• Black Mesa: Source in SFM
    33 replies, posted
Hi everyone, I'm sure a lot of people are now willing to open BM:S maps in SFM to make some awesome shots. I myself could open a first map and make a test shot (poster) in a matter of seconds. There is one issue though, in the preview viewport you can see a lot of red/purple glitches (dots). I'm not sure if it's due to cubemaps or something, or a bug related to SFM rendering. If you find any workaround, please let everyone know ; as far as I could test, it doesn't seem to affect the final render. [URL="http://imageshack.us/photo/my-images/850/posterinq.jpg/"][IMG]http://imageshack.us/a/img850/241/posterinq.jpg[/IMG][/URL] For now I'm also still running on TF2 engine, I'm going to try to see if we can play through the levels and have something recorded ; again if you have tips feel free to share, I'll share mine as soon as I tested. Have fun! This mod is awesome and I'm sure we'll be able to come up with some interesting shorts :) _______________________________________________________ [B]Q&A:[/B] [B] How can I open BM:S maps in SFM ? [/B]Copy maps, models, particles and materials folders from BM:S installation directory into the "usermod" directory inside SteamApps\common\SourceFilmmaker\ (or create a new directory if you want to separate). [B]There are purple and red dots all over the place! [/B]Type "mat_specular 0" in the SFM console. (thanks a-cookie)
Regarding the black/purple did you try mat_specular 0? also swag
Seems like mat_specular did the trick, thanks for the tip.
You may want to make sure the BM:S team is okay with people using their stuff in videos, since they [I]don't[/I] want people re-using it for mods
Can't you just make the camera a object and turn the bloomscale down to 0? Also I would have thought this required a conversion of sorts, cool to see it does not.
[QUOTE=MaxOfS2D;37668991]You may want to make sure the BM:S team is okay with people using their stuff in videos, since they [I]don't[/I] want people re-using it for mods[/QUOTE] It's not like they can really do much about it, unless they have copyright over the models/materials/maps/etc.
[QUOTE=xplodwild;37668685] How can I open BM:S maps in SFM ? [/B]Copy maps, models, particles and materials folders from BM:S installation directory into the "usermod" directory inside SteamApps\common\SourceFilmmaker\ (or create a new directory if you want to separate).[/QUOTE] uhhh no don't do either of these just add [code]Game "../../../sourcemods/BMS"[/code] into your gameinfo, make sure it's above hl2 and below tf_movies.
[QUOTE=Gamerman12;37670495]It's not like they can really do much about it, unless they have copyright over the models/materials/maps/etc.[/QUOTE] ... well uh you know they kinda did every single model/material in there since it's a total conversion
[QUOTE=MaxOfS2D;37670789]... well uh you know they kinda did every single model/material in there since it's a total conversion[/QUOTE] they use some half life 2 assets, but I see the point
This might interest anyone working with the BM content, I'm writing a script that covers everything that the standard biped rig doesn't work for. [url]https://raw.github.com/Jimbomcb/SFM_Rigs/master/rig_blackmesa.py[/url] Currently works for: Alien Grunt Bullsquid Gargantua Houndeye Assassin * Support for cloaking. When the rig is added to the assassin, there will be a new AssassinCloak controller, allowing you to control the levels of the cloaking through the graph editor.
[QUOTE=MaxOfS2D;37668991]You may want to make sure the BM:S team is okay with people using their stuff in videos, since they [I]don't[/I] want people re-using it for mods[/QUOTE] But SFM isn't a mod, its a tool.
Someone can make a Half Life movie now.
[QUOTE=MaxOfS2D;37670789]... well uh you know they kinda did every single model/material in there since it's a total conversion[/QUOTE] If someone made models and materials of Star Wars characters and props from scratch, they wouldn't really hold any copyright to it... It might be a conversion but that still doesn't give them the copyright to it.
Hmm it seems like, that several (or many?) models are not compatible with the SFM. Some models are nearly completly invisible or see-through or crash the SFM.
[QUOTE=Maxunit;37679775]Hmm it seems like, that several (or many?) models are not compatible with the SFM. Some models are nearly completly invisible or see-through or crash the SFM.[/QUOTE] Everything works fine for me. Sometimes I just have to go into game mode first, but other than that it's fine.
[QUOTE=Pw0nageXD;37679902]Everything works fine for me. Sometimes I just have to go into game mode first, but other than that it's fine.[/QUOTE] Thanks for the info, fixed it for me. Strange tho... [editline]16th September 2012[/editline] There's one model tho, which gives me a headache. The Assasin. She's invisible, except the armor. Anyone knows how to "uncloak" her?
[QUOTE=jbep3;37670632]uhhh no don't do either of these just add [code]Game "../../../sourcemods/BMS"[/code] into your gameinfo, make sure it's above hl2 and below tf_movies.[/QUOTE] Pardon my stupidity, but, where do i find the gameinfo file/which one is it? Oh and also, does anyone know why i suddenly can't find portal 2 in the "mod filter" and why ALL of my usermod files are suddenly invisible? i can see them on the list over props, but there isn't any models or textures for it.
[QUOTE=GussGriswold;37686413]Pardon my stupidity, but, where do i find the gameinfo file/which one is it? [/QUOTE] The gameinfo.txt file in SourceFilmmaker/game/usermod.
[QUOTE=jbep3;37673362]This might interest anyone working with the BM content, I'm writing a script that covers everything that the standard biped rig doesn't work for. [url]https://raw.github.com/Jimbomcb/SFM_Rigs/master/rig_blackmesa.py[/url] Currently works for: Alien Grunt Bullsquid Gargantua Houndeye Assassin * Support for cloaking. When the rig is added to the assassin, there will be a new AssassinCloak controller, allowing you to control the levels of the cloaking through the graph editor.[/QUOTE] sorry, but how do I use this script [editline]16th September 2012[/editline] nvm figured it out
[QUOTE=HazzaHardie;37686622]sorry, but how do I use this script [editline]16th September 2012[/editline] nvm figured it out[/QUOTE] If you've figured it out, then enlighten me to please.
[QUOTE=UntouchedShadow;37688573]If you've figured it out, then enlighten me to please.[/QUOTE] save it to Steam\steamapps\common\SourceFilmmaker\game\platform\scripts\sfm\animset
[QUOTE=jbep3;37670632]uhhh no don't do either of these just add [code]Game "../../../sourcemods/BMS"[/code] into your gameinfo, make sure it's above hl2 and below tf_movies.[/QUOTE] Okey i know ill sound stupid but how exactly do i put it in ? Like do i put in the whole ../../../sourcemods/BMS thing or what ? Also since im asking stupid questions i downloaded portal 1 and 2 but i cant acess their stuff in SFM , how do i get those to work too ?
[img]http://puu.sh/15PjT[/img] like that
[QUOTE=HazzaHardie;37693093][img]http://puu.sh/15PjT[/img] like that[/QUOTE] Couldnt you just copy the models, materials, particles, and sounds into its on directory in SFM and just set it as "Game BMS" ? That would probably be easier.
[QUOTE=HWECQI;37693517]Couldnt you just copy the models, materials, particles, and sounds into its on directory in SFM and just set it as "Game BMS" ? That would probably be easier.[/QUOTE] With that, all you have to do is edit the gameinfo.txt no copying!
[QUOTE=OneFourth;37693547]With that, all you have to do is edit the gameinfo.txt no copying![/QUOTE] Ah, guess that would be easier.
[QUOTE=jbep3;37670632]uhhh no don't do either of these just add [code]Game "../../../sourcemods/BMS"[/code] into your gameinfo, make sure it's above hl2 and below tf_movies.[/QUOTE] Would something like this also be possible for Portal 2? Or does this only work for sourcemods and I have to copy all the files manually for Portal 2?
[QUOTE=HazzaHardie;37693093][img]http://puu.sh/15PjT[/img] like that[/QUOTE] Nope doesnt work , it ends up makeing SFM not even want to start up
[QUOTE=Magicaltrev;37693779]Would something like this also be possible for Portal 2? Or does this only work for sourcemods and I have to copy all the files manually for Portal 2?[/QUOTE] Doesn't work for any game using VPK system, so anything L4D and later. I think I tried it for portal 1 but I can't remember if it worked or not.
[QUOTE=HazzaHardie;37693093][img]http://puu.sh/15PjT[/img] like that[/QUOTE] you need the quotes around the ../../../sourcemods/BMS
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