2,037 replies, posted
Do I have to convert her textures or anything?
Yeah. And remove the $yellow line in the vmts. How do I fix the black player models? I used the file from the GMod website, but I don't think that will apply to Fem-Scoot. [editline]09:43PM[/editline] By the way, Met, I added you on Steam :buddy: That's done by removing the$yellow line. Edit: Added!
[url]http://dl.dropbox.com/u/3797244/JF_1.mp4[/url] Just testing some more facial animation/lipsync stuff out :)
jesus christ there's a whole lot you can do with the dme editor for example record yourself doing something and search for rimlight play with rimlightboost and you can change how strong the rimlighting is of course it looks just fine as it is but it's nice to know just in case you need it for some reason! edit: probably not a good idea to play with phong since it just crashes on me every time edit 2: there's also some settings for cloaking (which should be obvious since it's in the vmts) and you can change how much the model is cloaked [img_thumb]http://img59.imageshack.us/img59/1079/headvy.jpg[/img_thumb] headvy
[QUOTE=Metroid48;22089632]I've been trying to get hats: [img_thumb]http://img517.imageshack.us/img517/7748/tf2sfmhattest.jpg[/img_thumb] Still not a whole lot of luck. The hats follow the puppet(s) around but rotate on the spot, not around the base of the puppet, so they end up disconnected. If you have a character running in a straight line it's ok I guess :v: Hoping to work this out eventually.[/QUOTE] You do know it's hearing protection gear, and not a headset, right?
[QUOTE=Clavus;22098833]You do know it's hearing protection gear, and not a headset, right?[/QUOTE] Does it matter? He's just trying to import hats
I've done my first animation/facial expression test ever on a T posed model inside SFM. [media]http://www.youtube.com/watch?v=t44E_2SGTLQ[/media] [editline]03:16PM[/editline] It's awesomely rubbish. Basically I took 6 seconds range of the video, the face expression and hand changing position is 1 second long over 4,5 different instances. For my next try I'll use 0.5 of a second maybe this will bring better effects, and random body shaking so the model will not look stiff while standing.
Looks like food's on his brain.
Do you guys know how to change the models skin from red to blue? I always spawn it and it's red and I need a blue one.
[QUOTE=Appolox;22102532]Do you guys know how to change the models skin from red to blue? I always spawn it and it's red and I need a blue one.[/QUOTE] So even if you spawn as the blue team, you're red?
Easy enough to change. Find the model with the Dme editor and change "skin" to 1. I'll get a screenshot in a minute. This is also where you remove default hats by the way - by changing the bodygroup property. [b]Edit:[/b] [img]http://thefwcentral.com/upload/content/images/tf2_sfmSkinsbd99e22.jpg[/img] The specific location is [i]clipBin/sequence/subClipTrackGroup/tracks/Film/children/shot/scene/children/take*/children/player_NAME/children/player_NAME_World Models/children/MODEL[/i], but as you can see I just searched "pyro" to get to it.
[QUOTE=Metroid48;22103027] The specific location is [i]clipBin/sequence/subClipTrackGroup/tracks/Film/children/shot/scene/children/take*/children/player_NAME/children/player_NAME_World Models/children/MODEL[/i], but as you can see I just searched "pyro" to get to it.[/QUOTE] By the way, searching is the only way for me, because if I just browse I only get ..._Channelclip in which I can't change much.
There's two locations that have similar children. One is [i]clipBin/sequence/subClipTrackGroup/tracks/Film/children/shot/scene/children/take*/children[/i] and the other is [i]clipBin/sequence/subClipTrackGroup/tracks/Film/children/shot/trackGroups/take*/tracks[/i]. The first is for the actual models and bone hierarchy. The second is where it stores all the animation frames and the channels which copy the values around to the correct location.
[img]http://i48.tinypic.com/furdx.jpg[/img] I does not work for some reason.
[QUOTE=Metroid48;22103027] [IMG]http://thefwcentral.com/upload/content/images/tf2_sfmSkinsbd99e22.jpg[/IMG][/QUOTE] Changing that number to 2 or 3 gives them ubercharge skin, pretty cool
Looks like you're editing the animationSets copy. You probably need to edit the model's actual value, in the location above. Or just cycle through a few more search results!
[QUOTE=Metroid48;22103574]Looks like you're editing the animationSets copy. You probably need to edit the model's actual value, in the location above. Or just cycle through a few more search results![/QUOTE] Checked them, and still does not work. [editline]06:00PM[/editline] I have checked in 'scene' and 'animationSets'.
I'll give it a test then with animation sets enabled. There might be a channel that's overriding the value with a logged value. Also, was just trying something with the sniper and found that the medic's domination lines seem to have replaced his. Likely my mistake (though not sure how), but funny nonetheless. [b]Edit:[/b] Got it. It's exactly what I expected - a channel logged a single skin value and is then overriding the version in all other locations. I expect that you could change the value, [i]then[/i] add an animation set and it'd work, but it's easy enough to do even after adding the animation set. I'll write up a full tutorial in a minute as the explanation is a bit long.
[QUOTE=Metroid48;22103809]I'll give it a test then with animation sets enabled. There might be a channel that's overriding the value with a logged value. Also, was just trying something with the sniper and found that the medic's domination lines seem to have replaced his. Likely my mistake (though not sure how), but funny nonetheless. [b]Edit:[/b] Got it. It's exactly what I expected - a channel logged a single skin value and is then overriding the version in all other locations. I expect that you could change the value, [i]then[/i] add an animation set and it'd work, but it's easy enough to do even after adding the animation set. I'll write up a full tutorial in a minute as the explanation is a bit long.[/QUOTE] Thank you, it is another step forward for me and for many at this point. [editline]06:52PM[/editline] I'm gonna wait for tutorial.
Hmm. I've come across a bit of a problem. Whenever I start up SFM, I'm greeted by a dialogue box that reads [quote=Dialogue Box] The procedure entry point ?TryLock@CThreadFastMutex@@QCE_NXZ could not be located in the dynamic link library tier0_s.dll[/quote] SFM then crashes soon after. This has happened to me multiple times. Anyone know what's up?
[QUOTE=Markntosh;22104859]Hmm. I've come across a bit of a problem. Whenever I start up SFM, I'm greeted by a dialogue box that reads SFM then crashes soon after. This has happened to me multiple times. Anyone know what's up?[/QUOTE] Looks like a corrupted .dll file?