mod. If you run the SFM from Steam, it will automatically create the appropriate model, material and sound directories within the default usermod mod, located here:
STEAM_DIRECTORY\steamapps\common\SourceFilmmaker\game\usermod
Within that mod, your directory structure should look like this:
models\ugc\YOUR_STEAMID
materials\models\ugc\YOUR_STEAMID
sound\ugc\YOUR_STEAMID
You can put assets anywhere within those directories, so if you’ve recorded your best impression of Dr. Kleiner for example, you might put those in:
sound\ugc\YOUR_STEAMID\half-life\kleiner