Has anybody yet found a way to slow replays down so that the render at a specified host_framerate or host_timescale value? I'm working on a machinima project and it requires me to slow down the video, but I don't want to do it in an external application because it looks like crap.
I can set the host_framerate value on a Replay video and edit the video at that value. In other words, I can slow down the replays and edit them at a-sixth (or whatever value) of the speed they normally play, but this value is ignored when the video is rendered.
Anybody got any ideas? I've been crawling around the TF2 files trying to find a .cfg or anything that sets the options the rendering process, but have yet to find anything.
The slowdown is available in the Beta, but it has yet to be added in the regular game. I'd just wait for valve to release an update adding it, or play the beta.
Guess I'm off to try the beta then. Thanks for the tip.
[b]EDIT:[/b]
The TF2 Beta is on the fritz, no servers coming up.
Is there a way to open replays from the regular TF2 in the Beta version, so I can do filmwork in TF2 but rendering in the Beta? It'd make things a little easier since several of the people working with me on this are Free-To-Play friends of mine.
You may be able to port an existing replay into the beta and use the slowdown there.
Don't hold me to it, however.
[QUOTE=Markntosh;30732707]Guess I'm off to try the beta then. Thanks for the tip.
[b]EDIT:[/b]
The TF2 Beta is on the fritz, no servers coming up.
Is there a way to open replays from the regular TF2 in the Beta version, so I can do filmwork in TF2 but rendering in the Beta? It'd make things a little easier since several of the people working with me on this are Free-To-Play friends of mine.[/QUOTE]
Try copying your TF2's movies folder into the beta's.
Hmm. I'm not having any luck loading replays into the beta and I can't find any beta servers that support replays.
[editline]27th June 2011[/editline]
Has anyone successfully opened a TF2 Replay in the beta?
Small -bump-
-snip-
This is why I love Valve.
[quote]And a good day to you, sir!
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Will do, sir. Thank you for your time, I will be sure to communicate you in the future if any bugs or feature suggestions come to mind.
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Ryan,
Thanks for the feedback, and feel free to report any bugs or other feature requests to me directly in the future.
-Jon
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Hello Mr. Lippincott,
While my personal use call for simple slow-motion capture (and playing frames in reverse, but I planned to do that easily with a video editor), I imagine the Replay system could be greatly strengthened in additional ways as well.
I understand saying so may be risky to my standing with Valve, but I am not going to lie when I say I am somewhat familiar with the leaked version of the Source Filmmaker. While a full, public release of the tool may be little more than a pipe dream, I believe many of the features and components that make Source Filmmaker attractive to amateur digital filmmakers could be successfully implemented in the current Replay system. Basic rendering principles such as motion blur already exist in the filmmaker; however, items like color correction or custom animation (in a limited capacity, perhaps) would increase the Replay system’s potency.
My suggestion was to begin with a simple rudimentary input box to allow a user to run console commands and set convars specific to the rendering of that video. In other words, an command line alongside rendering options to input console commands such as “host_framerate” or “cl_drawhud” or others that would determine, in more detail, what to render and how to render it. More console commands specific to the rendering could be implemented, if you desired.
While I understand that Team Fortress 2 is probably coming to a close soon, I hope you agree with me when I say the unique style and capable engine make it perfect for digital film projects, and I hope to see it continue into the future as both a game to be enjoyed and a tool to be used.
Thank you for taking the time to reply to my email, I’m ecstatic to see a developer personally addressing it’s community.
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Hey Ryan,
Besides slow-mo, what other kinds of rendering options are you looking for?
-Jon
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Begin forwarded message:
Dear Mr. Walker,
I would like to start with a quick commendation on the release of Team Fortress 2 as a free-to-play venture. Several of my friends have already jumped aboard and are quite happy backstabbing and headshotting their way through the day.
However, sir, I would like to bring to your attention a minor matter that I nonetheless would like to address. To begin, let me explain that, when I first bought a PC copy of TF2 (I had owned the PS3 version before that), I did so with the intention of using the robust and modular engine to create digital film-- Machinima. Unfortunately, Valve did too good a job at the actual game, and so I was sucked away from that and left with over 800 hours of pure stylized fun.
Recently, with the advent of the Replay system, I've tried to restart my old dreams of digital cinematography. I was dismayed to learn that the Replay system, as incredibly useful and potent as it was, had some rather frustrating limitations; most notably, the rendering of replays.
To be specific, I've found that console commands and convars are ignored when a replay is rendered. Thus, my attempts at slow motion sequences result in nothing of the sort. I have tried searching through different commands, even seeking out a .cfg file in the program folders; however, it was in vain.
Dear sir, while I understand you have your own issues and business to attend to, I would most appreciate the addition of more thorough rendering options. Perhaps something along the lines of a console line not unlike how one would input launch options. I believe that this addition would greatly increase the potency of the system and provide a large boost to the machinima community when it most needs it
Thank you for your time and consideration,
-Markntosh
[/quote]
Oh boy :dance:
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