Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Extract the zip contents to your SourceFilmmaker/game/usermod/maps directory.
Some important notes:
- Enable the rendering of 'Other Entities' to prevent missing models and other geometry
- Set the camera's farz setting to around 40,000 to ensure that you can see the entire map
- Enter the console command "cl_detaildist 4000" (or some other high number) to increase the draw distance of trees in the 3D skybox
In contrast to the GMod version, this port has reflective water, since I figured that the visual quality was more important than performance in this case. However, there are also some graphical artefacts where the 3D skybox meets the water, which I sadly wasn't able to fix. Additionally, the light glow sprites don't seem to render the way they should, so it may be preferable to remove them entirely using the console command "ent_fire env_sprite kill".
As for the water: It should be there. Make sure you have the appropriate VisGroup enabled and that you've extracted the materials properly. If you want to raise or lower the water level, you must also resize the two func_viscluster brushes so that one is entirely above the water and one is entirely below.
Water doesn't work. It's all black.
I suggest you try some console commands and see if that fixes the issue (type find water in the console to list all related commands/variables).
Alternatively, use gmad.exe to extract the contents from the GMod addon, and then copy those files to SFM. The GMod version of the map uses a cheaper water material without real-time reflections, which might work better.