• SFM thread V2
    2,037 replies, posted
Well, after some testing I have come to a conclusion - the most recent version of metamod combined with sourcemod version 1.3.2 works just fine in the beta. So far I've displayed admin messages and changed the spy cloak/unlock times - I've yet to get tf_scout_air_dash_count to be recognized, so no flying scout battles just yet. However, the base functionality is there. I'm going to try installing some sourcemod plugins before posting back the steps, but it's basically just a slightly roundabout install (wiki instructions miss some steps). [editline]10:50AM[/editline] Ok, it's not perfect. It lets us change convars but CreateEntityByName is glitched apparently, which means mods like "Spawn Sentry on Death" don't work. However, I also tested the Bullettime mod and it works fine! [editline]11:30AM[/editline] I started looking into signature scanning to fix the lack of CreateEntityByName. Looks doable, albeit a bit technical! Also, does anyone remember if tf_scout_air_dash_count was added in an update? It might not be available in the beta unfortunately.
[QUOTE=]*Critique* Once again, please don't take offense, I'm just trying to help you out. Good luck![/QUOTE] No offense taken, but faceposing was done in SFM because yes, FacePoser is broken... Don't know why. :(
God damn it why does nothing ever work properly for me. When I go to try to import the FBX I created in Maya into MotionBuilder, I get nothing except maybe a single joint. I've tried multiple different Maya export and MB import options, but nothing's had an effect on it. Do I need a plugin for MotionBuilder or something?
Faceposer won't even start for me (using Win7). Anyway, steps to get sourcemod up and running: [b]Install Metamod[/b] [list=][*][url=http://www.metamodsource.net/downloads]Download most recent version (1.8.2 at time of writing)[/url] [*]Extract the addons folder to <root>/tf [*]Open <root>/tf/gameinfo.txt and change the SearchPaths section to look like this: [code] SearchPaths { GameBin |gameinfo_path|addons\metamod\bin Game |gameinfo_path|. Game tf Game |all_source_engine_paths|hl2 }[/code] (I added the GameBin line) [*]That's it! Run the beta and type "meta version" in console to confirm it's loaded.[/list] [b]Install Sourcemod[/b] [list=][*][url=http://www.sourcemod.net/downloads.php]Download most recent version of SourceMod (I used 1.3.2-hg2938, which isn't quite the most recent, but more recent should work)[/url] [*]Extract its addons/sourcemod folder to <root>/tf/addons. Do [b]not[/b] extract the addons/metamod folder it includes. [*]Extract its cfg folder to <root>/tf [*]Open <root>/addons/metamod/metaplugins.ini. Add "addons\sourcemod\bin\sourcemod_mm" to the bottom of it. [*]Done! Run the beta and type "sm version" to confirm it's loaded. You have to either launch a map or run "sm plugins load basecommands" before you can use sm_cvar.[/list] The biggest thing this lets you do right now is toggle sentries seeing enemies, but it can also be used for other things like changing spy cloak time (or even friendly transparency). Note that not all sourcemod plugins will work with it - most notably, anything that spawns entities will not work yet.
[QUOTE=Pandamobile;22801137]God damn it why does nothing ever work properly for me. When I go to try to import the FBX I created in Maya into MotionBuilder, I get nothing except maybe a single joint. I've tried multiple different Maya export and MB import options, but nothing's had an effect on it. Do I need a plugin for MotionBuilder or something?[/QUOTE] Fixed it. Drag the file from a folder onto the stage rather than use the File > Motion File Import button.
And just like that, there's SourceMod. Thanks for that Metroid.
Oh dear, it really is supposed to be tf_scout_air_dash_count, I just did a quick search. It's possible valve added it in as a locked cvar later in the day :v:
I'd be interested in making a Sourcemod plugin that streamlines the filming process. Maybe auto-spawns bots and teleports them to the right place (bot_teleport with getpos seems very inaccurate in the beta, teleporting bots about one person's length above where I was standing when I typed getpos). It could also auto-stop the round timer, maybe even inform actors not using source filmmaker when the filmmaker is starting to film. Maybe auto-switch to thirdperson and back [b](SFM crashes if you are in thirdperson while trying to record with the three camera options for recording on the top checked)[/b] Maybe Sourcemod could even delete game models during recording so that we don't have duplicate control points, etc... Any other ideas for improving the filmmaking experience? I doubt we could do anything SFM related.
[QUOTE='[qt] benny hill;22806328']I'd be interested in making a Sourcemod plugin that streamlines the filming process. Maybe auto-spawns bots and teleports them to the right place (bot_teleport with getpos seems very inaccurate in the beta, teleporting bots about one person's length above where I was standing when I typed getpos).[/QUOTE] I wasn't even aware that there was a getpos / bot_teleport command :v:. But anyway, that along with instant sentry build commands would be convenient. We need to get the signature for the entity create function first, of course. [QUOTE='[qt] benny hill;22806328']It could also auto-stop the round timer, maybe even inform actors not using source filmmaker when the filmmaker is starting to film.[/QUOTE] Would be useful. For reference, "RecordGame" is the command the client executes when you click record. The command doesn't otherwise exist but sourcemod should be able to recognize when it's run, right? [QUOTE='[qt] benny hill;22806328']Maybe auto-switch to thirdperson and back [b](SFM crashes if you are in thirdperson while trying to record with the three camera options for recording on the top checked)[/b][/QUOTE] Doesn't crash on my copy. [QUOTE='[qt] benny hill;22806328']Maybe Sourcemod could even delete game models during recording so that we don't have duplicate control points, etc...[/QUOTE] That would be [b]VERY[/b] useful. [QUOTE='[qt] benny hill;22806328']Any other ideas for improving the filmmaking experience? I doubt we could do anything SFM related.[/QUOTE] Aside from more convenient sentry building, things like walking on air would be good for some camera angles (disable gravity temporarily).
[QUOTE=Metroid48;22806848] Doesn't crash on my copy. [/QUOTE] Sorry, just remembered what it was. If you enable the "noclip" checkbox then it crashes. I imagine noclip in thirdperson mode doesn't make much sense or is broken somehow and so it crashes.
[media]http://www.youtube.com/watch?v=CWiB8cQJjxc[/media] Not mine, but was asked to post
I have to wonder what happened with all those sentry gibs... [QUOTE='[qt] benny hill;22806944']Sorry, just remembered what it was. If you enable the "noclip" checkbox then it crashes. I imagine noclip in thirdperson mode doesn't make much sense or is broken somehow and so it crashes.[/QUOTE] Still not crashing in my tests! Can you bind a key to noclip (ex. v) and use that?
I just found that whenever I was filming the pyro with the intel (and thus forced to use thirdperson), and then filming the camera movement, if I forgot to switch to firstperson for the camera movement SFM would completely crash on me. Maybe it's only on my machine but it seemed consistent.
I'm not having a whole lot of luck getting the TF2 rigs to function properly in MotionBuilder :(
The Tf2 fingers look better in these beta files. can anyone upload the hwm player models?
[QUOTE=Enhanced_AI;22808076]The Tf2 fingers look better in these beta files. can anyone upload the hwm player models?[/QUOTE] Only the Heavy's hands look better.
Well then can someone upload his hwm player model.
I've been trying to work with Maya using the tutorial. The batch file seems to be working but whenever I try to enable the plugins the script editor says it's unable to dynamically load them. I'm running 64-bit maya, is that the issue? Also I'm using 2011 // Error: Unable to dynamically load : c:/program files (x86)/steam/steamapps/gavintlgold/sourcesdk/maya/2009/plug-ins/vsMaster.mll // // Error: // // Error: (vsMaster) // For each plugin
[QUOTE=Pandamobile;22801534]Fixed it. Drag the file from a folder onto the stage rather than use the File > Motion File Import button.[/QUOTE] I was just coming here to ask that question. Glad you found a solution. Thanks.
[QUOTE=Reemix;22811205]I was just coming here to ask that question. Glad you found a solution. Thanks.[/QUOTE] Let me know if you figure out how to properly rig the TF2 characters in Motion Builder. I'm stuck :\ [editline]07:47PM[/editline] [QUOTE='[qt] benny hill;22811095']I've been trying to work with Maya using the tutorial. The batch file seems to be working but whenever I try to enable the plugins the script editor says it's unable to dynamically load them. I'm running 64-bit maya, is that the issue? Also I'm using 2011 // Error: Unable to dynamically load : c:/program files (x86)/steam/steamapps/gavintlgold/sourcesdk/maya/2009/plug-ins/vsMaster.mll // // Error: // // Error: (vsMaster) // For each plugin[/QUOTE] The plugins don't work with 2011.
[QUOTE=Pandamobile;22811345]The plugins don't work with 2011.[/QUOTE] Hitscorner seemed to be able to get it in motionbuilder and he said he had 2011... Hmm. HITSCORNER, how did you do it?
Damn, I still don't have an animation when I import it back into Maya.
[QUOTE='[qt] benny hill;22811395']Hitscorner seemed to be able to get it in motionbuilder and he said he had 2011... Hmm. HITSCORNER, how did you do it?[/QUOTE] I originally was able to get the reference file into Maya 2011 then exported it as fbx into motionbuilder. I animated it on motionbuilder then brought it back into Maya with the animations but I was unable to export as DMX in 2011. (Currently using Maya 2009 now and i'm having trouble with my DMX file SFM says this file has no animations in it. Any ideas??)
You have to bake the animation or something. From Cloud's post: "If you get no animation in maya when importing then you need to bake your animation, with motionbuilder its done with the plot option, in max you can just export to smd then re-import it."
Too bad I don't know how to do that. I assume you go to Animation, then plot all/selected but thats not working for me.
[QUOTE=Pandamobile;22811940]You have to bake the animation or something. From Cloud's post: "If you get no animation in maya when importing then you need to bake your animation, with motionbuilder its done with the plot option, in max you can just export to smd then re-import it."[/QUOTE] I get the animation to play in Maya its just when I import the DMX file into SFM it says there is no animation in the file.
[QUOTE=HTS CONNER;22812113]I get the animation to play in Maya its just when I import the DMX file into SFM it says there is no animation in the file.[/QUOTE] How? What did you do to get the animation to play?
[QUOTE=EpikEnvy2.0;22807039][media]http://www.youtube.com/watch?v=CWiB8cQJjxc[/media] Not mine, but was asked to post[/QUOTE] parky wt u doin
[QUOTE=Reemix;22812211]How? What did you do to get the animation to play?[/QUOTE] I switched over to Maya 2009 and downloaded the [url=http://images.autodesk.com/adsk/files/fbx20113_maya2009_win.exe]fbx plugin [/url] My first and really crappy animation [url]http://dl.dropbox.com/u/8375706/Test[/url]
[QUOTE=HTS CONNER;22812379]I switched over to Maya 2009 and downloaded the [url=http://images.autodesk.com/adsk/files/fbx20113_maya2009_win.exe]fbx plugin [/url][/QUOTE] That worked! Thanks! I thought I already had the plug-in. Guess not. Ok now I can't import the dmx into sfm. It says it contains no animation.
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