• SFM thread V2
    2,037 replies, posted
Woah, how'd you fix the water? It usually doesn't change speed with the rendering time, making it waaaaaaay faster than normal in any render.
[QUOTE=Darkomni;22224441]Woah, how'd you fix the water? It usually doesn't change speed with the rendering time, making it waaaaaaay faster than normal in any render.[/QUOTE] If you're talkin' to me, I did nothing different from any of the other clips. Recorded as normal, rendered as normal. Though I did start a brand new file, if that matters, for each shot.
I think it depends on how many puppets you have. You only had the Scout for the water scenes right Markntosh? Also unrelated, i remember you from the Whitehawk productions some time ago, how did that end up?
You know, if it is due to overlapping water brushes (which can be quickly tested!) then it's probably possible to just remove them with the Dme Element Editor. Also, has anyone tried recording a scene in nucleus? I used a console command to extend the bridges, but they didn't show up in the recording.
[QUOTE=TheDKer;22225315]I think it depends on how many puppets you have. You only had the Scout for the water scenes right Markntosh?[/quote] Yah, I only had the Scout. [quote]Also unrelated, i remember you from the Whitehawk productions some time ago, how did that end up?[/QUOTE] Ah, well. The entire thing fell apart since there was little leadership and I really couldn't commit to being a part of a big group. I have a life outside my video games, which gets in the way at times. Most notably I have a band director from hell who wants us to eat, sleep, and breathe band and then some.
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[QUOTE=Metroid48;22225396]You know, if it is due to overlapping water brushes (which can be quickly tested!) then it's probably possible to just remove them with the Dme Element Editor. Also, has anyone tried recording a scene in nucleus? I used a console command to extend the bridges, but they didn't show up in the recording.[/QUOTE] Anything that involves a new gamemode probably won't work... And yeah, those are multiple water brushes.
Woo, first faceposing. [media]http://www.youtube.com/watch?v=4S02t4BG0Ug[/media] Like I said in the description, I had planned to make him move around a bit, but I got lazy.
[QUOTE=OrangeL;22228488]Anything that involves a new gamemode probably won't work... And yeah, those are multiple water brushes.[/QUOTE] I know, but the bridges do show up in game and function fine - they're func_doors I believe. Only issue is it won't record them :v:
[QUOTE=Metroid48;22229165]I know, but the bridges do show up in game and function fine - they're func_doors I believe. Only issue is it won't record them :v:[/QUOTE] Possibly the same issue behind respawn doors not always showing up?
[QUOTE=Markntosh;22231983]Possibly the same issue behind respawn doors not always showing up?[/QUOTE] No that's a UI/user error. Could it be you used the ent_remove on the door somehow (like a autoexec that somehow runs "ent_remove all")
More faceposing. [media]http://www.youtube.com/watch?v=OiVAe2aOE8k[/media]
Mainly short clips, only got it today [media]http://www.youtube.com/watch?v=dXdX_y9nT0k[/media] [media]http://www.youtube.com/watch?v=jqWUZbKCDRQ[/media] [media]http://www.youtube.com/watch?v=VN2gEYKfSOM[/media]
[QUOTE=hamberglar;22244961]More faceposing. [media]http://www.youtube.com/watch?v=OiVAe2aOE8k[/media][/QUOTE] You should smooth your animations
[QUOTE=Parly;22245520]Mainly short clips, only got it today[/QUOTE] last video: not cool man :(
Yeah sorry, any idea how i can remove the red plasma that seems to be coming off the water in the trench?
[QUOTE=TheDKer;22245857]You should smooth your animations[/QUOTE] I'll try that on my next one. Speaking of which, is it possible to record a clip longer than sixty seconds?
[QUOTE=hamberglar;22246271]I'll try that on my next one. Speaking of which, is it possible to record a clip longer than sixty seconds?[/QUOTE] Yeah, just stretch the timeline. For me though, at a point, it starts lagging like crazy and crashes shortly after. You can't render for more than 60 seconds though, AFAIK.
[QUOTE=TheDKer;22246316]Yeah, just stretch the timeline. For me though, at a point, it starts lagging like crazy and crashes shortly after. You can't render for more than 60 seconds though, AFAIK.[/QUOTE] Kinda defeats the purpose then, doesn't it -.-' I did try stretching the timeline tough. The screen just goes black after the sixty second mark. Oh well, guess I'll just have to make the best of it.
[QUOTE=hamberglar;22246388]Kinda defeats the purpose then, doesn't it -.-' I did try stretching the timeline tough. The screen just goes black after the sixty second mark. Oh well, guess I'll just have to make the best of it.[/QUOTE] You have to stretch the blue rectangle inside it too.
Oh, OK. One more question, I'd like to use some dynamic lighting it but I can't seem to edit any of the light's values.. I can get it set up just fine, but once it's up I can't make it bigger or anything. I just don't see where to change the values. I followed the path in the tutorial to the letter and I'm in the right place, I just seem to be missing something..
there's two values, 45 and 45, change them, intensity will only make it brighter not larger
[QUOTE=Parly;22246932]there's two values, 45 and 45, change them, intensity will only make it brighter not larger[/QUOTE] You realize there's other stuff that can be changed, right?
Been listening to the Incredibles OST non-stop for the last couple days and it's compelled me to make something with it.
[QUOTE=hamberglar;22247632]You realize there's other stuff that can be changed, right?[/QUOTE] um obviously you said you wanted to change the size...
[QUOTE=Parly;22248380]um obviously you said you wanted to change the size...[/QUOTE] And your response: [QUOTE=Parly;22246932]there's two values, 45 and 45, change them, intensity will only make it brighter not larger[/QUOTE]
Hey just a minor question, what was the method to fix the new maps for sfm? And any instructions for importing player models? (eg. l4d2) As a side note, i already know how to get the new weapon models into sfm.
[QUOTE=Shounic;22248971]Hey just a minor question, what was the method to fix the new maps for sfm? And any instructions for importing player models? (eg. l4d2) As a side note, i already know how to get the new weapon models into sfm.[/QUOTE] Custom maps & fixing player models, on the wiki: [url=http://sourcefilmmaker.wikia.com/wiki/Fixes,_Tips,_and_Other_things#Custom_Maps]http://sourcefilmmaker.wikia.com/wiki/Fixes,_Tips,_and_Other_things#Custom_Maps[/url] As for importing player models, if it's already a custom model for tf2 it's fine. If it's for another source game, the skeleton is probably off and it won't work.
[QUOTE=Metroid48;22249054]Custom maps & fixing player models, on the wiki: [url=http://sourcefilmmaker.wikia.com/wiki/Fixes,_Tips,_and_Other_things#Custom_Maps]http://sourcefilmmaker.wikia.com/wiki/Fixes,_Tips,_and_Other_things#Custom_Maps[/url] As for importing player models, if it's already a custom model for tf2 it's fine. If it's for another source game, the skeleton is probably off and it won't work.[/QUOTE] what about just simply creating a new animation set and animating him from a t-pose?
[QUOTE=Shounic;22249846]what about just simply creating a new animation set and animating him from a t-pose?[/QUOTE] Not sure, I haven't tried that. Hex the model and post the results!
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