STEAM 组
Blender Source Tools BleST
STEAM 组
Blender Source Tools BleST
208
游戏中
1,480
在线
成立于
2013 年 11 月 8 日
正在显示第 371 - 380 项,共 589 项条目
在论坛“Blender Source Tools Help”中
11
CUSTOM MADE CHARACTER TO SFM. HOW???? EXACTLY???
Dependencies: Blender, Blender Source Tools, Source FilmMaker, Windows.
Additional dependencies for these instructions: Notepad++, VTFEdit (later).
Useful QC commands: https://developer.valvesoftware.com/wiki/Category:QC_Commands, although I'll tell you all you need to know for now.

- First thing you wanna do is open Notepad++, go to Plugins > Plugin Manager > Show Plugin Manager, find "NppExec", tick it on, install it, and reboot Notepad++ (though you can close it for now).
- In Blender, select the armature, go to pose mode, and make sure the vertices of the mesh move around with the bones of the armature. If you haven't done that, look up a tutorial on weight-painting/rigging for Blender.
- Select the mesh(es) you want to export, go to the scene properties, configure it like http://sta.sh/013zscme7uoj and try exporting. (Click "Export", then choose the files you want to export.) It will export to the export directory chosen, with the file names of the Blender object names (or group names, if things are grouped together).
- If you get an error about too many weights, you can set the "Weight Link Cull" to 1, or use SMD instead. Just make sure to keep the Blender session saved somewhere! If you plan on using flexes ("shape keys" in Blender) at any point, I recommend DMX.
- Now you can go back to Notepad++. Copy-paste the following:
$ModelName X $Body X Y $Sequence Ref X FPS 1 $CDMaterials X
Edit the X-es as you wish. $ModelName refers to the model location (for example "player/scout.mdl" for the Scout in Team Fortress 2. The X in $Body refers to the internal name (basically unused, just use "Body"). The Y in $Body refers to the SMD or DMX file to load (for example "Scout.dmx", with the extensions optional). $Sequence is just something important. Just direct the X to the same file as $Body is using. $CDMaterials is where the materials are expected to be (for example "models/player/scout" for the Scout). The materials themselves use the same names as the materials assigned in Blender. (Can provide an image if requested.)
- Save that file together with your DMX or SMD file(s), and call it whatever you want (for example "Scout.qc"), as long as you make sure the extension is QC, not QC.TXT or anything like that.
- Now press F6 in Notepad++ with that QC file still open. You should get a little "Execute..." box pop-up. In that box, copy-paste the following:
"C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\bin\studiomdl.exe" -nop4 -r -game "C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod" "$(FULL_CURRENT_PATH)"
Now click OK. That command will be saved for the next time you want to use it. This uses the QC to compile the DMXes/SMDs into a Source model file. If you get any errors, copy-paste them from the console thing at the bottom of Notepad++, so I can look at them.
- Launch Source FilmMaker, but choose "Open SDK" instead of "Launch Source Filmmaker". Now click "Model Viewer", and go to File > Load Model..., and browse to "usermod" of Source FilmMaker's directory, then go to models and whatever you put as $ModelName. If everything has gone good, you should now get your model... except pink-black checkered.

Tell me when you've done this, and I will go to the texturing part.
3
Adding textures to a custom source model i made.
3
Texture error!
4
SFM animation to Blender
6
Upload Blender Model to TF2 Workshop
16
Compatibility with full release of Source 2
3
Texture error!
正在显示第 371 - 380 项,共 589 项条目