Talk:TF2 SDK Work-Around

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I don't think this is legal, since the FGD was either leaked or ripped from the encrypted TF2 GCF (Before TF2 Beta was released, there were some tools and others that aren't in the current one.) --Frostbite 12:10, 27 Sep 2007 (PDT)

Is it harming anything?—ts2do 12:27, 27 Sep 2007 (PDT)
Well no, but it's still illegal isn't it? --Frostbite 12:35, 27 Sep 2007 (PDT)
I would call it a smart usage of the currently released tools. I don't think it's illegal. Well even if it is, I'm not going to delete my SDK and map just because of it. --Baliame 21:48, 27 Sep 2007 (CET)
Guys and gals sadly you cant do this! The engine does not recognize the new gameinfo.txt.--Gear 15:18, 27 Sep 2007 (PDT)
You suck =(... I don't see why you say it don't work...I tested it, and it worked just fine—ts2do 21:19, 28 Sep 2007 (PDT)
Know i know and im sorry about that, but it became to complicated for a user to understand. I want this article to be simple and plain. Simple steps that showed how everything went in a single process.--Gear 03:12, 29 Sep 2007 (PDT)
If someone is a mapper...they should be able to edit files without any trouble...—ts2do 08:34, 29 Sep 2007 (PDT)
I know, however this is a beginner tut, we need to keep it with more words, and less code.--Gear 11:20, 29 Sep 2007 (PDT)
That was just copy and paste with replacements...I doubt anyone can mess anything up there..—ts2do 16:20, 29 Sep 2007 (PDT)
One thing to understand is that it is not the complication nor what files you need. I understand that your guide is good. However there are alot of things with in even the gameinfo text that must be changed. Also the reason why this config must stay the way it was, is due mainly to the TF2 sdk update that will be soon to come.--Gear 00:24, 30 Sep 2007 (PDT)

Why don't you ask other people before saying your way is right and my way is wrong? And why the heck do you keep claiming it doesn't work? It works fine... How do you expect people to run Create a Mod? You never specified which type of mod you want to be created. Doesn't create a mod also create source code? Your article is also of much lower quality than mine. <Don't indent this>—ts2do 09:19, 30 Sep 2007 (PDT)

Hahaha wow didn't mean to burn your bacon but no, i am not still claiming yours is wrong, in fact i dont even mention that. No it does not create new source code and yes i know how you feel that we should ask other people. Even I have been in this situation with Jeff Lane. Its better if we leave this here for now. It isn't about how high quality, do you know why? Because when the sdk update is released, this page is coming down anyways.--Gear 10:53, 30 Sep 2007 (PDT)

Uhm...if it isn't wrong then why did you remove it? You still didn't mention which type of mod that the user should create... btw, you don't spell order 'oder'—ts2do 12:46, 30 Sep 2007 (PDT)
well sorry about the mis-spell, i can fix that for you if it bothers. the mod type in fact does not matter. because no matter what the mod type then you wont have a decent config. Using this way allows you to "only" get the tf2 materials and models, without improper mix of each. Besides I'm going to take this page down in a few more days. It isnt being looked at all that much plus Interlopers has a giant page about this as well. However about 11 more days i think...--Gear 13:26, 30 Sep 2007 (PDT)

I don't get it...why do you claim it doesn't mix content?—ts2do 16:21, 30 Sep 2007 (PDT)

I would explain it yet its really , really a long story.--Gear 17:43, 30 Sep 2007 (PDT)
OK Go ahead...—ts2do 19:58, 30 Sep 2007 (PDT)
Alright, see the current build of the engine wont allow you to have a TF2 sdk game info txt, at all. Looking at the file structure that are some new entries along with it. The problem is that mainly the materials and models end up sharing the same name along with those from HL2. Mainly this only really occurs with the materials. Causing whats know as a material file collide, due to both having the same name, yet have different parameters in the VTF. Now by having this it allows the material to still be recognized but however it will not be translated properly into the compile process. Mainly it will also appear in game correctly, but not fully correct. Like i said theres alot more too it, however thats really seriously in depth. About 40 pages on just the file structure and fixes for this problem. Even when you do get around it, theres no exact safe way. Non at all sadly. Its not worth the work. The one i have up is very simple, and goes along with the reader being a complete noob if needed. It stays that way.--Gear 22:50, 30 Sep 2007 (PDT)

So you're saying I should have used 215 instead of 220?—ts2do 21:40, 7 Oct 2007 (PDT)

Is there any way to view TF2 models? I am trying to create an animated image based on a few different models and I am looking for the easiest way to do so. Normally I would use the model viewer, but alas it doesn't work. AlphaWolf 17:19, 23 Oct 2007 (PDT)

In hammer?—ts2do 18:01, 23 Oct 2007 (PDT)
Can you view them in hammer, with full animations, etc? If so, how? --AlphaWolf
I'm not sure about the animations, but you can view most models in Hammer using the "studio" - create a prop_dynamic, go to it's World Model keyvalue and press browse. --Baliame 10:02, 3 Nov 2007 (PDT)

People, I don't get step 4, where do we find the prefabsandfgd.rar ? Please help! Im dying to mod TF2!

It was the file you downloaded.--Gear 15:41, 27 Oct 2007 (PDT)

Invalid textures

I've tried setting this up and Hammer recognizes the TF textures but when I put them on brushes they show up as invalid pink checkerboard. I'm sure this is a noob question but could this workaround be causing this?

http://www.megaupload.com/?d=Y7Q77T9S This link contains transparent textures that replace the current "Sourcemods/MyMod/materials/overlays/detail001 - detail007", you can replace the affected textures via the files and it will remove the invalid checker pattern. --Seconal 11:12, 30 Oct 2007 (PDT)
thanks for the help Seconal! --Davros24 17:40, 6 Nov 2007 (PST)

Source SDK update

Now that the SDK is updated with TF2 level creation support, isn't this article obsolete? Solokiller 11:29, 7 Nov 2007 (PST)

Indeed.--Gear 12:32, 7 Nov 2007 (PST)

Deletion

As mentioned above, no need for this article anymore.

Problem compiling models

Anyone else having issues with compiling models for TF2?

Im getting a similar error to one i have encountered before but its not quite the same and the old fix doesn't seem to work for this problem. The error is

studiomdl.exe - Entry Point Not Found The procedure entry point ?LockForRead@CThreadSpinRWLock@@QAEXXZ could not be located in the dynamic link library tier0.dll

Had problems with the tier0 library before, but that was CommandLine_Tier0 error with a few work arounds.

Nah this is old, use the new sdk bro.--Gear 19:59, 17 Nov 2007 (PST)