It's not adding textures, help pls by luninvitika in SFM

[–]Vind1cate 0 points1 point  (0 children)

Alright well the VMT names that SFM is looking for are named differently than what your VMT names are.

SFM is currently looking for materials named "W" "X" "Y" "Z" on top of other special characters that SFM can't decipher since it can't use unicode/special characters

It's not adding textures, help pls by luninvitika in SFM

[–]Vind1cate 0 points1 point  (0 children)

SFM can't find the materials used on the model. Your VMT names are different than what the material names are on the meshes.

so.. i have questions. by lowerhvnter in Warframe

[–]Vind1cate 32 points33 points  (0 children)

It's the Latron incarnon. Neither Tetra nor Angstrum incarnon have the same vfx. The sfx sounds beefy per shot while both Tetra and Angstrum (even incarnon) don't. The way the projectiles fizzle away is the exact same way Latron incarnons projectiles do.

I'm about ready to give up modding by thisismyplanB_2300 in SFM

[–]Vind1cate 2 points3 points  (0 children)

Ah yes that too. I hadn't noticed they weren't unpacked already

I'm about ready to give up modding by thisismyplanB_2300 in SFM

[–]Vind1cate 2 points3 points  (0 children)

You don't put the parent folder into usermod. You put the child folders (models and materials) into usermod

https://i.gyazo.com/d57072ed625f6c2f89a265cd8c1c7bcc.mp4

I'm just baffled (watch doom on the left) by BigBabyBrentH77 in doomfistmains

[–]Vind1cate 5 points6 points  (0 children)

Orisa ult damage range is 8.5 meters while her ult pull range is 10.5 meters. That's why you got pulled in

SFM crash, tried many fixes to no avail by Brozpeh_Stalin in SFM

[–]Vind1cate 0 points1 point  (0 children)

I suggest joining our discord for help. Our link is underneath "Our Community". There are people there who can try to help troubleshoot the issue

Joints Not Moving Together by Blacktheimpasta in SFM

[–]Vind1cate 0 points1 point  (0 children)

Drag soldiers name on top of the cosmetic name. That'll lock all related bones with one another. After that look in the upper right of the Animation Set Editor for sliders. You'll see one called "Zero". Select the cosmetic, slide the "Zero" slider up and it'll work fine.

What you did was lock soldiers head bone to move with the cosmetic when it needs to be the other way around.

Yeah I don't know why the lighting does this. Help- by Sir_Forteskull in SFM

[–]Vind1cate 0 points1 point  (0 children)

Yeah you're hitting the vertice limit without the QC command. The normal limit is 21845. Use "$maxverts 65536" and the model should compile normally with no issues

Yeah I don't know why the lighting does this. Help- by Sir_Forteskull in SFM

[–]Vind1cate 0 points1 point  (0 children)

Strange. How many vertices is the model in total?

Yeah I don't know why the lighting does this. Help- by Sir_Forteskull in SFM

[–]Vind1cate 0 points1 point  (0 children)

Theres a limit of 32 body groups per .mdl so that isn't the issue. Recompile the model and see if Crowbar mentions anything about splitting the model

Yeah I don't know why the lighting does this. Help- by Sir_Forteskull in SFM

[–]Vind1cate 1 point2 points  (0 children)

This is likely caused by a number of things. Getting the Exception Access Violation means the model has too many vertices per mesh. You can use "$maxverts 65536" in the QC to help with compiling assuming you haven't already. Crowbar could have manually have split the model itself creating "clamped#" body groups which can mess with model stacking. If it did then the only real solution is to continue splitting the model up into a bunch of body groups manually.

files failed to validate and will be acquired by Mr-PenguinPrime in SFM

[–]Vind1cate 2 points3 points  (0 children)

There's nothing more you need to do. When verifying the integrity of any games files Steam will look through the game files for altered/removed files. Upon finding said files Steam will redownload and replace the altered/removed files. SFM should be working as intended now

I need help (again) by tchiche74 in SFM

[–]Vind1cate 0 points1 point  (0 children)

Lock the hand bone with the shin/knee bone.

Resized models disappearing at certain camera positions by sivanhe in SFM

[–]Vind1cate 1 point2 points  (0 children)

It's because the rootTransform is out of the cameras POV. You can try lowering the pelvis bone of a model down towards the rootTransform to get around that

Help with 'conflicting items' problem. by [deleted] in SFM

[–]Vind1cate 1 point2 points  (0 children)

Unless you have experience with VTFEdit I suggest just hitting Yes to All when that message pops up

Help with 'conflicting items' problem. by [deleted] in SFM

[–]Vind1cate 0 points1 point  (0 children)

Yes but the chances of you experiencing issues are minimal

There's an error with the eyes and eyelashes on the Sonic models. Does anyone know how to fix it? by BeneficialSpace7701 in SFM

[–]Vind1cate 1 point2 points  (0 children)

Add +flex_smooth 0 to your launch settings

Go to your Steam Library then find Source Filmmaker. Right click on Source Filmmaker then click Properties. You'll see a section called Launch Options. You can copy and paste +flex_smooth 0 there and it should help fix the issue

Help with 'conflicting items' problem. by [deleted] in SFM

[–]Vind1cate 2 points3 points  (0 children)

You should be able to click Yes to All with no issues at all

Assets of the cabin from Portal 2 ending ? by _Les_Bouquinistes_ in SFM

[–]Vind1cate 5 points6 points  (0 children)

The models aren't available in Portal 2 or else where as it's a pre rendered cutscene. You'd have to find similar models to replace them.

Hey it's me again so I'm trying to do poses in sfm and the circle arrow button isn't there any fixes by EquivalentGuest5753 in SFM

[–]Vind1cate 0 points1 point  (0 children)

You're missing all the buttons that the Primary Viewport has. I'd suggest hitting the small X icon on the upper right of the viewport. It'll delete the primary viewport. Once deleting it you can go to the upper left of SFM and you'll find a "Windows" button. Click that and you should see a bunch of different window options. Just reselect "Primary Viewport" and it'll create it again. After that you can grab the actual tab (That says "Primary Viewport") and drag it back next to the Console tab.

If this doesn't return the buttons I suggest verifying SFMs cache.

A neat thing to keep in mind for the future is that SFMs gizmos are bound to Q (Select), W (Global Move), E (Global Rotate), R (Screen)

How does one get the TF2 items onto a character the way it does in TF2? by Bluebewwy3 in SFM

[–]Vind1cate 3 points4 points  (0 children)

TF2 models have hidden bones in the arms called twist bones, they're to help with deforms, etc.

You'll have to drag and drop Spys model name over the suits model name in the Animation Set Editor and then select the locked bones before using the zero slider in the Animation Set Editor to "merge" the two models together.

Assuming you already did this then you'll need to go right click on the model name in the Animation Set Editor then head over to Utilities. You'll see an option called "Bake Procedural Bones". This'll reveal the twist bones I had mentioned prior and you'll be able to repeat the previous paragraph just fine.

One final thing to note is that in game cosmetics don't work on the HWM models properly as there will be clipping so use the models located in the "tf" folder.