Mark used sm_rcon map cp_dostbowl which forces reconnect of everyone
Anyone else host a server?
best server ever
Sorry I missed filming, I had to go to a meeting.
When will we be filming next?
I blame Jesse.
So, that was something of a disaster, BUT, we did have a nice fuckabout at the end on a random free server that I think I can use to get some good shots.
So I am going to be rescheduling it, but not until I
A) Can work out the issues with Jessecar96's server or find a reliable server of some kind
B) I find a way to render the videos properly, which could mean waiting for Valve to release an update to the Replay system (They've personally acknowledged my request for a more robust system) or could mean using startmovie and endmovie commands to deal out .tgas to go into VirtualDub.
In the mean time, please stay up to date with this thread and the group, as I still plan to get some scripted acting done and I'll need actors. If you want to be taken off the list for any future shoots, let me know.
I was thinking could we try and recreate that scene at the end of meet the medic? All we would need is to have 1 medic and 1 heavy kill a bunch of soldiers, I think it would be easy enough to do and would look pretty awesome
No reason we couldn't try it.
[QUOTE=peaceful guy;30791114]I was thinking could we try and recreate that scene at the end of meet the medic? All we would need is to have 1 medic and 1 heavy kill a bunch of soldiers, I think it would be easy enough to do and would look pretty awesome[/QUOTE]
We we're going to do that, but no one wanted to. I have the map ready
When would we do this?
Whenever I've found a reliable server and rendering method.
If anybody ever wanted to know what happened to this, here's a quick summary:
While I could pull a good portion of shots out of the video and replays we made, I still have no way to render it except at full-speed, making slow-motion impossible.
The other option was, which I experimented with, was to use startmovie and endmovie console commands while in the replay editor to output .TGAs which I could run together in VirtualDub. This causes any of the niceties of rendering, like motion blur and better textures/models, to not be applied, as I'm avoiding TF2's in-game renderer with this method.
As it turns out, that method is rather inefficient because the end product is not only prone to slight stutters, but also requires a [i]massive[/i] amount of data space, more than I expected, and I expected a lot.
The video may still come together, in pieces, over time, but it's going to be a total pain in the ass and probably not worth it. The best thing that could happen would be for Valve to implement a system to directly change how videos are rendered, so I can use the in-game renderer to create the video.
I sent them an email 2 weeks ago, when we did the shooting, requesting the feature and a human replied, saying it'd be considered. Still not expecting it anytime soon, but worth a shot.
[QUOTE=Markntosh;31214164] I still have no way to render it except at full-speed, making slow-motion impossible.[/QUOTE]
Most external editors (even WMM though it is shit) have the option to slow the film down, maybe try converting to a more common file type first then editing?
[QUOTE=Razi The Red;31214351]Most external editors (even WMM though it is shit) have the option to slow the film down, maybe try converting to a more common file type first then editing?[/QUOTE]
Not without making it look like shit.
If I try to slow things down with an external editor, it'll just lower the framerate. That's not really slowing anything down, it's playing the frames at less than 30 frames per second, so you get a stuttery effect and it isn't a good idea for a video that is supposed to be [i]entirely[/i] slow-motion.
[QUOTE=Markntosh;30718681]Hmm, it seems filming has yet to begin and I've already hit a bit of a snag.
Although I can playback replays and demos with my choice of a host_framerate variable, and therefore can slow down the progression of the game itself during the replay, it ignores this convar when it renders the video, outputting the rendered files at host_framerate 0.
The replay update seems to have broken or at the least somehow changed the demo smoother, so it's not an option.
The only workaround I've found would be to watch the replay in the replay editor with host_framerate set to what I want it to be, and use startmovie and endmovie to write a video as I watch. Unfortunately, that means crap quality because it's not actually rendering anything, just showing me what I already see in-game and in-game quality, meaning no motion blur or any such goodies.
Does anybody know a way to force TF2 to render replays in slow motion? Normally I use the host_framerate and host_timescale convars to change the pace of the game.
Currently exploring the possibility of importing .dems into Source Filmmaker. Pray that the .dem format hasn't changed so drastically that it isn't supported by an engine build 4 years old.
If worse comes to worse and I can't find a way to render it in slow motion, I'll have to film it in slow motion. Boring? Unfortunately. Time-consuming? Yes, but that's why I'm allotting an hour and a half to do this.[/QUOTE]
Nah you can do it easily in-game, it's the only good option (SFM is too buggy). You're telling me the quality is shit when directly rendering, however this is because you are recording with your in-game config. There's a great movie recording tool (mostly used for frag videos but works perfectly fine for this, too) called lawena, download it here [url]http://code.google.com/p/lawenarecordingtool/[/url] and start up tf2 with it. A special maxquality config is already included in it as well as many handy binds and 3 different movie-huds (disabled, medic hud, killfeed only). Host_timescale 0.00001 or any other very small value is used to make the demo less laggy (don't ask me how this works, lawena does that automatically for you), host_framerate sets the amount of frames per second. To get some good motion blur you have to record at 240 fps or 480 fps to tga's and a .wav soundfile, then compile the frames and audio into a .avi.
You then have to resample the clips in Sony Vegas/ After Effects to get the motion blur. The problem is, while the replay editor export function renders at 240/480 fps, too, it instantly deletes the files and only keeps the 24 fps output, so a one-minute clip can take up to 40 gigs (or more) on your hd. Make sure you have a lot of free HD space. I hope that's not a problem. If you have any more questions PM me, I could also help with the final encoding (x264 2-pass .mp4 in meGUI).
[editline]19th July 2011[/editline]
If valve ever implements the option to import both stv and pov demos without us having to use buggy external software, gives us the option to export at 30/ 60 fps, adds an even higher quality option for the motion blur, fixes the .tga rendering method (doesn't produce any sound files on my pc) and gives us a neat demo smoother (scripted camera paths) option/GUI for POV demos, I'd use the replay editor. I won't unless they'd actually do that.
[editline]19th July 2011[/editline]
If someone could e-mail this^ to valve, that would be extremely awesome.
[editline]19th July 2011[/editline]
CVARS to toggle each hud elements separately (killfeed, chat, CP's, Ammo, Health etc)
do it valve
Sorry, you need to Log In to post a reply to this thread.