Read the whole op before downloading anything. If you read the previous op please re-read this one.
Okay. So. Lot has changed.
This is a project I've been working on for a full year now. The basis of this act being on converting the dota2 heroes from the customhero shader to the vertexlit shader along with an increase in texture quality and the repairs of artifacts. For six months at the time of writing has a release of previous versions taken place. As of now the first batch of map props and creeps has been released along with significant changes to almost every released hero.
That's why the links were dead. Stop complaining now.
These should be kept in the sfm mind you. Other builds of source have a few incompatibilities between shaders not shared with the sfm.
These are not perfect. The customhero shader can still do quite a bit I cannot:
-warping colours on a grazing angle (diffusewarping)
-per pixel shift in diffusewarp
Almost every download will contain entirely new textures for a hero. In most cases these are 4 times the ingame resolution. Said textures included are most commonly a materialfile, a basetexture (alternatively a bitmap), A phongexponent mask (dubbed mask2), and finally a normalmap (properly a bumpmap). Now a note anyone new should know about using my edits; these are extremely expensive in both memory and performance during editing. I highly recommend saving often and having few loaded at once. Alternatively you can just rename their material folder/have dummy materials to switch out during editing as to remove lag.
Just like last time:
Installing requires either dota 2 to be mounted or (preferable option with heroes in particular) having the assets extracted directly into usermod. These will overwrite your default. As long as how you install these take priority over your previous they should work correctly.
Each download contains the hero's name relative to material folder with a few cases of an extension. Because of this it would be best to find said heroes folder directly and merge the contents with the download overwriting the existing.
Usermod method has hero materials located in C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\ usermod\materials\Models\heroes\*heroname*\
Take note that any hero that I had to do some model edits on will instead give you the path for materials and models. You can most likely guess what to do then.
List of possible errors.
"Help, my *part of hero* is purple and black!"
There are two ways this can occur.
1. Purple and black with normal and phong working as expected. Example. These are a problem unique to specific dota 2 models. Fixing them is easy by simply finding said models basetexture of commonly the same name then exporting and importing with an alpha. Alphas raise memory but are sometimes required for reasons unknown.
Don't know what to do? Take a look at this post.
2. Just purple and black. No normal or phong. This is cause by either the material being renamed or removed altogether. Check your hero folder for duplicate materials files to see if the originals were overwritten.
"Help, my *part of and/or all of hero* is covered in white checkered squares!"
Either by accident or simply because of different filenames a phongexponent mask may not be reference in a hero's material file. An example would be a hero's exponent mask being named hero_body_mask2.vtf with the material file having:
Typo being mask2 on the filename. In this case you could fix it by having the material reference the current texture or rename the texture to match the material file. As long as the material is reference the problem should be solved.
"Help, my *part of and/or all of hero* is lighting oddly from a few angles!"
Valve usually bakes their normals in 3ds max. while source uses the same method of normalmapping it does not use the same normalmaps. Unusual lighting and shadows is usually caused by the green colour channel of the normal being 'inverted' in source but perfectly normal in 3ds max since it was baked from max' normal method. Fixing this problem can be hinted in the explination. Invert the green channel of the normal and import it back with it's alpha intact. Gimp can cause some problems here apparently so i wouldn't recommend using it.
"Help, my *hero* is either A. glowing all over or B. really really shiny!"
Post here about it. Hero and engine specific problem.
Again post here about it. I'm only human and errors will happen.
"Hey. can you do *community cosmetic*"
I will not be supplying community cosmetics for sfm for a few reasons (I should specify. I really want to supply community cosmetics but due to how questionably legal that is I cannot). But don't lose hope just yet; I wrote a tutorial specifically with community cosmetics in mind! you can find it in the link below.
Granted it's extremely outdated; but it should get the job done. Alternatively you could do what NikouT did and try the following
To put it bluntly he copied the material parameters after changing around a few of the mask. It works well enough. That's how the ingame importer makes most materials.
And now for the map portion of the op. Loads of changes here if you're used to using the map itself.
These changes will absolutely decimate lightmaps. It will look extremely odd. Even more unusual than before.
And there is nothing I can do about it.
I could write quite a lengths explaining why I can't do much about it. You don't need to know and you shouldn't ask.
So. On to the changes themselves
Every single map prop ,with the exception of trees and spring 2014, have been given the effects proper to what occurs ingame to the best of my ability. This includes a few edits to some models to repair their smoothing groups an animations. It's not possible for quite a few of them to get a perfect ingame appearance. They are close though.
Close as in they work most of the time.
Oooooh yes there are errors. Tons of them. The maps themselves are buggy as hell and these were made to work on all of them. Perhaps in the near future Frable and I may be able to cobble together a map tailored specifically for everything to work.
Let me walk you through all the shit that will happen.
-first off we have all those fancy additive/detail models sitting about the map. they're fine on their own; and somehow either become opaque or invisible from certain camera angles. There is absolutely no reason for this. It just happens.
-Then we have the previously mentioned lightmaps. props can either be pure black or fully lit now along with jarring transitions between a prop and a shadow. Not that these didn't exist before; I just made them worse.
-If you're using the darkmap be prepared for some dumb looking glow on some props.
-hope you like water.
And just because you actually read the op I assume you should know the map prop download doesn't just contain, well, map props. All creeps but the jungle neutral creeps plus a shit-ton of unused/gameplay related items and props are included as well. I'll leave you to discover what exactly those are.
-Note to previous users. Damn near everything you had previously changed. I highly recommend re-downloading heroes not mentioned in the update post.
Regularly these would be put in the resource thread if not for the total amount of heroes being quite large and would create unnecessary clutter paired with what will be an updating list.
The list works like this:
-Names with links are available for download.
-Names on the list without a link can be uploaded on request.
-Names not on the list are missing for a variety of reasons such as not being satisfactory to outright broken. Some are just unfinished at this time. Eventually they may be added.
-Names tagged with 'older model' will likely included the older model itself
Abaddon (not animated)
Bristleback (alternate update for the old sfmbox version. rip)
Invoker (older model)
Keeper Of The Light
Luna (older model)
Phantom Assassin (still uses old head. Forgot to include it)
Pudge (older model)
Queen Of Pain
Low res versions I just to happen to have up (subject to change)
Release1 (don't you dare try downloading without reading the op)