Sfm workshop file conflict что делать
Sfm workshop file conflict что делать
Source Filmmaker
Those are not really conflicts, they are usually models or maps that share textures or assets.
Sometimes that dialog box will pop up if an author updates their workshop items as well.
To paraphrase surfer171, «clicking ‘Yes to All’ will fix that». lol
Those are not really conflicts, they are usually models or maps that share textures or assets.
Sometimes that dialog box will pop up if an author updates their workshop items as well.
To paraphrase surfer171, «clicking ‘Yes to All’ will fix that». lol
Those are not really conflicts, they are usually models or maps that share textures or assets.
Sometimes that dialog box will pop up if an author updates their workshop items as well.
To paraphrase surfer171, «clicking ‘Yes to All’ will fix that». lol
Sfm workshop file conflict что делать
Source Filmmaker
This can be because of a number of things.
2) Is Workshop an active ModFolder, did you turn it on using the SFM SDK «Edit Search Paths» function?
3) When the Workshop pops up and asks if you want to download, after you tell it to, does a second window pop up asking you if you want to replace materials or textures? If yes, you have to select Yes To All every time that pop up appears, or the model won’t work. If you selected anything other than Yes To All, go back, Open SFM, UnSub the workshop item and allow it to be deleted from SFM. Once Deleted, resub the item and this time select Yes To All each time the pop up appears. When the downloading is done, Launch the Model Browser and click Rescan and search for the item. It should be there
4) Does the Workshop item have another model that is named and a path that is exactly the same and is in a modFolder that has a higher priority in the Folder Path hierarchy? (For example, if your extract the TF2 game cache to a modFolder and give it a higher priority than TF, then the player models will come from the Cache modFolder and the ones in TF will be ignored) If this is the case, then the workshop has to be given a higher priority or the models and the paths move to a modFolder that has a higher priority.
5) And this is a stupid question, are you sure it was a subscription to the SFM workshop and not from the GMod Workshop? (Sorry, but this had to be asked. You have no idea how many times I’ve been asked this question only to find out that the Workshop the item ppl were trying to download was in the GMod workshop not the SFM one.)
This can be because of a number of things.
2) Is Workshop an active ModFolder, did you turn it on using the SFM SDK «Edit Search Paths» function?
3) When the Workshop pops up and asks if you want to download, after you tell it to, does a second window pop up asking you if you want to replace materials or textures? If yes, you have to select Yes To All every time that pop up appears, or the model won’t work. If you selected anything other than Yes To All, go back, Open SFM, UnSub the workshop item and allow it to be deleted from SFM. Once Deleted, resub the item and this time select Yes To All each time the pop up appears. When the downloading is done, Launch the Model Browser and click Rescan and search for the item. It should be there
4) Does the Workshop item have another model that is named and a path that is exactly the same and is in a modFolder that has a higher priority in the Folder Path hierarchy? (For example, if your extract the TF2 game cache to a modFolder and give it a higher priority than TF, then the player models will come from the Cache modFolder and the ones in TF will be ignored) If this is the case, then the workshop has to be given a higher priority or the models and the paths move to a modFolder that has a higher priority.
5) And this is a stupid question, are you sure it was a subscription to the SFM workshop and not from the GMod Workshop? (Sorry, but this had to be asked. You have no idea how many times I’ve been asked this question only to find out that the Workshop the item ppl were trying to download was in the GMod workshop not the SFM one.)
Sfm workshop file conflict что делать
Source Filmmaker
In other words, Source Filmmaker will only read asset X from the search path that contains asset X with the highest priority.
In other words, Source Filmmaker will only read asset X from the search path that contains asset X with the highest priority.
Billy, it is well known that If you are offered a conflict box when you download from the workshop and you click No or No to All, the workshop content may not worked in SFM. Whenever offered that box just click Yes to All every time it appears.
Like Zappy said though, if there is a conflict between models (like say a scout being in TF_movies and one being in TF and one being in the Workshop folders) where they all use the same filenames and path from the models folder in the mod folder, then only the one in the mod folder that has the highest priority will appear in the model browser in SFM. The same holds true for materials, only the materials in the folders with the highest priority will be used.
So these two files would need to look the same as one will get prority and will affect any corrisponding models they attach too.
I belive this is the case I just want to clarify so I dont run into any problems into the future.
Sfm workshop file conflict что делать
I probably did something stupid just now, but it was worth a shot.
I deleted my usermod and workshop folders. I located them in Steam/steamapps/common/SourceFilmmaker/game
Then i verify game cached to re-get the files back. I, for some reason, got usermod back, but not workshop.
My guess is that i got rid of workshop items entirely.
Right now thinking of subscribing to a random «trending» item, see if that gets the workshop directory back. But should I?
I probably did something stupid just now
If I’m brutally honest, yes, probably.
Then i verify game cached to re-get the files back. I, for some reason, got usermod back, but not workshop.
You will *only* get the default files in those directories back. Anything you personally installed to those folders will not be restored.
You got back a usermod folder is because SFM always keeps a number of important configuration files there, so it had to recreate that folder to have somewhere to put them. Verifying the cache does not however check workshop models, so while subscribing to something else may cause the workshop folder to reappear, SFM will not automatically attempt to re-download any previously subscribed mods.
For that, you’ll have to either restore your workshop folder from the Recycle Bin, or manually unsubscribe and resubscribe to every mod so that SFM will redownload them.
I knew the unsubcribing thing was going to happen.
Well before I posted this thread, I reinstalled SFM, hoping my problem was fixed. Unfortunately it wasn’t. Hence why i’m here.
I also didn’t subscribed to TOO many items, like 10 max. So resubscribe isn’t too difficult.
Alright. Will get to unsubscribing. After that, i’ll try to download the Doom item again.
Before I do any downloads, should i do something else? Anything with gameinfo dot text? (I heard that thing does something)
Sfm workshop file conflict что делать
Для простого добавления всего этого в sfm можно просто перебросить данные папки по различным адресам вроде:
Но данный способ не самый «экологичный», и замусоривает в итоге основную рабочую файловую систему и в последствии сложновато будет что-то найти в таком беспорядке.
Схема файловой системы Source Filmmaker
Итак для начала идём по адресу
файлик gameinfo.txt и редактируем его.
Найдите часть где написано
Наверно каждый задавался вопросом как достать нужный контент из *.gma файлов
Это не такая уж и запарная работа.
Все *.gma архивы «перетянутые» на этот ярлык будут распакованы. Распакованный контент (папку или папки) ищите рядом с распаковываемым *.gma аддоном.
Получившиеся папки с текстурами, моделями и прочим раскидываем как описано выше.
Сайт сломался или возможно вольво сменили адреса. Теперь есть сайт https://steamworkshopdownloader.io который сам умеет распаковывать GMA файлы. Проверено на SFM и Gmod мастерской.
SteamWorkshopDownloader снова умеет качать новые адреса. Но и новый сайт жив. Теперь есть два варианта.
В качестве примера я разберу сразу 3 вида файловой системы на vpk, что-бы не было кучи вопросов.
Например вы хотите вытащить ресурсы из Portal 2. Находим в игре пачку архивов с именами
pak01_dir.vpk / pak01_000.vpk / pak01_001.vpk / pak01_002.vpk и.т.д.
Находим нужные ресурсы, жмём пкм и извлекаем по нужному пути. В случае с играми рекомендую так-же складировать в новую sfm-файловую папку.
Для примера я беру игру SiN Episodes Emergence. Здесь всё разбито очень глупо на мой взгляд и виновны в этом только VALVe (раньше игра была на GCF).
Находим папку «vpks» в ней лежат архивы с весьма спецефическими ничего не говорящими названиями что-то вроде depot_***.
В таких архивах уже надо действовать по ходу дела. В одной из дерикторий можно найти только карты (папка maps) в другой только звуки и.т.п.
Не всё сразу но всё-же как в 1м случае извлекаем, кидаем куда надо и пользуемся.
В SFM предусмотрена смена «рабочего ядра». Т.е. по умолчанию папка usermod рулит ситуацией и в ней прописаны все пути до остального контента, в эту папку складируются скомпиленные модели и прочий девелоперский мусор.
Откройте свойства Source Filmmaker и найдите кнопку «Установить параметры запуска». Впишите нужные параметры через пробел и нажмите «ок».