[QUOTE=Ogre;22002991]How :<[/QUOTE]
If you have a program like Vegas, Premiere, or even Windows Movie Maker I guess you can use that. Just render as mp4 and change the bitrate until you get a nice result (don't know if WMM lets you do that though).
Personally, I go with command-line [url=http://www.videohelp.com/tools/ffmpeg]ffmpeg[/url]. Once you've extracted ffmpeg.exe to the same folder, just run it with something like this:
[code]ffmpeg.exe -b 1200k -i myUncompressedFile.avi myOutputVideo.mp4[/code]
Where 1200k is the bitrate. This can also stitch the frames & audio together if you want. This should be the command:
[code]ffmpeg.exe -r 25 -b 1250k -i inputFrames%04d.tga -i inputAudio.mp3 -pass 1 -ar 48000 -ac 2 -ab 128k outputVideo.mp4[/code]
Where 24 is the framerate, 48000 is the sampling frequency, and 128k is the audio bitrate. %04d represents the number of digits used to enumerate the frames. I got the second command from [url=http://www.tevs.eu/blog_8_comments.html]here[/url] as I usually create an uncompressed avi with VirtualDub.
I can load a map, but the screen is completely black, but I can hear the sounds of the map in the background. Any help?
Does it say that the active camera is the work camera, just above and to the left of the engine window? The work camera often spawns outside the map bounds looking at nothing, so you have to spin it around and find the map.
As far as actually getting started, press F10, then F11. Hopefully you should see the MOTD at this point, be able to select a team & class, etc.
F10 and f11 worked, thanks Metroid :smile:
My first try in SFM:
[MEDIA]http://www.youtube.com/watch?v=bPs0NucBCKE[/MEDIA]
As you can see on the video, the faces are all messed up. Can someone please tell me how to fix that? Cause it looks just wrong :D
[QUOTE=SlashSpeed;22005395]My first try in SFM:
[MEDIA]http://www.youtube.com/watch?v=bPs0NucBCKE[/MEDIA]
As you can see on the video, the faces are all messed up. Can someone please tell me how to fix that? Cause it looks just wrong :D[/QUOTE]
It's because you use HWM models AFAIK.
To fix it, just create an animation set for the puppet and it'll go back to default.
How do I add a camera so I can start recording? I right clicked the bottom bar and selected set new camera, but the screen is black and also when I try and move the camera it is still black. Any help?
[QUOTE=TheWarnman;22006682]How do I add a camera so I can start recording? I right clicked the bottom bar and selected set new camera, but the screen is black and also when I try and move the camera it is still black. Any help?[/QUOTE]
The work camera is still outside the map. Spin it around completely and you'll probably spot the map, which you can then fly to.
As far as adding new cameras, there's two ways. One is what you're trying - Set New Camera. This will add one at the position of the work camera. The second method is to perform a recording, but only check the stuff for recording camera info (and [i]not[/i] the FOV or any world info/sounds). Then add an animation set and smooth the result to get a nice moving camera. See the video tutorial on the wiki for more info on this.
[QUOTE=Metroid48;22006764]The work camera is still outside the map. Spin it around completely and you'll probably spot the map, which you can then fly to.
As far as adding new cameras, there's two ways. One is what you're trying - Set New Camera. This will add one at the position of the work camera. The second method is to perform a recording, but only check the stuff for recording camera info (and [i]not[/i] the FOV or any world info/sounds). Then add an animation set and smooth the result to get a nice moving camera. See the video tutorial on the wiki for more info on this.[/QUOTE]
How do I spin the camera round, do I just click and drag the screen, because that's not working.
[QUOTE=TheWarnman;22006824]How do I spin the camera round, do I just click and drag the screen, because that's not working.[/QUOTE]
You have to click the button in the top left corner in the engine viewport so it says "Work Camera", or right click on the timeline and click "Set Camera"
I know you guys already got Portal working with this thing, but does Left 4 dead work as well?
[QUOTE=accidentalypse;22007704]I know you guys already got Portal working with this thing, but does Left 4 dead work as well?[/QUOTE]
I tried doing it with L4D2 as you can see earlier, and i think i can actually get it working. It's just that L4D2 uses a newer version of BSP files so i need to fix that somehow. Pretty sure i can get L4D to work too.
[editline]09:55PM[/editline]
The maps that is. Not playing as the survivors and such
[QUOTE=TheDKer;22007870]I tried doing it with L4D2 as you can see earlier, and i think i can actually get it working. It's just that L4D2 uses a newer version of BSP files so i need to fix that somehow. Pretty sure i can get L4D to work too.
[editline]09:55PM[/editline]
The maps that is. Not playing as the survivors and such[/QUOTE]
ahhh, i see. We need to find a workaround to use other models as character models, such as the Left 4 Dead models. That would really change the potential of this thing.
[QUOTE=accidentalypse;22008048]ahhh, i see. We need to find a workaround to use other models as character models, such as the Left 4 Dead models. That would really change the potential of this thing.[/QUOTE]
Metroid did something with that, but it seems the bones fucks up [url]http://www.facepunch.com/showpost.php?p=21976836&postcount=481[/url]
[QUOTE=TheDKer;22008122]Metroid did something with that, but it seems the bones fucks up [url]http://www.facepunch.com/showpost.php?p=21976836&postcount=481[/url][/QUOTE]
that was via the DME editor. i meant more like a full model replacement.
The issue with what I did was the skeleton setup. My guess is that the scout has extra bones for the dogtags and maybe the pack, making the bones not match up with the other class's models.
For getting L4D characters or custom models in we'd be replacing prior to recording, so that shouldn't be an issue. If the skeleton setup already matches then we're good to go - we just need to hex the model name. If they don't we could try decompiling the L4D or L4D2 models, to which we'd then be able to add the correct tf2 skeleton.
[QUOTE=Metroid48;22008577]The issue with what I did was the skeleton setup. My guess is that the scout has extra bones for the dogtags and maybe the pack, making the bones not match up with the other class's models.
For getting L4D characters or custom models in we'd be replacing prior to recording, so that shouldn't be an issue. If the skeleton setup already matches then we're good to go - we just need to hex the model name. If they don't we could try decompiling the L4D or L4D2 models, to which we'd then be able to add the correct tf2 skeleton.[/QUOTE]
I'd like to see someone do something like this, as last time I tried to, i spent about 2 weeks with no progress.
First attempt! I opened Bill's model, replaced the model name in the .mdl with player/soldier.mdl, copied it over, and got this:
[img]http://thefwcentral.com/upload/content/images/tf2_sfmNoBilla367bc8.jpg[/img]
The game complains of missing .vtx data. I renamed soldier.vtx and made duplicates soldier.dx90.vtx, soldier.dx80.vtx, and soldier.sw.vtx. This resulted in:
[img]http://thefwcentral.com/upload/content/images/tf2_sfmSomeBille04f3ae.jpg[/img]
So, the model imports fine. I haven't bothered extracting textures yet, but the more pressing issue is that the animations are completely broken. This also means that the model doesn't even rotate. It looks like we'll have to recompile with the correct skeleton.
Yes, I have done stuff replacing models in the VTX.
From L4D(1 or 2), Charger, Jockey and Spitter are the only ones who assign there bones to tf2 characters, everyone else t poses
so, if someone rigs a Left 4 dead model to a TF2 skeleton, it might work
[media]http://www.youtube.com/watch?v=CnbQe_-2VVQ[/media]
recent posts inspired me to swap some models
also i animated the bat out of the first part what is this tomfoolery
The scout looks like a retard hahaha, I'm gonna dig something with SFM during the day.
hmmm rate me if im late but have you guys realized that if you press shift while your cursor is over your timeline then it shifts to the recording mode of the animation set editor and pressing tab will bring up a preview cursor so as you move you mouse horizontally across the timeline it will give a preview of it in the engine viewport
I'm really having a problem with this, it's probably because i'm new to this, could someone help me.
I right click the time line and "Set new camera", but the screen is still black.
I click so it is work camera, still black.
Help me please D:
[QUOTE=TheWarnman;22022500]I'm really having a problem with this, it's probably because i'm new to this, could someone help me.
I right click the time line and "Set new camera", but the screen is still black.
I click so it is work camera, still black.
Help me please D:[/QUOTE]
Work camera's outside the map. Click and drag on view to spin it around until you can see the map, then use WASD to fly over. Related post:
[QUOTE=Metroid48;22006764]The work camera is still outside the map. Spin it around completely and you'll probably spot the map, which you can then fly to.
As far as adding new cameras, there's two ways. One is what you're trying - Set New Camera. This will add one at the position of the work camera. The second method is to perform a recording, but only check the stuff for recording camera info (and [i]not[/i] the FOV or any world info/sounds). Then add an animation set and smooth the result to get a nice moving camera. See the video tutorial on the wiki for more info on this.[/QUOTE]
[QUOTE=Metroid48;22022591]Work camera's outside the map. Click and drag on view to spin it around until you can see the map, then use WASD to fly over. Related post:[/QUOTE]
I've tried this, but nothing happens :(
I'm not really sure how this works.
If I want a movie with 3 camera angles in it (0:00-0:30 has one, 0:31-1:00 has one and 1:01-1:31 has one), do I just Rightclick on the specific time on the timeline and click "Create new Camera" and when rendering, that camera i selected automatically at that time?
You can only have one camera per clip, so you have to split the clip. Off the top of my head, seek the point where you want to change angles and press K. Then use Set New Camera on the parts.
When splitting clips take into account that it duplicates the shots, so you might end up with a very large file size.
My [URL="http://www.youtube.com/watch?v=gNlqMue5GhY"]"We need a dispenser right here."[/URL] -project's dmx file was 200 MB big.
I made this little thing
[media]http://www.youtube.com/watch?v=PcC1BrkBozM[/media]
Contains custom animations, broken lip-syncing, dynamic lighting, animated camera, AND 2 CUSTOM TEXTURES OMG!!!
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