nyuuzyou/wikis huggingface dataset:
SDK workaround

:
The recent engine update potentially broke mod development tools in Steam. If your mod is based on a game other than Half-Life 2, including HL2DM, this update causes your mod to run on the new engine. Running the SDK Launcher causes binaries to be copied from the old version of the engine cache.
Until the problem is fixed with an SDK update, use the following workaround:
# Run the game which your mod is based on and exit. 
# Make sure the SDKLauncher app is not running.
# Go to that game's bin directory.
# Copy all files, excluding TrackerNET.dll and TrackerUI.dll.
# Paste these files in your USERNAME\sourcesdk\bin directory.
== Alternative fix for Hammer ==
Go to ..\Steam\SteamApps\USERNAME\sourcesdk\bin. Create a shortcut to Hammer and add -dxlevel 80 to it (e.g. "DIRECTORIES\hammer.exe" -dxlevel 80).
Left 4 Dead Developers:
Go to ..\Steam\steamapps\common\left 4 dead\bin. Create a shortcut to Hammer and add -dxlevel 80 to it (e.g)
"DIRECTORIES\hammer.exe" -dxlevel 80).
Running Hammer from this shortcut will correct the graphic error.
This appears to result in displacement maps misbehaving on a GeForce 6600, latest drivers - the alpha for blend textures is inverted!)
* This issue (inverted alpha) can also occur on a Radeon 9800 Pro with Catalyst version 6.6.
Windows X64
* Confirmed working Hammer in Windows Vista x64 for Left 4 Dead. Takes over 60 seconds to start, be patient
* Windows x64: Has problem with screen flashing, blinking, etc. when trying to use displacement, paint geometry, etc. This has been confirmed on a Nvidia 9800GTX card, latest drivers. The above fix worked.
== Alternate Fix for Hammer Grid issue ==
Download Old SDK binaries at http://www.filefront.com/16380853/pre_update_binaries.zip 
After downloading, extract to Desktop. Start the SDKLauncher. Goto your OB bin directory in your SDK, and overwrite the current files with the downloaded ones. Then start Hammer Editor. 
* You will have to do this every time you close the SDKLauncher.
You can also get around the invisable grid issue by placing light entities all over your grid.
==Entry Point Errors==
===commandline_tier0 & tier0.dll===
"the procedure entry point commandline_tier0 could not be located in the dynamic link library tier0.dll"
If you are experiencing this when launching a mod, try launching it using "\..SteamApps\USERNAME\source sdk base\hl2.exe" instead of "..\SteamApps\USERNAME\half-life 2\hl2.exe"
===spewandlogactivate & tier0_s.dll===
"the procedure entry point spewandlogactivate could not be located in the dynamic link library tier0_s.dll"
To fix this issue, rename or delete "..\SteamApps\USERNAME\half-life 2\bin\tier0_s.dll"
== See also ==
* Failed to load the default scheme file
Category:Source SDK FAQ
SFM/Adding Credits

If you want to thank your co-creators, or the creators of the workshop items you’ve used, you can add a Text Effect clip to your Overlay Effects track. You can set the text by right clicking on the clip and selecting Edit Clip -> Set Clip Text. To edit other properties of the text effect clip, right click on it and select Show in Element Viewer, and then edit those properties there. Alignment is determined by horizontalAlignment and verticalAlignment, for which 0 means align centered, -1 means align left (or top) and 1 means align right (or bottom). Fonts are chosen from among those listed in platform/resource/boxrocket.res.
To get the list of all workshop items you’ve used in your session, you can select File -> Sharing -> Show Used Workshop Items. This will show you all the workshop items used, grouped by the creator of the items. You can click on any of the links in that dialog to see the steam page for the appropriate items or users. You can also copy and paste that text into a Text Effect clip, to get you started on your credits.
Category:Source Filmmaker
SFM/Adding a scene camera

You can create new scene cameras for different shots. Each shot can use only one scene camera for playback, but it can contain multiple scene cameras to choose from.
To create a new camera:
* In the viewport, click the down arrow on the right of the active camera button, click Change Scene Camera, and click New Camera. Alternatively, you can press .
To switch between existing cameras:
* In the viewport, click the down arrow on the right of the active camera button, click Change Scene Camera, and choose the camera you want to use.
== See also ==
* Navigating with the camera
* Cameras overview
* The viewport as manipulator
Category:Source Filmmaker
SFM/Adding objects

When you add an object to your movie, you're specifically adding an animation set for it to the currently selected shot. You can add an animation set for something new, or for an existing element of recorded gameplay. Adding an animation set for an element of recorded gameplay means you can change the animation for that element.
You can add a game prop, character model, light, camera, particle system, or existing element in the same way.
To add an element to a selected shot:
# Make sure the playhead is inside the shot.
# In the upper-left corner of the Animation Set Editor, click the Add button (). Alternatively, you can right-click in an empty space in the Animation Set Editor window.
# On the menu, click the option that reflects what you want to do. For example, if you want to add a prop or character, click Create Animation Set for New Model.
# In the dialog box that comes up, choose the new element that you want to import into your scene, or the existing element that you want to create an animation set for. You can filter the list by typing text into the Filter box.
# Click Open or OK (depending on what you're adding).
If you added a new element, it has now been added to the selected shot, near the scene camera's current location. You can see it in the viewport, and you can see its animation set listed in the Animation Set Editor. If you added an animation set for an existing element, you can now modify its animation.
To put a hat on a character:
# Create an animation set for a new model, and choose the character you want.
# Create an animation set for a new model, and choose the hat you want.
# In the Animation Set Editor, expand the character's animation set until you see the bip_head joint control.
# Expand the hat's animation set.
# If the hat also has a bip_head control, drag the character's bip_head control onto it to lock the hat to the head and apply the Zero preset. The hat should move into place.
# If the hat does not have a bip_head control, position the hat on the head manually, and then drag the character's bip_head control onto the hat's rootTransform control to lock the hat to the head. Apply the Playhead preset.
# In the Motion Editor, select all of time (Ctrl+A).
# Select the animation set for your hat and apply the Playhead preset.
== See also ==
* Selecting objects
* Removing objects
* Working with locks
Category:Source Filmmaker
SFM/Adding sound clips

You can manipulate sound clips the same way you would manipulate video clips: set in and out points with I and O, drag them, extend or shorten them by dragging their edges, blade them, copy them, paste them, delete them, scrub through them with the playhead, and so on.
All kinds of sound clips are added in the same way: dialog, background music, sound effects, and so on.
To add a sound clip:
# Right-click the track that you want to add the clip to, and click Add Clip to Track.
# Pick the sound clip you want. You can filter the list by typing text in the Filter box. Browse the sounds by pressing and . You can also manually add any 16-bit, 44.1-kHz sound file in .wav format by copying it to the \game\usermod\sound folder. (If that folder doesn't exist yet, create it.)
After you add new a dialog clip, you can create lip-sync animation for it.
You can modify the volume of sounds that were recorded during a gameplay recording. You do so by opening the shot itself, which contains those sounds.
To adjust the volume of a sound clip inside a shot:
# Double-click the shot to open it.
# Expand the take that contains the sound clip.
# Expand the Game Sounds track group to view the sounds recorded with that video clip.
# Right-click the clip, and click Set Volume.
# Set the volume on a scale of 0 to 1.
# Return to the sequence view by hitting the up arrow () near the top of the timeline.
To add fade-ins and fade-outs to a clip:
# Right-click the clip, click Edit Clip, and click Set Fade Times.
# Set the fade times in seconds.
== See also ==
* Working with sound
* Track groups
* Recording new dialog
* Recording gameplay
Category:Source Filmmaker
SFM/Adjusting the layout

You can choose different viewport layouts by clicking Layouts on the Windows menu. For example, if you choose the Sound Editing layout, you will see two viewports (primary and secondary).
You can change the size of a panel in the UI by dragging its edges. You can also move a panel around by dragging the tab at the top to wherever you want it. Drop the panel onto one of the small white rectangles that appear onscreen to move it to a different spot in the UI. You can also drop the panel elsewhere to move it into a separate window, which you can then move onto another monitor.
Category:Source Filmmaker
SFM/Advanced presets

Some advanced presets allow you to manipulate the timing of frames along a 3D motion path without changing the motion path itself.
When you select a control that has a 3D motion path, you'll see the individual frames of the motion path represented as small green circles (white if they're in a falloff in the time selection). You'll also see a pulse go through the motion path periodically, to show the speed at which the object will travel during that animation.
The Stagger, Hold, Release, and Steady presets affect the timing of the motion path's frames (green and white circles in the preceding graphic). Some affect only the falloffs; some affect the entire time selection.
Visually, the timing of an individual frame is represented as its location on the motion path. When you use one of these presets, you move that frame—and the frames around it—back and forth on the motion path. You can think of this like sliding beads along a wire. The more tightly the frames are clustered together, the slower the animation, because the animated object is traveling a smaller distance in each frame. The more spaced out the frames, the faster the animation.
== See also ==
* List of procedural presets
* The Presets panel and the Controls panel
* Selecting time
Category:Source Filmmaker
SFM/Ambient Occlusion

== About Ambient Occlusion ==
In , ambient occlusion uses SSAO which stands for Screen Space Ambient Occlusion. It works by examining an onscreen pixel then comparing its location in a depth buffer to the pixels around it. Pixels which are close together but not coplanar (on the same face) are shaded to simulate soft shadows. To maximize efficiency and speed, random sampling is used which will inevitably create noise/grain. This is avoided by blurring the SSAO pass.
== What Visual Difference Ambient Occlusion Makes ==
The most significant affect of ambient occlusion is that geometry appears much more three-dimensional.
Parts of a model which are meant to be shaded but aren't reached by dynamic shadows receive proper attenuation.
Picture the roots of ambient occlusion as little points of shading. All these little points group together to form radial shadows. The settings such as bias, radius, and strength (explained below) determine how each of those points work together to create realistic shadows in places of geometry where light would be occluded.
Below are some examples of shading using ambient occlusion.
== Enabling Ambient Occlusion ==
Enabling Ambient Occlusion is as easy as right-clicking the viewport and heading to your render settings. In the dialog box for your render settings, check the box adjacent from the Ambient Occlusion setting which reads "enable". Make sure that the drop-down menu next to the AO setting reads "AO Only" and not "Outline(link) Only" or "AO & Outline" (edit for proof, add pictures).
== Camera Settings ==
SSAO Bias: Determines the threshold for visible ambient occlusion 
SSAO Strength: Determines the intensity of the shadows cast by ambient occlusion 
SSAO Radius: Determines the filtersize (spread) of shadows cast by ambient occlusion
Category:Source Filmmaker
SFM/Animating with Python

== Note! This information is very hack-y, and quite possibly wrong ==
== How animation works ==
Animation is controlled by 'controls' and curves that denote how these controls change over time in SFM. Turns out, these curves are stored in the objects themselves, and you can see the data in the Element Viewer.
For instance, let's mess around with the animation curves of the Heavy. Load up the heavy model, then examine it in the Element Viewer. You can see the curves for the happybig motion, for instance, under heavy1->controls->happybig->channel->log->layers->float log, where you'll see the times and values array, which will give you the values that define the keyframes for the animation curve. Cool, right? But how do we mess with them?
== Messing with some curves ==
Note: there's probably a better way to do this - there's some functions exposed here:
C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\sdktools\python\2.6\win32\Lib\site-packages\vs\movieobjects.py
CDmeFloatLogLayer stuff is around 17677, and probably gives the better way to set animation... ''
First, we need to select the control:
animSet = sfm.GetCurrentAnimationSet()
rootGroup = animSet.GetRootControlGroup()
happyBig = rootGroup.FindControlByName( 'happybig', True )
Now that we have the happyBig control, we can access the values. We use layers[0] to pick the 'float log' item, since it has a space in it so python doesn't want to let you select it by name.
print happyBig.channel.log.layers[0].values[0]
This gives you the value of the first point on the curve, which happens at happyBig.channel.log.layers[0].times[0]
Modifying values is straightforward - give it a float, and you're good to go
happyBig.channel.log.layers[0].values[0] = .5 #like this, for instance
Modifying time values is a bit trickier, since time is stored as a DmeTime_t type, and so assigning an integer to a time point won't work, so we use this code:
happyBig.channel.log.layers[0].times[0] = vs.DmeTime_t(10000)
Note, time there is in 1/10,000ths of a second.
In order to add in new keyframes, we can just insert new values. We'll want to make sure that we add both a time and a value, like this:
indexToInsertBefore = 1 # or whatever. You'll probably change that programatically
newValue = 0.5
newTime = vs.DmeTime_t(15000)
happyBig.channel.log.layers[0].values.insert(indexToInsertBefore, newValue)
happyBig.channel.log.layers[0].times.insert(indexToInsertBefore, newTime)
If we want to delete values, we'll have to use the del keyword - again, you'll want to delete it from both lists:
elementToDelete = 1
del happyBig.channel.log.layers[0].values[elementToDelete]
del happyBig.channel.log.layers[0].times[elementToDelete]
Category: Source Filmmaker
SFM/Basic operations

The SFM uses the same basic operations you find in most Windows applications.
Command 	Shortcut
Undo 	Press +
Redo 	Press ++
Save 	Press +
Open 	Press +
New 	Press +
Cut 	Press +
Copy 	Press +
Paste 	Press +
Delete 	Press
Area-specific context menu	Right-click
== See also ==
* Keyboard shortcuts
Category:Source Filmmaker
SFM/Bug reports

We appreciate all the bug reports you send us. When you write a bug report, please bear in mind that someone has to read it, figure out the problem, and then, if possible, fix the bug. The more information we have, and the clearer that information is, the better chance there is that we can take action to fix the problem.
When filing a bug, we ask that you follow these guidelines:
* Please email all bug reports to sfmbugs@valvesoftware.com, and not to our private email addresses.
* One bug per email.
* A clear subject line that both describes where the bug occurs and contains a summary. For example, "Clip Editor: cannot replace gap with a shot."
* A list of steps to reproduce the bug. For example, "Create three shots, delete the middle one and replace with a gap, right-mouse click in the gap. This shows the context menu for Film Track instead of for Gap, so the gap cannot be replaced. Seems to occur when the sequence does not start at 0.0."
* Expected versus observed results. For example, "Expected: context menu for a Gap. Observed: context menu for a Track."
* A list including your operating system, your graphics card, and the version of the SFM. For example, "Windows 7 Professional, NVIDIA GTX 580, SFM 0.9.5.3."
* If applicable, attach screen shots of the bug or the .dmx file that shows the bug.
Unfortunately, because we have limited time and resources, we can't answer your emails to sfmbugs@valvesoftware.com, and we can't notify you when your particular bug is fixed. Be assured that we read every bug report that follows the preceding guidelines, and that we do appreciate every bug report we get.
If you have a suggestion or a feature request, you can post it in the SFM forums .We are always grateful for feature requests and suggestions, but please be aware that we might not implement them.
About crashes: When they happen, the system usually writes a "crash report" to the hard disk, in the same folder as sfm.exe. These crash reports get submitted automatically through steam to our system. There is no need to send these files manually.
Thank you so much for your understanding and your help,
The SFM Team
== See also ==
* Common issues and questions
Category:Source Filmmaker
SFM/Conforming

Traditionally, conforming is the process of combining shots and sounds from various artists into one master session. This process happens many times throughout a film's production to provide the artists with an updated master cut of the film, so they can see their shots in context. The editor has traditionally been bound to the two-dimensional media that the artists submit for the master. But now, with the SFM, the editor can work in the same three-dimensional space that the animators work in. All of the elements in a shot can be conformed into the master session individually or as a whole. One light can be copied to many shots, or one character's animation can be updated without disturbing the rest of the cast.
Because working with multiple sessions simultaneously can be risky, you may want to consider using a content management system, so that you can retrieve a previous version of your session if you do lose data. 
To conform in the SFM, with one session open (session A), you use the Element Viewer to import a second session (session B). The Element Viewer contains two bins, the clipBin and the miscBin, which are designed to contain references to sessions and their components. By default, the clipBin contains a reference to session A's active clip, which is the part of the session that contains all the information you need to do conforming. Make sure to leave that reference in there. If you don't, it's extremely easy to permanently lose session A. Even Valve's internal SFM users have lost data that way.
You use the miscBin to import a reference to session B. You'll find the steps to guide you through this process in Importing a second session in the Element Viewer.
After you have imported session B in the Element Viewer, you can add shots from it into session A, replacing existing shots in session A with shots that have the same names, replace individual animation sets in session A with animation sets that have the same names, and copy visual effects and sound clips from session B to session A. 
Once you have the reference to session B in the miscBin, you can also preview its active clip by dragging it into the viewport, which allows you to easily compare session A to session B. After dragging session B's active clip into the viewport, you can even edit any of session B's elements before conforming them into session A. For more information, see "Previewing the imported session" in Importing a second session in the Element Viewer.
== See also ==
* Importing a second session in the Element Viewer
* Copying shots from a different session
* Replacing shots
* Replacing animation sets
* Copying visual effects clips and sound clips from a different session
* Working with the Element Viewer
Category:Source Filmmaker
SFM/Converting Existing Assets

The only naming restrictions for the assets in the SFM Workshop are that models, materials and sounds are in their respective directories, within a current mod. It's still a good idea to recompile assets for maximum compatibility, and it's also a good idea to create a parent directory for your assets to help prevent name conflicts between yourself and other creators, but the ugc/STEAMID directories are no longer necessary.
Category:Source Filmmaker
SFM/Copying elements between shots

Because individual shots are separate entities, anything added to one shot will not persist into other shots. But you can copy elements between shots. To do so, you copy their animation sets.
To copy elements between shots:
# Select the shot you want to copy from.
# In the Animation Set Editor, right-click the animation set you want to copy (hold down to select multiple animation sets), and click Copy Animation Set(s).
# Select the shot you want to copy to.
# Right-click in the Animation Set Editor, and click Paste Animation Set(s).
Category:Source Filmmaker