Now, don't go launching it just yet!Ĭlick on this button to Create a Desktop Shortcut. Create the addon, and then you'll see it added to the list. Right click the window, go to Workshop, and then click on CREATE/MODIFY AN EXISTING ENVIRONMENTĪnd then Boom, you'll be in the SteamVR Addon Managerįrom here, you'll click on CREATE AN EMPTY ADDON, and then give it a name. If you have a headset plugged in, if you unplugged it, or if you dont have it to begin with, you'll be fine, you just need this little window If you don't have VR, it will look different) You can make multiple addons, but you'll only really be able to use one at a time, so let's just make a single, general purpose addon for using SFM!įirst, Launch up SteamVR, and get to this window (your window might look different depending on if you have VR or not. So, all of your assets are going to live in your custom addon.
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Source 2 does things quite differently from Source, so you should familiarize yourself with how to set up a custom addon for using the tools (and, specifically, using SFM) Either way, with or without Half-Life Alyx on SFM, The SteamVR on SFM is already in a very promising state
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In terms of the future and beyond, these are all very good signs that Half-Life Alyx will release with a functional Source Filmmaker implementation, and that's very exciting! Half-Life Alyx is already slated to get a workshop for creating and sharing custom maps (like SteamVR) so it's definitely going to get a full set of workshop tools! And that would also mean it should be able to launch with the SFM! Nobody really knows for certain if this will be a thing, but time will tell soon enough. In the red circle, you can see Motion Blur Sampling from SFM, which tells us this shot was most likely rendered in an SFM running on Half-Life Alyx A few of these updates had propagated to the SFM itself - possibly due to the fact that Valve had used the SFM to render some game footage for the Half-Life Alyx release trailer With Half-Life: Alyx coming close to Release, Source 2's workshop tools have received quite a few updates recently.
So, why is this really important or interesting if SteamVR and SFM don't play nice? Well, that's because it's not (totally) broken anymore! Each individual source 2 game with a workshop tool will share the same SFM, and in the context of this guide, That means SteamVR on SFM is a specific Source 2 Game, running on the same SFM (or, S2FM, in this case). So, to answer a really common question, It's Highly Unlikely that Valve will release S2FM as a standalone. The reason that SteamVR for the longest time didn't play nice with SFM, was because Valve only really updated the Source 2 SFM for Dota 2 Purposes. Let me explain something about the workshop toolset - All of the Source 2 Workshop toolsets are the same. None of the lighting would work, the GUI was rather glitchy, and it was basically useless for the longest time. Then, at some point between Destinations and SteamVR, everything kinda broke. The workshop tools were more intended for creating Custom Maps for exploring in VR, the SFM tool itself was more of a tacked-on leftover from the Dota 2 Workshop Tool You had to disable all lighting just to be able to see spawned models. In Destinations, Lights flat out didn't work, ever. Now, even though the SFM has been implemented for a while, it HASN'T been very usable for most of that time. During the development of SteamVR, Valve decided to scrap destinations and merge it into SteamVR Environments - So now, SteamVR is basically Destinations, but with access to the steam GUI