[QUOTE=Markntosh;23384390]How do you animate the Depth of Focus, again?[/QUOTE]
Add an animation set to the camera. Search for "focal" in the DME Element Editor a few times. You should find "focalDistance_rescale", an ExpressionOperator. Change the lo / hi values for it to something reasonable (usually a couple thousand as the max).
Then you can animate it in the Animation Set Editor as usual.
[b]Edit:[/b] Better terminology.
Ah, thank you. I think I could put that on the wiki somewhere for easier access by myself and others.
[QUOTE=TheDKer;23379965]The dispenser coming out of the mouth was After Effects right?[/QUOTE]
Sorta. Two clips cut together
[QUOTE=Markntosh;23385190]Ah, thank you. I think I could put that on the wiki somewhere for easier access by myself and others.[/QUOTE]
Sure! I was going to make a proper Dme tutorial, but then I started playing Minecraft.
[QUOTE=Metroid48;23389394]Sure! I was going to make a proper Dme tutorial, but then I started playing Minecraft.[/QUOTE]
Minecraft devours our life's.
[media]http://www.youtube.com/watch?v=IIvJBUBEefM[/media]
Look at me go
[QUOTE=Croshi;23391209] [URL="http://www.facepunch.com/#"]View YouTUBE video[/URL]
[URL]http://youtube.com/watch?v=IIvJBUBEefM[/URL]
Look at me go[/QUOTE]
Haha: The Engineer "FFFUUUUUUUUUU" That was epic, yo.
Hmm... cloaked spy. But it seems you suffer from the same issue I came here to ask about. There's faint outline with the Spy's cloak that makes it too easy to detect for cameras. I know that, in game, a fully cloaked RED spy is completely invisible to a BLU player, but that RED players still see the shimmer and outline. I assume the reason the cameras detect this is because they are considered spectators and therefore see the true side of everything.
I know there's a way to delete that shimmer, I just need to find it.
You could use sourcemod to change the friendly min cloak percentage! One sec and I'll find the variable.
[b]Edit:[/b] Looks like it's tf_teammate_max_invis.
[b]Edit2:[/b] You could also animate its visibility to manually make it invisible. That might be a bit lengthy a process though.
[QUOTE=Markntosh;23392834]Hmm... cloaked spy. But it seems you suffer from the same issue I came here to ask about. There's faint outline with the Spy's cloak that makes it too easy to detect for cameras. I know that, in game, a fully cloaked RED spy is completely invisible to a BLU player, but that RED players still see the shimmer and outline. I assume the reason the cameras detect this is because they are considered spectators and therefore see the true side of everything.
I know there's a way to delete that shimmer, I just need to find it.[/QUOTE]
What about using a moving camera approach? Use a character of the opposite team as the camera? A little lengthy, but it might work.
[QUOTE=Razi The Red;23392958]What about using a moving camera approach? Use a character of the opposite team as the camera? A little lengthy, but it might work.[/QUOTE]
An idea.
[editline]09:26PM[/editline]
[QUOTE=Metroid48;23392954]You could use sourcemod to change the friendly min cloak percentage! One sec and I'll find the variable.
[b]Edit:[/b] Looks like it's tf_teammate_max_invis.[/quote]
Don't have sourcemod. I need to get it.
[quote][b]Edit2:[/b] You could also animate its visibility to manually make it invisible. That might be a bit lengthy a process though.[/QUOTE]
Hmm... if I make an animation set, will I be able to do that?
Well you could always record the part where he fades out where you can see him fade out, and then record the exact same thing where you have moved him out of the picture, and then make it fade in a video editor.
Fuck. After all that, SFM crashed. Now I'm gonna have to re-film the scene... for the 5th or 6th time now...
So, before I start this up again, where is this sourcemod and how do I get it into SFM? tf_teammate_max_invis looks to be the easiest and most useful option here.
Sourcemod instructions: [url]http://www.facepunch.com/showpost.php?p=22801325&postcount=1060[/url] (Also on wiki, [i]waaay[/i] at the bottom of the tips page)
Then you can just load up a map and use sm_cvar.
Finished this earlier today.
[media]http://www.youtube.com/watch?v=F7GGibLe0Z0[/media]
[QUOTE=Josher;23394674]Finished this earlier today.[/QUOTE]
Aside from the weird demoman walk that was very good.
[media]http://www.youtube.com/watch?v=MZ8Q1rwdu4M[/media]
I think it's pretty good for the first time
(Also tag list)
[QUOTE=Josher;23394674]Finished this earlier today.
[media]http://www.youtube.com/watch?v=F7GGibLe0Z0[/media][/QUOTE]
Wow, that's actually pretty damn good. I'm impressed.
[editline]12:07AM[/editline]
Hmm... now the Spy still has light warping around him, making him somewhat visible. Must be a lighting issue or something. I've never seen it in the game, only in SFM. I dunno if SourceMod would have something for that.
Actually, it looks like something you'd see while a Spy is cloaking de-cloaking or being bumped into.
I've found a bunch of modifiers under
activeClip -> [stuff] -> Effects -> TE_DispatchEffect ParticleEffect default
that seem to control the effect, but I can't get it transparent, only screw around with it.
Has anyone here tried the cloaking thing before? How'd they get it to work?
[media]http://www.youtube.com/watch?v=2f1Vx_ciDFg[/media]
Tutorial soon when I get a few more things straightened out
Fuck yes hurry up with it.
New video:
[hd]http://www.youtube.com/watch?v=8oU0VOKHY1k[/hd]
C&C
[QUOTE=Croshi;23397240][media]http://www.youtube.com/watch?v=2f1Vx_ciDFg[/media]
Tutorial soon when I get a few more things straightened out[/QUOTE]Suddenly hats!
Is it possible to take away the black player's, my pyro gots the black's.
Also i want to put Sawmill map into my SFM is it possible?
[QUOTE=Zeb Brown;23399549]Is it possible to take away the black player's, my pyro gots the black's.[/QUOTE][URL="http://sourcefilmmaker.wikia.com/wiki/Fixes,_Tips,_and_Other_things#Black_Playermodels_and_Hats"]http://sourcefilmmaker.wikia.com/wiki/Fixes,_Tips,_and_Other_things#Black_Playermodels_and_Hats[/URL]
[QUOTE=Zeb Brown;23399549]Also i want to put Sawmill map into my SFM is it possible?[/QUOTE]
[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]
First extract it from you retail TF2 with GCFScape.
[editline]12:37PM[/editline]
Also 100th post. Woo-wee!
Yay for making an account for this question! Although I will probably most more though.
Is there a way to add props or move them inside of a map in SFM? I want to place a chair somewhere on the map 2fort and want to make my character appear as if he is sitting on the chair. Is there any way I can do that? Been googling and searching in SFM but I have found nothing that says I can do that.
Alternatively, is there a way to move props already placed in a map.
[QUOTE=Croshi;23397240][media]http://www.youtube.com/watch?v=2f1Vx_ciDFg[/media]
Tutorial soon when I get a few more things straightened out[/QUOTE]
Yay! How'd you keep stuff from disappearing when you parented?
[editline]01:06PM[/editline]
[QUOTE=GamingPrower;23405539]Yay for making an account for this question! Although I will probably most more though.
Is there a way to add props or move them inside of a map in SFM? I want to place a chair somewhere on the map 2fort and want to make my character appear as if he is sitting on the chair. Is there any way I can do that? Been googling and searching in SFM but I have found nothing that says I can do that.
Alternatively, is there a way to move props already placed in a map.[/QUOTE]
Right click the clip and choose "Create Animation Set", then New Model, then choose a chair. You can then refer to the [url=http://sourcefilmmaker.wikia.com/wiki/Animation]Animation[/url] tutorial to see how to use the Animation Set Editor, which will let you move the chair around.
Grr, I am, once again, getting crashes with the DMX exporter. I have removed all the stuff in the sourcesdk/maya folder and replaced with fresh GCF copies but its still crashing. I verified the GCFs to be sure as well.
If only there was a better dmx exporter...
Hmm...
There seems to be an issue with certain effects in SFM. When cloaks are recorded, it records the light-distortion, but instead keeps it throughout the cloak. I've also noticed that ubercharges, or at least those caused by switching skin numbers via the DME Editor, also have the flashing as if they're about to die instead of a continuous shiny red or blue. Anybody know what's up with this?
[QUOTE=cyber-core_360;23420360][media]http://www.youtube.com/watch?v=QV3e0Kn3Euc[/media]
nothin fancy.....Hallelujah!![/QUOTE]
Needed more bodies
and a bit too slow.
[QUOTE=Zeb Brown;23422616]Needed more bodies
and a bit too slow.[/QUOTE]
edbotnik did something similar to that. he had a LOT more bodies fall down.
[url]http://www.youtube.com/watch?v=q5xpGrLxOCc[/url]
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