• Source FilmMaker V3 - Why won't this model stop glitching!?
    5,491 replies, posted
[QUOTE=thefrog;37075502]Turn AO off[/QUOTE] Or recompile the model with two materials, one for just the glass with $translucent, and one for the car body with no opacity settings.
[QUOTE=Legend286;37075549]Or recompile the model with two materials, one for just the glass with $translucent, and one for the car body with no opacity settings.[/QUOTE] Goddammit. Maybe I can try and contact the guy who made the thing, then. Thanks for the help.
How does that "Borderlandish" outline shading thing work?
[QUOTE=Legend286;37075424]Is the glass on the same texture as the rest of the car, if so that's why because the whole car is being treated as $translucent which doesn't draw depth, so ssao draws through it.[/QUOTE] gimmie a few minutes, im a bit drunk, and i can fix it in my sleep, but it needs a new texture, apperently it uses some sort of alpha, gimmie a minute and i will re-release with the new texture [editline]4th August 2012[/editline] [QUOTE=Engy;37075195]Pardon me for double posting, but I gotta get this fixed. Does anybody else have this weird glitch where the SSAO of an object/character is rendered even if that character is hidden behind a prop? And anyone know how to fix it? [img_thumb]http://img837.imageshack.us/img837/5796/wtfwca.png[/img_thumb][/QUOTE] not really a "fix" but it "works" [url]https://dl.dropbox.com/u/7666502/Chairman.zip[/url]
[QUOTE=Insaneicide;37078088]gimmie a few minutes, im a bit drunk, and i can fix it in my sleep, but it needs a new texture, apperently it uses some sort of alpha, gimmie a minute and i will re-release with the new texture [editline]4th August 2012[/editline] not really a "fix" but it "works" [url]https://dl.dropbox.com/u/7666502/Chairman.zip[/url][/QUOTE] I'll try it out. Anybody know how to swap out a model for a different model but keep animations and such? [editline]Sweetness[/editline] And it worked! You're a life-saver Insaneicide! How did you do it exactly? Switch around a few lines or did you need to edit the model or the model's materials in some way?
[QUOTE=Engy;37079465]I'll try it out. Anybody know how to swap out a model for a different model but keep animations and such? [editline]Sweetness[/editline] And it worked! You're a life-saver Insaneicide! How did you do it exactly? Switch around a few lines or did you need to edit the model or the model's materials in some way?[/QUOTE] the ambient occlusion doesnt work on the car itself because i added "$ambientocclusion" "0" to the VMT that needed it, and i swapped out the glass texture for a universal one (so AO works on the ENV map parts, but not the colored parts or the seats)
Every time i try to load a map. [img]http://img341.imageshack.us/img341/8431/halpj.jpg[/img] [media]http://www.youtube.com/watch?v=-s-F7ZmmGbY[/media]
I've been poking about SFM's python files lately and found this interesting comment in one of the filesystem .py's: [CODE]def content(): ''' returns a Path instance representing the %VCONTENT% path - path construction this way is super easy: somePropPath = content() / 'ep3/models/characters/alyx/maya/alyx_model.ma' ''' global _CONTENT [/CODE] Episode 3, hehe Anyways, I've found something else interesting: there's a ton of files that hint towards Modo integration. In \sdktools\python\global\lib\site-packages\vproj, there's "modoConfig.py" and in vprojUI.py there's tons of modo-related stuff there. In the ui subfolder, there's a Qt layout file for a modo plugin install screen of some sort (modotoolsinstalldlg.ui) I'm not clever enough with python yet to figure out how to get it working, but I thought it might be an interesting thing to point out (since I like Modo). Maybe someone else can figure this out?
I'm thinking about making a video about my Great Grandfather, who served in WWI in 2nd Batallion, 5th Marines, and got injured 3 times. That said, I'm probably going to need some help finding some WWI models and maps. I'm going to take a look at the WWI source stuff, although I'm not sure if those models have faceposing. If you guys have any suggestions, let me know.
[QUOTE=thefrog;37070515][media]http://www.youtube.com/watch?v=VFvZBnUCLqM[/media] Quick unrefined motion capture test, this is just a test to learn the pipeline and see how well the results are.[/QUOTE] I did a final project on using Kinects as viable motion-capture tools. I now wish Source Filmmaker was out around then to test it on, instead of Autodesk Motionbuilder. There's so much more potential.
Well I got SFM working again, but now Set Body and Set Skin aren't under the model dropdown menus. Is anyone else having this problem?
I just finished my latest project. [video=youtube;8325E3IeQbA]http://www.youtube.com/watch?v=8325E3IeQbA&feature=youtu.be[/video]
[QUOTE=walropodes;37085287]I've been poking about SFM's python files lately and found this interesting comment in one of the filesystem .py's: [CODE]def content(): ''' returns a Path instance representing the %VCONTENT% path - path construction this way is super easy: somePropPath = content() / 'ep3/models/characters/alyx/maya/alyx_model.ma' ''' global _CONTENT [/CODE] Episode 3, hehe[/QUOTE] Which file was this in?
[QUOTE=The Vman;37085149]Every time i try to load a map. [img]http://img341.imageshack.us/img341/8431/halpj.jpg[/img] [media]http://www.youtube.com/watch?v=-s-F7ZmmGbY[/media][/QUOTE] try to untick this [img]http://i.imgur.com/VtLmt.png[/img]
[QUOTE=brandonsh;37090243]Which file was this in?[/QUOTE] [code] $ grep -r "ep3" * /SourceFilmmaker/game/sdktools/python/global/lib/site-packages/filesystem/valve.py: somePropPath = content() / 'ep3/models/characters/alyx/maya/alyx_model.ma' [/code]
[QUOTE=Marlamin;37091482][code] $ grep -r "ep3" * /SourceFilmmaker/game/sdktools/python/global/lib/site-packages/filesystem/valve.py: somePropPath = content() / 'ep3/models/characters/alyx/maya/alyx_model.ma' [/code][/QUOTE] Well I'll be damned.
ITS A TRAP!
[QUOTE=walropodes;37085287]I've been poking about SFM's python files lately and found this interesting comment in one of the filesystem .py's: [CODE]def content(): ''' returns a Path instance representing the %VCONTENT% path - path construction this way is super easy: somePropPath = content() / 'ep3/models/characters/alyx/maya/alyx_model.ma' ''' global _CONTENT [/CODE] Episode 3, hehe Anyways, I've found something else interesting: there's a ton of files that hint towards Modo integration. In \sdktools\python\global\lib\site-packages\vproj, there's "modoConfig.py" and in vprojUI.py there's tons of modo-related stuff there. In the ui subfolder, there's a Qt layout file for a modo plugin install screen of some sort (modotoolsinstalldlg.ui) I'm not clever enough with python yet to figure out how to get it working, but I thought it might be an interesting thing to point out (since I like Modo). Maybe someone else can figure this out?[/QUOTE] Thanks for the find! You've been credited at [url=http://www.valvetime.net/threads/new-reference-to-alyx-vance-episode-three-found-in-sfm-code.215293/]VT.net[/url].
[media]http://www.youtube.com/watch?v=LREwDaFyHpE[/media]
[video=youtube;z6CzL5vBICg]http://www.youtube.com/watch?v=z6CzL5vBICg[/video] Just finished this.
yo anyone else noticed that posters don't have bloom at all whereas movies do Sometimes problematic when you want posters to have bloom which in most cases you do
Apparently i suck at particles. Oddly though when using a particle to spawn a model it spawns at 5x the scale by default. This can be semi usefull if used right but i also didnt mean to make 400 of them spawning around the normal sized heavy. [video=youtube;gsE_geqTG2Y]http://www.youtube.com/watch?v=gsE_geqTG2Y[/video] Are there any good particle editor tutorials out there? there are only a few things i dont fully understand after toying with it on my own for a while.
[QUOTE=turk645;37099322]Apparently i suck at particles. Oddly though when using a particle to spawn a model it spawns at 5x the scale by default. This can be semi usefull if used right but i also didnt mean to make 400 of them spawning around the normal sized heavy. [video=youtube;gsE_geqTG2Y]http://www.youtube.com/watch?v=gsE_geqTG2Y[/video] Are there any good particle editor tutorials out there? there are only a few things i dont fully understand after toying with it on my own for a while.[/QUOTE] Yeesh, spawning character models is an advanced rappin technique, yo. Seriously, start with spawning debris models or something. Wait! Actually, I think that the sizes of models spawned through particles is controlled from the render_models function instead of the radius_scale function. I think that's it... That's how blobs are handled, so maybe it's the same for models? I'm still figuring out model particles. On the topic of particles. [video=youtube;miFkP_6dSL4]http://www.youtube.com/watch?v=miFkP_6dSL4[/video] I made this after a talk with some friends about how hilariously unhappy unusual hoarders can be.
i figured out that the clamp scale function works well with the scale changing but still caught me off guard when they spawned that big by default. It does have a lot of potential though.
[video=youtube;X7UjfwxivLQ]http://www.youtube.com/watch?v=X7UjfwxivLQ[/video] Is it just me who has trouble with lipsync on the Engineer? No other classes seem to have spaz mouths when I extract phonemes and fix up their sentences.
i try to attach a hat to a character and when i lock it to bip_head and root transform in body and drag zero to the right, rather than the hat going on the head, the hat and the player move down and left idk why im a noob, help :<
[QUOTE=mphayes97;37104736]i try to attach a hat to a character and when i lock it to bip_head and root transform in body and drag zero to the right, rather than the hat going on the head, the hat and the player move down and left idk why im a noob, help :<[/QUOTE] You're binding the player to the hat not the hat to player. When locking the bones together do it the other way round then zero the bip_head on the hat not player.
[QUOTE=eddy-tt-;37104752]You're binding the player to the hat not the hat to player. When locking the bones together do it the other way round then zero the bip_head on the hat not player.[/QUOTE] oh, derp :3 ty
[media]http://www.youtube.com/watch?v=wzmtrv3UiYQ[/media] workin on a lil somethin somethin lipsyncing japanese is a bit tough
[video=youtube;4JGy_9T7J-Y]http://www.youtube.com/watch?v=4JGy_9T7J-Y[/video] Some examples of automatic vs manual lipsync.
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