Maps and included props#
Method#
Summary of Method#
Download BSPSource, Plumber, and Blender Source Tools. Install Plumber and Blender Source Tools as Add-ons into Blender (This step is only necessary on first time use).
Set up an entry in Plumber for it to read all of SFM’s folders present under
[sfm_directory] / game(This step is only necessary on first time use).Locate the map you wish to bring into Blender by going to
[sfm_directory] / game / workshop / maps.Convert the
.BSPfile into a.VMFfile using BSPSource.Import the
.VMFfile from File > Import > Plumber > Valve Map Format (.vmf) in Blender.Disable all lights except
light_environment, and set Color Profile from Filmic to Standard.
Full Guide of Method#
Note
Always get the most recent version of a program or Add-on linked here.
Convert a .BSP to .VMF#
Important
You need to install Java to run BSPSource.
Download BSPSource and extract all files to a folder.
Open
bspsrc.jarfrom this folder.There’s many options in the program. For now, just click the button for Add. From there, go to
[SFM_directory] / game / workshop / mapsand choose the specific.BSPmap file you want to convert.Go to the Other tab in BSPSource, and enable the checkbox labelled Extract Embedded Files.
Once done, just click the Decompile button in the bottom right. There’s no need to edit the other settings, though you’re free to play around if you know what you’re doing.
A file browser will show up for where to put the
.VMFfile. You can choose any location, but it’s best if it’s a place you can easily come back to.Click on Decompile.
.VMF file. We’ll use this later. If such a folder doesn’t exist, then don’t worry about it.Important
During the time that BSPSource is Decompiling the map, it will show logs of what it’s doing. There is an Errors & Warnings box visible. If the process worked, then this box should be mostly empty. If [Warning] is shown in this, then it should be fine. If an [Error] is shown in this, however, then it may have failed. You’ll have to come back to this step if the map doesn’t work later.
Bringing The Map In#
.VMF file which you Decompiled using BSPSource earlier.Make sure that in the Import settings, the game is set to Source Filmmaker (If this option is not available to you, then you have to go to the Source Filmmaker homepage to set up Plumber).
Set the Scale to 0.1, and the Light Brightness set to 10. This is so the map is compatible with the Hisanimations Characters port and TF2 Collections Port.
In the folder space underneath the Game, type the name of the folder with the same name as the
.VMF. So if for example, your map file is calledfnaf1_sfm_d.vmfthen there should also be a folder calledfnaf1_sfm_d. Writefnaf1_sfm_din that space. If you don’t have such a folder, you can skip this step.Then click the
.VMFfile, and click Import. That’s it, you should have everything.
.BSP map file into .VMF with BSPSource, and bring .VMF into Blender with Plumber.
See also
For a full list of Eevee’s limitations, you can consult this page from Blender’s official manual.
Finishing Touches#
Use Material Preview mode to confirm that all materials are actually fully functional before you do anything else. All textures should be visible and no part of the map should be white.
Use Eevee if you want a true TF2 look. Cycles will get you very different results.
There’s unfortunately a limit of Eevee which there’s no way around. It can only have 128 active lights at once, while a lot of maps in TF2 end up having significantly more than that. Unfortunately the only way around this is to use Cycles, which doesn’t have a light limit, but another alternative is to maintain the majority of the look by turning off every light except the one which starts with the name
light_environment. This is the ‘Sun’ light and is responsible for nearly all outdoor lighting and shadows present on the map.If you want more accurate TF2 colors, go to Color Management, and set the Color Profile from Filmic to Standard.
To apply the Skybox, check the Applying Skybox section.
Applying Skybox#