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Contents
1. Source Filmmaker Tutorial 1. SFM Step 1 2. SFM Step 2 3. SFM Step 3 4. SFM Step 4 5. SFM Step 5 6. SFM Step 6 7. SFM Step 7 8. SFM Step 8 9. SFM Step 9 10. SFM Step 9 (Part 2) 11. SFM Step 10 12. SFM Step 11 2. Applying Hero Animations 1. Animations Step 1 2. Animations Step 2 3. Animations Step 3 3. Dealing With Multiple Hero Parts 1. Hero Parts Step 1 2. Hero Parts Step 2 3. Hero Parts Step 3 4. Hero Parts Step 4 4. Using The Dota 2 Particles 1. Particles Step 1 2. Particles Step 2 3. Particles Step 3 4. Particles Step 4 5. Particles Step 5 5. Other Helpful Material
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Followers of my Twitter account will know that I have spent the last week or so messing around with Valves newly released Source Filmmaker tool which has now entered open beta, which I thought would be a good time to put together a tutorial on how to get the Dota 2 content working inside of the SFM.
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SFM Step 2
Launch GCFScape and open the dota 2 beta\dota\pak01_dir.vpk file:
SFM Step 3
Extract the root directory to somewhere on your hard drive:
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SFM Step 4
Get the Source Filmmaker tool from the Steam Store: http://store.steampowered.com/app/1840/ Once youve installed it, launch the Source Filmmaker from the Steams game list, making sure to select the Launch SDK option:
SFM Step 5
Inside the Source Filmmaker SDK, under the mod category, press Create New Mod link and enter dota 2 as the mod name:
Once the mod has been created youll see the following (you can hit OK once you see this window):
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SFM Step 6
Change the Selected Mod to dota 2 and click the Set Selected Mod link:
SFM Step 7
Go back to the Dota 2 content that we extracted from the VPK files. Copy across the following folders: materials, models, particles, sound into the Steam\steamapps\common\SourceFilmmaker\game\dota 2 folder:
SFM Step 8
Next you need to mass edit the vmt material files, for this I suggest using Notepad++ using the Find in Files feature, which you can find under Search > Find in Files:
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SFM Step 9
Using Notepad++s Find in Files feature you need to find CustomHero and replace with VertexLitGeneric, filter for *.vmt and choose the directory Steam\steamapps\common\SourceFilmmaker\game\dota 2\materials making sure In all subfolders is also selected:
Press Replace in Files when youve your options setup like above and you should see the following:
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This extra step is basically a copy of the previous step but with one slight difference. Using Notepad++s Find in Files feature you need to find GlobalLitSimple and replace with VertexLitGeneric, filter for *.vmt and choose the directory Steam\steamapps\common\SourceFilmmaker\game\dota 2\materials making sure In all subfolders is also selected:
SFM Step 10
Youre now setup for using the Dota 2 content inside of the SFM tool. On the SDK panel press the Source Filmmaker link under the Applications category (Make sure dota 2 is set as the selected
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mod):
Load in a map:
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SFM Step 11
To load a Dota 2 model into the SFM youll see to create a new animation set:
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Using the navigation tree, expand the heroes folder and select a heroes` folder (if the hero is made up of multiple parts, you can find a guide on how to deal with those later on in the tutorial):
Pressing open will now place that heroes` model in the map:
And youre done, you can find more advanced tutorials below.
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Animations Step 2
A Select Sequence/Activity window will now open, you can use this to pick an animation:
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Animations Step 3
The sequence will then be played out during the current shot:
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As you can see the horns are not attached to his head.
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Do this for the rest of the joints (you can ignore attack_1):
Once youve done that, the part should now be in the correct position:
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Particles Step 2
Once the particle dialogue is open youll need to browse to the Steam\steamapps\common\SourceFilmmaker\game\dota 2\particles\units\heroes folder:
Particles Step 3
Once youve selected the heroes` particle file youll now need to pick which particle you want to use:
In this example I will pick Nature Prophets staff particle effect and set the Emission Duration + Particle System Lifetime to 9999.
Particles Step 4
Move the timeline half way through your shot and see if you particle effect is visible, if its not then youll need to disable/reenable the lighting in the preview window:
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Particles Step 5
In this example I will need the lock the particle effect onto the staff once its in position:
Once in position you can lock it in a similar fashion to how we dealt with multiple hero parts:
If youve done it correctly the effect will follow the hero through what ever animation is playing:
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