• SFM thread V2
    2,037 replies, posted
[QUOTE=BenjaminTennison;23453553]Really wonder how Valve is doing with Meet the Pyro, said we'd see the world through the pyros eyes. Or could the camera be attached to his flamethrower? If so I hope the Civilian helped attach it[/QUOTE] Yes, because the Pyro's eyes are on his flamethrower and not inside of his gas mask.
[QUOTE=Croshi;23445159]No, use .tga and .wav SEPEREATLLY from each other. And if it won't render anything at all, restart source film maker.[/QUOTE] Thanks Croshi, it works perfectly :-)
[QUOTE=Croshi;23453846]Yes, because the Pyro's eyes are on his flamethrower and not inside of his gas mask.[/QUOTE] lolwut??
Pandamobile here (stuck on a friend's computer) Has anyone ever solved the issue with SFM only rendering a 44 byte corrupted sound file?
[media]http://www.youtube.com/watch?v=JkLXygjI0-g[/media] A quick one.
Hey, I haven't tried SFM yet, but I have some questions. I have an idea that involves using HL2 maps and models, and using them to create a battle scene between Combine an Rebels. I am aware you can't use HL2 npc's in TF2, so I would have to animate t-posed ragdolls of both teams. So I have a few questions: -Can you animate t-posed ragolls from HL2, including faceposing -Can I add some particle emmiter for blood and gunfire, since the weapons are really just props attached to the ragdoll, and ragdolls do not have blood. -Can I add the effect of bullets flying between the fight, the same effect that any gun uses once fired (like the minigun) If not I guess I can hide myself multiple times and and shoot, backing up the illusion that the Rebels and Combine are shooting at each other. Thanks! Edit: Also, I don't know if this helps, but a friend of mine decompiled all the L4D2 maps, including the passing. Edit2: Updated link, same as the one in the 36'th page. [url]http://nuclearvelocity.com/barracuda/downloads/left4dead2/mapsrc/l4d2mapsrc_v3.7z[/url] (You need 7-Zip to extract) If someone could open it up in the TF2 SDK, and compile it there, etc (python scripts and stuff), we might be able to use SMF in L4D2 maps. But I'm so expert, just trying to help. Be nice :)
[QUOTE=CB1993;23475090] -Can you animate t-posed ragolls from HL2, including faceposing [B]Yes, but it would be very hard as you'd have to make an idle position for them first(aka standing them up), then continue on animating.[/B] -Can I add some particle emmiter for blood and gunfire, since the weapons are really just props attached to the ragdoll, and ragdolls do not have blood. [B]No[/B] -Can I add the effect of bullets flying between the fight, the same effect that any gun uses once fired (like the minigun) If not I guess I can hide myself multiple times and and shoot, backing up the illusion that the Rebels and Combine are shooting at each other. [B]You'll have to use the second option. Actually, you could just stand inside a ragdoll and then root_transform yourself under the map along with your weapon. The particles should stay.[/B] [/QUOTE] Also: Not my work, but listen to this: [hd]http://www.youtube.com/watch?v=cn89BqCJMJI[/hd] [QUOTE]I used "prop_dynamic_create combine_helicopter.mdl" to make the copter, then I looked at it* and put "ent_fire !picker setanimation idle" for the rotors.[/QUOTE] So could we do this with ANY model?
[QUOTE=OrangeL;23475635] [QUOTE=CB1993;23475635] -Can I add some particle emmiter for blood and gunfire, since the weapons are really just props attached to the ragdoll, and ragdolls do not have blood.[/QUOTE] No[/QUOTE] I've read the entire thread I heard you guys mention a particle emmiter, is it broken?
[QUOTE=CB1993;23475917]I've read the entire thread I heard you guys mention a particle emmiter, is it broken?[/QUOTE] I don't know of one you can produce, just that you can modify ones you've made while recording in the DME editor.
[QUOTE=OrangeL;23477140]I don't know of one you can produce, just that you can modify ones you've made while recording in the DME editor.[/QUOTE] What do you mean the ones I've made?
[QUOTE=OrangeL;23475635]Also: Not my work, but listen to this: [hd]http://www.youtube.com/watch?v=cn89BqCJMJI[/hd] So could we do this with ANY model?[/QUOTE] Yes except he left out the easy part of naming it. Also prop_dynamic_create X ent_setname name (while looking at model) ent_fire name setanimation X ent_fire name skin <number> (if multiple skins) PARENTING: ent_fire !self addoutput "targetname me" ent_fire name setparent me/name2 (you can attach to another prop too) ent_fire name disablecollision ent_fire name setparentattachment attachment (look in source sdk for parts of the parent you can attach too. For TF2 models, its 'head', 'flag', and 'partyhat.'
Did anyone try to launch SFM along with Steam?
[QUOTE=pawelte1;23493222]Did anyone try to launch SFM along with Steam?[/QUOTE] I did it all the time. As a matter of fact, I just did it for over an hour for a 100 subscriber video. Expect drunken demomen! Confused video makers! Overwhelmingly inappropriate places to fall asleep! [media]http://www.youtube.com/watch?v=IxlRIPFbe9c[/media] (still processing)
Waiting for more people to answer.
I've had sfm for over four months and I've always used it with steam. If you think it gives voc bons, think again.
Me too. You can't get banned what so ever with steam running. It doesn't care if you're running Sfm
Hopefully both of you are right.
I've used SFM with Steam since the beginning and nothing has happened.
Do you mean launch SFM from a Steam shortcut, or use Steam with using the SFM at the same time. I don't think I've ever actually run SFM without Steam running in the background.
[QUOTE=Pandamobile;23495388]or use Steam with using the SFM at the same time.[/QUOTE] This. It's useful to me since I'm downloading Alien Swarm for the entire day (yes, very slow connection) and want to learn how to use SFM by the way.
Why would you log off of Steam? It doesn't even recognize steam is on because of the new UI.
When I ran TF2 beta itself (to change few things, such as turning on fast weapon switch), I had the Steam Overlay, although it didn't detect the game.
[QUOTE=pawelte1;23497000]When I ran TF2 beta itself (to change few things, such as turning on fast weapon switch), I had the Steam Overlay, although it didn't detect the game.[/QUOTE] Not anymore, it doesn't recognize the Steam UI.
Guys, I created a new video. Basically, it's a test, but it really went well. I thought that I could have a red engie get killed by a red sentry by having a red engie bot build a level 3 sentry, and having a blue engie try to "repair" it, and then get killed by sourcemod. Then I would change a value in source filmmaker to make the blu engineer red. As for the results, see for yourself. [url]http://www.filefront.com/17131751/engie%20probs.avi[/url] note, if you freezeframe a couple of frames after the engie dies, you can see that the ragdoll is blue.
So is it really impossible to create a particle emmiter for gunfire and blood? [QUOTE=CB1993;23475090]I don't know if this helps, but a friend of mine decompiled all the L4D2 maps, including the passing. [url]http://nuclearvelocity.com/ds/static/downloads/left4dead2/l4d2mapsrc_v3.7z[/url] (You need 7-Zip to extract) If someone could open it up in the TF2 SDK, and compile it there, etc (python scripts and stuff), we might be able to use SMF in L4D2 maps. But I'm so expert, just trying to help. Be nice :)[/QUOTE] And are these useless?
[QUOTE=CB1993;23498992]So is it really impossible to create a particle emmiter for gunfire and blood? And are these useless?[/QUOTE] If anyone can compile the Concert finale to an earlier BSP version i'll love them forever
[QUOTE=TheDKer;23505068]If anyone can compile the Concert finale to an earlier BSP version i'll love them forever[/QUOTE] I assume we can't use the Python script we already use for the TF2 maps? Speaking of which, I don't know why that isn't working for me, but I desperately need it to work. Having a clip of the rocket firing off in cp_steel would make my video so freakin' awesome.
[QUOTE=Markntosh;23508305]I assume we can't use the Python script we already use for the TF2 maps? Speaking of which, I don't know why that isn't working for me, but I desperately need it to work. Having a clip of the rocket firing off in cp_steel would make my video so freakin' awesome.[/QUOTE] Like is there an actual method to make it appear so or are you asking for IMPROVISED ideas to make it look like that? If the latter, an idea: Noclip with the Pyro in a few shots and fire down from inside/barely under the rocket, view it from a side perspective, and add a little jitter to the camera is how I'd go about it. As for making it move/in the air... I got nothing except some external editing tricks so... yeah, sorry if that isn't what you're looking for. D: A better method? Don't ask me. I try to deal in forced perspective rather than tech.
How do I change the team and class when I want to record myself as someone else?
[QUOTE=pawelte1;23511210]How do I change the team and class when I want to record myself as someone else?[/QUOTE] , (in gameplay mode) for class . (in gameplay mode) for team If that doesn't work, you can open the console and use 'changeteam' and 'joinclass <class>' to get it to work.
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