Regista di origine – Come creare una cartella Mod

This guide explains how to create a Mod folder for SFM, as well as why doing such is a good idea in the long run, along with some troubleshooting tips.

Creating the Mod Folder

1. Go to your Steam Library and launch SFM from there. You will see a window called SELECT LAUNCH OPTION. Scegliere Launch SDK and then hit Giocare a.

2. A new window called SDK Launcher shows up. Sotto il Mod sezione, Selezionare Create New Mod or Add Existing Mod.

3. Inside this new window, type in the desired Mod’s Folder name. Try to avoid using special characters if possible, as it can lead to problems when reading the folder’s path.
Dopo di che, select Create.

4. A message saying The Mod [NAME OF FOLDER] was successfully added . Premere OK.

5. Another message statesWith this action the mod ‘[NAME OF FOLDER]’ will be selected. . Selezionare Annulla.

6. Now back in the SDK Launcher finestra, Selezionare Edit Search Paths For Selected Mod. The following window will show up.

7. Dentro il Edit Search Paths finestra, you have all of the Mod’s Folders in your SFM installation. The list has a priority from top to bottom in what assets from each Mod Folder to loadso if for example, you have the same file in two folders, it will load the one that has the highest priority, which is the one at the top of the list. Be sure to tick the box of your newly created Mod Folder as well as move it to a desirable place on the list. When you’ve finished, premere OK.

8. Before closing the SDK Launcher finestra, assicurati che Selected Mod Folder (at the bottom of the window) is set to usermod (unless for a specific reason, do not change the default folder from usermod).

If the window Selecting Mod shows up when selecting usermod, premere OK to make that folder the default one.

9. When finished, close the SDK Launcher window and boot SFM normally as you would.

Why Create a Mod Folder?

There are many reasons as to why you would want to create one, ad esempio:

  • Manual organization of folders that contain large groups of assets, especially if you have a lot of assets (like more than 100gb)
  • No longer the need to dump all files onto the usermod cartella, which can break assets in the long run
  • Easy tounmountwhen troubleshooting problems with assets
  • Control over which assets are loaded e what priority they have over other mod folders
  • Useful to control memory usage by blocking folders with largememory hungry” risorse
  • Overall just a good idea if you plan on expanding your asset library

Risoluzione dei problemi

Q1: I created a Mod Folder, but I can’t see it in the SFM directory, or even inside SFM!

UN: If you have followed everything correctly, there is still a small chance that for some reason, SFM won’t actually create said folder automatically (if you know why, per favore fatemelo sapere nei commenti).

Per risolvere questo problema, go to your SFM installation folder (if you don’t know where it is, Open Steam Library, right-click Source Filmmaker, quindi seleziona Gestire, seguito da Sfoglia i file locali, and finally open the gioco cartella.

Prossimo, create the Mod Folder manually, with the exact same name as you typed in the Create New Mod or Add Existing Mod finestra.

Quindi, create a new .txt file called gameinfo in said directory, and add this text to it:

"GameInfo"
{
	gioco "NAME OF FOLDER"
	titolo "NAME OF FOLDER"
	title2 "based on SFM SDK technology"
	type	multiplayer_only
	nomodels 1
	nohimodel 1
	nocrosshair 0
	hidden_maps
	{
		"test_speakers" 1
		"test_hardware" 1
	}
	nodegraph 0
	FileSystem
	{
		SteamAppId 1840
		ToolsAppId 1840
		SearchPaths
		{
			Gioco |gameinfo_path|.
			Game tf_movies
			Game tf
			Game hl2
		}
	}
}

Note to replace the [NAME OF FOLDER] with the name of the Mod Folder you want to create.

Quindi, go back to the gioco cartella, and open up the usermod cartella. Apri il gameinfo.txt file and you will see a section on the file that says SearchPaths, with all of the Mod Folders installed.

Add your Mod Folder’s name to the listwhile taking into consideration the order of where you place it in regards to priority. Preferably, place it in the same order as you did back in the Edit Search Paths finestra. (If you don’t know, non preoccuparti, continua a leggere)

Anche, make sure not to type any other thing other than “Gioco” e il NAME OF FOLDER dopo. When finished, save and close the file and go back to the tutorial above, continuing off of the 6th step.

Q2: When opening up SFM, I see a window called Missing Mods in Search Paths, what do I do?

UN: If you see this window, it means you didn’t tick the box of your newly created Mod Folder during the Edit Search Paths window segment on the tutorial (in step 7). Go back and redo the tutorial from those step forwards, or your new folder won’t bemountedonto SFM, and it won’t be read from either.

D3: When searching for my assets in the Asset Browser, my new assets don’t show up!

UN: You have to set the Mod Filter at the top of your Asset Browser’s window to All Mods, or at least the Mod Folder that you’re searching from.
If you don’t see your folder there, try the resolution to Question 1 (Q1) at the top of the Troubleshooting segment.

Questa guida su Regista di origine è stato scritto da SpyKe. Puoi visitare la pubblicazione originale da questo collegamento. In caso di dubbi su questa guida, per favore non esitate a contattarci qui.

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