• SFM thread V2
    2,037 replies, posted
I just finished a video with [i]very basic[/i] global illumination due to clever use of flashlights and their settings. putting together and uploading now
Nice. It's rendered already and just needs to be uploaded, right? By the way, I'm still experimenting with the DME Element editor. I've got stuff like changing the maximum focal distance for animation and reversing the direction of the fov slider, to give a couple examples. I'm also testing a list of expression commands and generally messing around with the editor to, say, influence one prop's animations with another's. Eg. to easily attach hats to characters' head bone. Speaking of which, has anyone added hats without having to do a lot of manual animation? Seems like a lot of effort.
I can't figure out how to set spawnpoints in SFM. Like, if i want to have a scout and a heavy in the shot, i first spawn where my camera is and then i spawn at my own spawn.
[QUOTE=Chekko;21941845]I can't figure out how to set spawnpoints in SFM. Like, if i want to have a scout and a heavy in the shot, i first spawn where my camera is and then i spawn at my own spawn.[/QUOTE] "click player to camera" or something along the lines of that, Then put the cam where you want to spawn
[QUOTE=Metroid48;21941794]By the way, I'm still experimenting with the DME Element editor. I've got stuff like changing the maximum focal distance for animation and reversing the direction of the fov slider, to give a couple examples. I'm also testing a list of expression commands and generally messing around with the editor to, say, influence one prop's animations with another's. Eg. to easily attach hats to characters' head bone.[/QUOTE]You are this thread's new god.
Thanks. But if i want to change class without killing myself?. I tried "Changeclass scout" in console but nothing happen.
change_class scout mp_forcerespawnallplayers [editline]04:37PM[/editline] Change team is broken though
To clarify about the DME stuff: I don't have hats working yet (got 3 different methods to test when I get home!) but adjusting the range of camera animation is pretty simple. Just use the DME Editor to navigate to: [code]clipBin/sequence/subClipTrackGroup/tracks/Film/children/shot/animationSets/camera1/operators[/code] Some things to note: [list][*][i]sequence, shot, subClipTrackGroup,[/i] and [i]camera1[/i] might differ if you made multiple cameras or used non-default options. Just search for "operators" or your camera name to save time. [*]There are sub-elements for each value you can animate. Open up the relevant one and edit the hi and lo values. [*]Be aware that this rescales what you've already animated, too - if you double the maximum value then all the values you've animated thus far will also double. It seems that the actual animation is stored as values from 0.0 to 1.0, not as the effective values.[/list] You'll note that there's an expression being evaluated as well. I've looked through vmt.dll and think I've found a lot of the valid function names. A lot are self explanatory, like lerp and cos, but a few will need further experimentation (eg. noise, sign, clerp). Right now I've got a list of 34, which I'll be testing to figure out the arguments for once I get back to my main computer (along with confirming the easy ones' effects). [b]Edit:[/b] The hi low names are off the top of my head - really should get SFM on my laptop :v: The path for the operators, though, I had written down. [b]Edit2:[/b]In actuality it's lo, not low.
Metroid, have I mentioned that I want to have gay sex with you?
What does "range of camera animation" mean?
Good discovery, can't wait to see it in action! We're seriously making huge progress with this thing and i'm glad i decided to come back
[QUOTE=Darkomni;21943326]Metroid, have I mentioned that I want to have gay sex with you?[/QUOTE] Nope. [QUOTE=HubmaN;21944657]What does "range of camera animation" mean?[/QUOTE] By default, it won't let you exceed 200 if you try animating the focal point. :eng101: Of course, that's useless for anything but indoor shots, so changing the hi value lets you set the maximum to whatever you want. Eg. 2000 or more. [u][b]By the way, here come all the functions I know, for use in the [i]expr[/i] field. These were pulled out of vmt.dll as text strings, then tested to confirm their functionality and bugs. Italicized means it's a note, eg. a C++ representation.[/b][/u] General Number-Work: [list][*]round( val ) - [b]Rounds to the nearest whole number[/b] [i]((val-val%1>=0.5) ? val%1+1 : val%1)[/i] [*]ceiling( val ) - [b]Rounds up[/b] [*]floor( val ) - [b]Rounds down[/b] [*]sqrt( val ) - [b]Returns the square root of the number[/b] [*]sqr( val ) - [b]Squares the number[/b] [i](val*val)[/i] [*]abs( val ) - [b]Absolute function. Makes the number positive[/b] [i]((val>0) ? val : -val)[/i] [*]pow( val, power ) - [b]Raises val to a power[/b] [*]exp( power ) - [b]Raises e to a power[/b] [/list]Trigonometry: [list][*]rtod( val ) - [b]Converts value from radians to degrees[/b] [*]dtor( val ) - [b]Converts value from degrees to radians[/b] [*]sin, cos, tan( val ) - [b]They all do what they say on the tin. Value must be in radians[/b] [*]asin, acos( val ) - [b]Take arcsine / arccosine of value[/b] [*]atan2( y, x ) - [b]Returns angle (in radians) from positive x axis to vector (x, y)[/b] [/list]Logic: [list][*][i][b]Note:[/b] Unless otherwise stated, logic functions return 1 or 0 (true or false)[/i] [*]sign( val ) - [b]Returns the sign of the number (1 or -1). 0 is considered positive[/b] [i]((val>=0) ? 1 : -1)[/i] [*]max( val, val2 ) - [b]Returns the larger of the two numbers[/b] [i]((val>val2) ? val : val2)[/i] [*]min( val, val2 ) - [b]Returns the smaller of the two numbers[/b] [*]inrange( val, lo, hi ) - [b]Returns 1 if value is larger than/equal to lo and smaller than/equal to hi. Note that lo should be smaller than hi[/b] [i](val<hi && val>lo)[/i] [/list]Scaling: [list][*]lerp( val, lo, hi ) - [b]Linearly interpolates a value from 0-1 to lo-hi. Note that it accepts any value, so -1 will return -hi[/b] [i](lo+val*(hi-lo))[/i] [*]clerp( val, lo, hi ) - [b]Clamps val from 0-1 before linearly interpolating[/b] [i](lerp(clamp(val,0,1),lo,hi))[/i] [*]ramp( val, lo, hi ) - [b]Returns the "position" between lo and hi that val is, scaled to 0-1. Note that if val is not within the range you may get #INF as a result[/b] [i]((val-lo)/(hi-lo))[/i] [*]cramp( val, lo, hi ) - [b]Clamps val from lo-hi before determining its "position" using ramp[/b] [i](ramp(clamp(val,lo,hi),lo,hi))[/i] [*]clamp (val, lo, hi) - [b]Clamps the value to the range lo-hi. Note that lo should be smaller than hi[/b] [i]((val>hi) ? hi : ((val<min) ? min : val))[/i] [*]rescale( val, lo, hi, newlo, newhi ) - [b]Scales a value from one range to another. Note that order is very important[/b] [i]((val-lo)/(hi-lo)*(newhi-newlo)+newlo)[/i] [*]crescale( val, lo, hi, newlo, newhi ) - [b]Clamps the value before rescaling it[/b] [i](rescale(clamp(val,lo,hi),lo,hi,newlo,newhi))[/i][/list] Unknown: [list][*]elerp( val, lo, hi ) - [b]I'd expect this to be exponential interpolation, but I've seen no difference from lerp within val range 0-1 and it's gone weird outside of that. lo and hi cannot be 0[/b] [i](lo*pow(hi/lo,val))[/i] [/list]Not Tested: [list][*]noise [*]modf [*]ceil [*]atan [*]exp10 [*]log10 [/list] [b][u]As for what all this does:[/u][/b] You can manipulate the input from the animation panel a bit before actually applying it. Eg. make a digital-zoom effect where the camera steps up instantaneously that can still be animated while playing, or make zoom change slower the higher it is. Those are a couple examples off the top of my head, but there's sure to be plenty more.
[QUOTE=cyber-core_360;21815123]Hmmm... I have a problem.... Why are my wires in wireframe? [IMG]http://img249.imageshack.us/img249/8513/wiret.jpg[/IMG][/QUOTE] Not sure if this was answered, if it was rate me late. Try deleting a folder called cable in the team fortress directory that you're using for SFM. Should be like this ...\Team Fortress 2\tf\materials\cable
[QUOTE=Metroid48;21947166]By default, it won't let you exceed 200 if you try animating the focal point. :eng101: Of course, that's useless for anything but indoor shots, so changing the hi value lets you set the maximum to whatever you want. Eg. 2000 or more.[/QUOTE] Alright, i'm gonna behave myself and not post this in all caps and bolded, but jesus fucking christ Metroid, you're amazing!!!!
[QUOTE=Benlecyborg;21958320][img_thumb]http://img27.imageshack.us/img27/9489/14083000.png[/img_thumb] Why does every map in TF2 look like that, I also can't change the resolution. Anyone know what to do?[/QUOTE] If you're running any commands in the launch parameters, remove them as any of them that control graphics such as -dxlevel all reset your graphics options. As for the shadow, I have no fucking clue.
[QUOTE=Benlecyborg;21958493]Decided to do a fresh reinstall.[/QUOTE] Any luck?
[QUOTE=Benlecyborg;21960634]No. Same shadow problem but I can now change resolution. Although some of the resolutions seem pretty fucked up. One of them is 32x234848218848.[/QUOTE] Dare you to take a screenshot of that.
Ahahahahaha, oh god. If you're not already my friend on steam, add me, I can probably help you. [editline]11:05AM[/editline] Also I should note, I'm almost done the intro for engie P.I.
incoming intro
[media]http://www.youtube.com/watch?v=NrmKr4K5Mzw[/media] WIP. A little under halfway done. [editline]12:20PM[/editline] No comments? :saddowns: [editline]12:44PM[/editline] [media]http://www.youtube.com/watch?v=W0pIFQ8fVDk[/media] lol global illumination
[QUOTE=Darkomni;21963561][media]http://www.youtube.com/watch?v=NrmKr4K5Mzw[/media] WIP. A little under halfway done. [editline]12:20PM[/editline] No comments? :saddowns: [editline]12:44PM[/editline] [media]http://www.youtube.com/watch?v=W0pIFQ8fVDk[/media] lol global illumination[/QUOTE] Global illumination, im a bit lost on what you did exactly...
[QUOTE=Darkomni;21963561][media]http://www.youtube.com/watch?v=NrmKr4K5Mzw[/media] WIP. A little under halfway done. [editline]12:20PM[/editline] No comments? :saddowns: [editline]12:44PM[/editline] [media]http://www.youtube.com/watch?v=W0pIFQ8fVDk[/media] lol global illumination[/QUOTE] Is it really global illumination or is it more of just a flashlight with a high blur amount?
Yeah, clever use of the flashlight with a high blur amount :v:
[QUOTE=Dr Nick;21668854][media]http://www.youtube.com/watch?v=Tm5hzFl6FWM[/media] Made this with SFM. Mostly as a test.[/QUOTE] :P Funny, its like after he explodes Pyro just thinks, 'Oh well, back to life' and walks away XD
I tried changing an already recorded scout into a sniper: [img_thumb]http://thefwcentral.com/upload/content/images/sniperposter56e5ad6.jpg[/img_thumb] Lesson learned: don't try to model swap characters via Dme Editor. [b]Edit:[/b] [url=http://img42.imageshack.us/slideshow/webplayer.php?id=demoposterv.jpg]The others are [del]just as bad[/del] far worse[/url]
[QUOTE=Metroid48;21976836]I tried changing an already recorded scout into a sniper: [img_thumb]http://thefwcentral.com/upload/content/images/sniperposter56e5ad6.jpg[/img_thumb] Lesson learned: don't try to model swap characters via Dme Editor.[/QUOTE] Lol...
Goddamnit, I want this so badly. I'm not lurking through 12 pages of this, so I'm just gonna ask. Where can I download this? [sp]I'm in Canada, the laws on Piracy here are that uploading is illegal, but downloading is perfectly fine.[/sp]
[QUOTE=Diealready;21976956]Goddamnit, I want this so badly. I'm not lurking through 12 pages of this, so I'm just gonna ask. Where can I download this? [sp]I'm in Canada, the laws on Piracy here are that uploading is illegal, but downloading is perfectly fine.[/sp][/QUOTE] But it's a ban to tell you.
We can't link to where you get it or it's considered Warez. Search the internet for the TF2 Beta files, then follow the instructions that (I think, but I'm not sure) were in the OP of the last thread. [editline]12:18AM[/editline] Basically search for these things: [QUOTE=OP] How do I get it to work? You'll need a copy of the first multiplayer beta, a copy of of the source tools for TF2 and a patch so that Steam doesn't say "wait, that's an ancient client...". Put the source tools in the top-level /bin folder, patch, start up with -tools.[/QUOTE]
Add me on steam, Diealready. From now on, if people wish to acquire, add me on steam. [editline]01:50AM[/editline] Also, your steamcommunity page is broken.
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