• Source Filmmaker update for 4/1/13
    22 replies, posted
[B]BLOG POST: [url]http://sourcefilmmaker.com/post.php?id=10291&p=1[/url][/B] -------------------------------------- Via [URL="http://store.steampowered.com/news/"]the Steam store[/URL]: [quote=Valve]Workshop: - added support for publishing models and sounds to the workshop, and downloading subscribed models and sounds from the workshop - subscribed models can be auto-determined with the Show Used Workshop Items menu item - can now publish images and video to any Valve game's hub, not just to the SFM's (the SFM game hub now shows all images and videos published FROM the SFM, even if they've been published TO other game hubs) Maya: - improved Maya startup scripts that are version-specific and take no arguments - added sfmValveSetup.mel script that can be run if you're not using the startup scripts - added new vstShrinkWrap command in the vstUtils.mll plugin - added new DMX Export Manager to simplify the process of exporting and compiling models Animationset Editor: - fixed hidden menu item in animationset editor to work in hierarchy view - removed redundant selectable menu item in animationset editor - added selectable icon to animationset editor for group dags that can have partially selectable state, and can be clicked to set all control groups selectable or not selectable - added Unlock Transforms menu item that unlocks all selected transforms at once - animationset editor now should update when data is changed out from under it (via undo, element viewer, scripts, etc Misc: - improved nvidia optimus detection - asset pickers’ filter can now be multiple words - added simple DmeTextFX overlay effect clip type for adding custom (scrollable) text - expanded SFM_DefaultAnimationGroups.txt to include controls for more models - hlmv: tooltip over flex combo box now includes name of current flex name - misc crash fixes [/quote]
WORKSHOP
[url=http://sourcefilmmaker.com/post.php?id=10291&p=1]Blog post[/url] [quote] Also, the SFM team can assure you that the first time we hear a solid impression of Dr. Kleiner singing Baby Got Back, we at Valve will all collectively lose it.[/quote] Get on it, people! Note: If your project is dependent on the previous build of SFM you can go to Properties -> BETAS and select either "previous" or "0.9.6.3". [img]http://marlamin.com/u/2013-04-01_23-41-48i44C6331.png[/img] EDIT: Looks like Valve already uploaded some nice things on the workshop to get everyone started: [url]http://steamcommunity.com/workshop/browse?appid=1840[/url]
Workshop should now be visible - [url]http://steamdb.info/app/1840/#section_history[/url]
Undocumented Changes: - Change viewport's resolution (was rescaled 1280x720, now viewport window size) YAY for that (playback speed up)
Ugh, they don't let you upload maps to the workshop.
[QUOTE=tersock;40123062]Also, the SFM team can assure you that the first time we hear a solid impression of Dr. Kleiner singing Baby Got Back, we at Valve will all collectively lose it.[/QUOTE] Challenge accepted.
Still no new "Meet the" session [IMG]http://i.somethingawful.com/forumsystem/emoticons/emot-eng99.gif[/IMG]
I love Valve for this and every other awesome development on this software. I can't wait to use the workshop!
I really hope there's not to many restrictions on what you can upload to the workshop. I've had Perfect Chaos and the Egg Beetle sitting around for god knows how long and haven't done anything with them.
[QUOTE=Chaofanatic;40124535]I really hope there's not to many restrictions on what you can upload to the workshop. I've had Perfect Chaos and the Egg Beetle sitting around for god knows how long and haven't done anything with them.[/QUOTE] " Still, the normal rules apply - don't publish other people's work or anything that others would consider offensive."
I can still hope for "Collision via traces" for particles being affected by Animation-Set-Editor-spawned entities, and the ability to do joint-based rescaling (ala Garry's Mod rescaling) and model recoloring without using hacks. Honestly those are the only three things I [b]really[/b] want in an SFM update. An extension of IK constraints to encompass any number of joints would be nice, too, but I could live without that.
Whelp uploaded my [url=http://steamcommunity.com/sharedfiles/filedetails/?id=136181780]first thing[/url] to the workshop. Boy is that a pain in the ass, having to recompile all my models and textures to my preassigned folder. On the plus side though, it's going to deter people from just "reuploading this one model I loved from gmod because I have nothing better to do" kinds of submissions, but it does kind of blow hardcore when I have to edit and/or recompile 30 qc and vmt files to upload like 5 models.
I honestly think this is the least user-friendly thing they could have been going with Did they learn nothing from how terrible the TF2 item compiler for the workshop is? D: [editline]2nd April 2013[/editline] It [I]does[/I] have advantages but the folder setup could have been more user-friendly...
[QUOTE=MaxOfS2D;40127121]" Still, the normal rules apply - don't publish other people's work or anything that others would consider offensive."[/QUOTE] So the same as the gmod workshop? Well that's good. I need to get Omega out to the public and couldn't be bothered to before.
[QUOTE=Lt_C;40127286]Whelp uploaded my [url=http://steamcommunity.com/sharedfiles/filedetails/?id=136181780]first thing[/url] to the workshop. Boy is that a pain in the ass, having to recompile all my models and textures to my preassigned folder. On the plus side though, it's going to deter people from just "reuploading this one model I loved from gmod because I have nothing better to do" kinds of submissions, but it does kind of blow hardcore when I have to edit and/or recompile 30 qc and vmt files to upload like 5 models.[/QUOTE] Wait I have to recompile my stuff to those folders for the upload process to work. Time to go looking for my texture tga's!
Small update just hit, increased the build no. from 56211 to 56490. Unknown what changed. EDIT: Changelog is up. [url]http://store.steampowered.com/news/10320/[/url] [quote]Source Filmmaker version 0.9.7.2 has been released. This update will be applied automatically when your Steam client is restarted. The major changes include: added more strict error checking to publishing models to the workshop improved some error dialogs for publishing to the workshop removed non-functional tools from the Maya Valve menu shipped missing file for VMT Assign Material tool in Maya[/quote]
[QUOTE=Marlamin;40133686] added more strict error checking to publishing models to the workshop [/QUOTE] Really. That is the exact opposite of what they should have done. Ughhh
Whaaadafuck. Oh well maybe it will be beneficial?
[QUOTE=tersock;40123062]Ugh, they don't let you upload maps to the workshop.[/QUOTE] Use [URL="http://sfmbox.com/"]SFM Box[/URL] for maps and scripts. And I'm still waiting for hardware support on integrated graphics cards.
So I'm assuming ports are a no-go with the assassin's creed model vanishing?
[QUOTE=Lt_C;40139508]So I'm assuming ports are a no-go with the assassin's creed model vanishing?[/QUOTE] Oh, well that sucks...
[QUOTE=Lt_C;40139508]So I'm assuming ports are a no-go with the assassin's creed model vanishing?[/QUOTE] Only Valve-approved ones it seems, seeing as the Resi 6 and HL2 ones were up there last time I checked. [URL="http://sfmbox.com"]SFM Box[/URL] still looks like the place to go for third party rigs, as well as maps/scripts.
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