[QUOTE=Nonamezleft;41669121]Is it just me, or does tf_movies scout still not have the 'set body groups' option?[/QUOTE]It's not just you. I'm guessing they forgot to pack the updated model into the update. Oops.
[QUOTE=Doc ock rokc;41668853]I managed to figure out how to fix The Tkinter and Material Proxy Incompatibility
Copy all the files in game/sdktools/python/2.7/win32/tcl and paste them in game/sdktools/python/2.7/win32/lib this will make the Various scripts that use tkinter (physics, cloaking, color, and painting) compatible again.[/QUOTE]
You'd probably want to recode them with PySide now, since this is the 'official' way.
I've got one question:
[QUOTE]* added example playerclass scripts, to make it easier to change the player models (for recording running around as the robot scout, for example)[/QUOTE]
[QUOTE="SFM WIKI - Overriding Game Models"]To change the player model used by the SFM in game mode, copy that player's script [I]from "usermod\scripts\playerclasses\examples"[/I] up a directory to "usermod\scripts\playerclasses", and change the "model" and "model_hwm" fields to your new model. [/QUOTE]
Where are those files? I did quick "verify cache" and still there's no files nor "usermod\scripts\playerclasses\examples" directory.
The only one I found is "tf\scripts\playerclasses", but there are only unreadable .ctx files
(offtopic: is "civilian.ctx" file for civilian class? )
[QUOTE=revzin;41670483]You'd probably want to recode them with PySide now, since this is the 'official' way.[/QUOTE]
Yes, But rather then wait a few weeks for me to get it all correct (as I have a ton of things to do in the real world) I just fixed the Tkinter incompatibility (tkinter is the GUI stuff me and Real used for our scripts) once i have time to sit down and learn it I'll make a color script in PySide...
[QUOTE=Sim_Piko;41672381]I've got one question:
Where are those files? I did quick "verify cache" and still there's no files nor "usermod\scripts\playerclasses\examples" directory.
The only one I found is "tf\scripts\playerclasses", but there are only unreadable .ctx files
(offtopic: is "civilian.ctx" file for civilian class? )[/QUOTE]
They didn't ship with them I think. However there are [url=https://developer.valvesoftware.com/wiki/CTX]CTX converters[/url]. Dunno if that works.
Also yes.
well... it works! Even dead ragdoll works (not properly set on my one though :P)
[IMG_thumb]http://cloud-2.steampowered.com/ugc/1118302506343232314/D4D349C60F20C86D821B769DF33BCD01385E6E25/[/IMG_thumb][IMG_thumb]http://cloud-3.steampowered.com/ugc/1118302506343427698/8475BC2203567A6764DB6785AFA5536B5B4F0609/[/IMG_thumb]
[IMG_thumb]http://cloud-2.steampowered.com/ugc/1118302506343423000/C19CC24E31ECC9655B20FD30046519AF4CD17B1E/[/IMG_thumb][IMG_thumb]http://cloud-2.steampowered.com/ugc/1118302506343573869/3BCFCF9D7C1B78EA2E16C421110BA128141F19CA/[/IMG_thumb]
I decompiled spy.ctx, changed the "model" and "model_hwm" fields to some custom models, pasted it as .txt to "usermod\scripts\playerclasses"
Probably those files Valve forgot to add are simpler ones :P
now it's time to fix some "animations" on my models
Damn, the update broke the Dota 2 model assembler. This is pretty intense.
[QUOTE=Kyuownz;41677474]Damn, the update broke the Dota 2 model assembler. This is pretty intense.[/QUOTE]
Crap! :D
I'll look into it this week.
[QUOTE=revzin;41677859]Crap! :D
I'll look into it this week.[/QUOTE]
Awesome, but actually, the new feature to drop an animation set on top of another to lock everything works just like the script!
I just got a 5.8 MB update, don't know what it is.
Also the txt sources of the ctx files are in there now
Scout's normal maps seem kinda broke as well, mostly the front of his torso, it looks flat and has a noticeable seam on his sides
Don't worry, guys. I'm sure Scout will be fixed.
(in about 5 months when someone moves their desk over to the source filmmaker area one lazy tuesday afternoon and fixes it ;) )
...If only Valve could fix the %resource% browser appearing BEHIND the SFM window, along with it always being top-priority and almost never going behind other active windows.
So my scouts now red, from blue. Also has broken joints all throughout a film I'm working on. fun.
Edit* Reverting to previous version causes scout to reverse back to normal. Phew.
Remember to [url=https://developer.valvesoftware.com/wiki/SFM/Bug_reports]report these problems![/url]
[QUOTE=pckip;41684697]So my scouts now red, from blue. Also has broken joints all throughout a film I'm working on. fun.
Edit* Reverting to previous version causes scout to reverse back to normal. Phew.[/QUOTE]
You can fix the broken joints by right-clicking the Scout's animation set, hovering your mouse over "Utilities" and click "Reattach To Model".
Is anyone else getting this problem when loading a save with the updated scout model?
[t]http://i41.tinypic.com/iee5ad.png[/t]
Please tell me it's not just me.
the bones are in the same place, it seems to be the model that's the problem.
[t]http://i42.tinypic.com/1zv4ie1.png[/t]
note: the left sleve is NOT supposed to be that long. This also happened after a spawned another model and saved that after the update.
[QUOTE=Hogie bear;41691367]Is anyone else getting this problem when loading a save with the updated scout model?
[t]http://i41.tinypic.com/iee5ad.png[/t]
Please tell me it's not just me.
the bones are in the same place, it seems to be the model that's the problem.
[t]http://i42.tinypic.com/1zv4ie1.png[/t][/QUOTE]
Just right click on the scout, Utilities and Re attach to model
[editline]3rd August 2013[/editline]
Also, there's been some minor updates, but no change log online [url]http://steamdb.info/app/1840/#section_history[/url]
[QUOTE=gmodfan423;41691404]Just right click on the scout, Utilities and Re attach to model[/QUOTE]
oh...wow.
Thank a lot. Don't know why it happens with this model only though.
Fixed tf_movie scout skins but not the blood-stained BLU scout, stained wrong place.
Workshop user space downscaled from 2GB to 200 MB (!!) per user according to SteamDB. What.
WHY. Ugh.... they fix it, they break it, they fix it, they break it. Vicious cycle, I tell you what.
[QUOTE=gmodfan423;41691404]Also, there's been some minor updates, but no change log online [url]http://steamdb.info/app/1840/#section_history[/url][/QUOTE]
[QUOTE=http://store.steampowered.com/news/11189/]
Misc:
- added Add/Remove Override Materials menu item to right-click menu on models in the animationset editor
- dragging one animationset onto another now locks all controls in one to all (non-hidden) controls in the other of the same name
- [B][I](belatedly)[/I][/B]added example playerclass scripts, to make it easier to change the player models (for recording running around as the robot scout, for example)
- fixed bug where UI would appear to let you reorder an animationset between another animationset and its children
- [I][B](third time's the charm)[/B][/I]updated tf_movies scout with bodygroups that are in game, and added pack bodygroup
- fixed studiomdl bug when compiling helper bones with or in the vrd
- [B][I](belatedly)[/I][/B]fixed missing texture in ctf_2fort
- [I][B]added latest Team Fortress 2 content[/B][/I][/QUOTE]
Sneaky!
Also they changed(?) textures of spy's head.
I dunno if it's just me and my mods I copied over to SFM but, my TF2 particles are all broken, even after copying them over from the base game.
Is it me or SFM sometimes chew up 95% of total RAM for no reason ?
[QUOTE=Jojje;41701980]I dunno if it's just me and my mods I copied over to SFM but, my TF2 particles are all broken, even after copying them over from the base game.[/QUOTE]
My TF2 particles are fine, maybe just you.
So apparently tf_movies scout has body groups until I add custom models to my usermod folder. I can only edit skins after that. When i return the usermod folder back to it's original state, the body groups return.
Anyone have a reasonable explanation for this?
[QUOTE=Nonamezleft;41716137]So apparently tf_movies scout has body groups until I add custom models to my usermod folder. I can only edit skins after that. When i return the usermod folder back to it's original state, the body groups return.
Anyone have a reasonable explanation for this?[/QUOTE]
you're replacing the scout
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