I would say it's an LOD issue. But I don't have SFM so I can't say for sure.
[QUOTE=biodude94566;24510836]I would say it's an LOD issue. But I don't have SFM so I can't say for sure.[/QUOTE]
Wow it actually was an LOD issue. For some reason there was some weirdo autoexec that messed around with LOD settings. Thanks. :buddy:
[img]http://img28.imageshack.us/img28/1069/scoutlod0.png[/img]
LOD 0 (highest detail) scout.
[img]http://img401.imageshack.us/img401/6579/scoutlod3.png[/img]
LOD 3 scout. First one to lose the eyes. Comparing what I can, I think this is what's happening.
I'd suggest putting r_lod 0 into the console so you always have LOD 0 characters.
[editline]01:21AM[/editline]
[QUOTE=loco;24510908]Wow it actually was an LOD issue. For some reason there was some weirdo autoexec that messed around with LOD settings. Thanks. :buddy:[/QUOTE]
Well I guess that makes the images obsolete. :v:
[QUOTE=biodude94566;24510921]*stuff*[/QUOTE]
Well thanks for helping out either way.
[QUOTE=loco;24510965]Well thanks for helping out either way.[/QUOTE]
No problem. :v:
[QUOTE=RapistSanta;24490255]I've redone everything I could before I even asked :P Reinstall, repatch and all that sequence
Still acting like a stubborn bitch it is...[/QUOTE]
Oh come on! No-one else had any problems similar to this?? :/
gahhhhhhh............. reinstalling SFM is a pain.... anyways I learned one lesson from all of this! DON'T ADD NEW TF2 GCF FILES!
So after reinstalling, i thought "hmm...... its been a while" and since I suck at motion builder maybe i'll create something simple :P
et voila!
[media]http://www.youtube.com/watch?v=05BfYPysTUk[/media]
Can someone help me out here, for some reason if I use customed models like the stylish spy, any texture that was not one of the defaults, comes out as nothing but the color black.
Anyone got a fix? I heard this has happened to the normal models in Gmod before.
It's the $detail line in the VMT file.
Remove it, it's for Jarate.
and make sure the VTF tpye is 2.0 or below? i think. can't remember.
Ill be sure to try that, thanks a ton!
[editline]11:22AM[/editline]
Did you literally mean $detail?
this is all thats in the file for me:
[code]VertexLitGeneric
{
"$basetexture" "models\player\spy\stylish_spy_red"
"$bumpmap" "models/player/spy/stylish_spy_normal"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"vm_invis"
{
}
"ModelGlowColor"
{
"resultVar" "$glowcolor"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$selfillumtint"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$color2"
}
}
}
[/code]
[editline]11:38AM[/editline]
[QUOTE=Shounic;24566712]and make sure the VTF tpye is 2.0 or below? i think. can't remember.[/QUOTE]
It should be fine, considering some of the newest textures work fine, such as lever rifle.
It's the damned vmt stuff. Only on player models.
I expected it to be something there, but not sure which to remove, and dont plan on removing something to make it worse, so you guys have any idea?
If you dont know how, at least bump this so someone who does see's it.
[editline]04:13PM[/editline]
Oh well there we go
Black Playermodels and Hats
This is due to the introduction of Jarate. To fix this, you need to remove every instance of
"$yellow" "0"
within the playermodels' .vmt files in root/tf/materials/models/player/<class>/ (where root is the root folder of your SFM directory). You can do this using Notepad. The files that have the line are:
* <class>_blue.vmt
* <class>_red.vmt
* <class>_head_blue.vmt
* <class>_head_red.vmt
You will need to do this for all 9 classes. The same bug exists for all hats - find the hat's individual vmt, most likely located in root/tf/materials/models/player/items/<class>, and remove that same line.
source origin:
[url]http://sourcefilmmaker.wikia.com/wiki/Fixes%2C_Tips%2C_and_Other_things[/url]
Uh there isnt a $yellow in the thing I posted.'
and only custom models do that.
I think you guys dont understand me now.
[editline]03:26PM[/editline]
Okay, found one in my heavy vmt. but cant seem to find it in my Stylish spy one.
[editline]03:34PM[/editline]
Yeah that fixed it. Now about the spy..
Dont let this thread fall far.
[QUOTE=VenomousBeetle;24595378]Okay, found one in my heavy vmt. but cant seem to find it in my Stylish spy one.[/QUOTE]
You're looking at tf/materials/models/player/stylish/stylish_spy_red.vmt when you should be looking at tf/materials/models/player/spy/stylish_spy_red.vmt. The correct file is something like twice as long as the one you're posting.
[QUOTE=Metroid48;24606216]You're looking at tf/materials/models/player/stylish/stylish_spy_red.vmt when you should be looking at tf/materials/models/player/spy/stylish_spy_red.vmt. The correct file is something like twice as long as the one you're posting.[/QUOTE]
Oh I see. BRB gotta try.
[editline]11:45PM[/editline]
That did it, [img]http://www.facepunch.com/fp/rating/wrench.png[/img]
[editline]11:46PM[/editline]
For about everyone on this page but me
I have two sound files made by me with the same characteristics: 16 bit PCM 44100 Hz wav.
I placed phonemes into both files by faceposer, but the first file I made a year ago, and the second today. Both files excellent play with faceposer.
I replaced two sound files of tf2 beta (scout_thanks01.wav and scout_thanks02.wav) with my files. And when I use voicemenu (Z+2), my scout says all phonemes during the playback of my first sound file and none phonemes during the playback of the second sound file :(
Any suggestions? I restarted the game ten thousand times and made ten thousand records, but one file playes fine and the second without phonemes though they present in the file.
[QUOTE=Natalia;24618943]Problem - Any suggestions?[/QUOTE]Make own sound files and custom .vcds for the sounds and edit "Response PlayerThanksScout" in tf/scripts/talker/Scout.txt to use your vcd instead, i.e. comment out stock lines (add // before them) and add "scene "scenes/customsound01.vcd"" after them.
[QUOTE=VenomousBeetle;24391420]a friend gave me his USB with the thing, but AVG detected RUN_TF2.exe as a virus. is that real?[/QUOTE]
i would think it was due to the way it was no-steam patched, or the compression used on it, that it would flag up like that, certain A/Vs flag up at certain ways of compressing EXE's.
EDIT: Well, it's not compressed, but it's coded weird, that's might what might be doing it.
"damn gurl why you walk like that"
"i didnt mean to"
[IMG]http://imgur.com/kESfe.jpg[/IMG]
[IMG]http://imgur.com/s0fxd.png[/IMG]
Am I the only person who things animating non character props is a pain in the ass? Perhaps there's a method to easing that pain I overlooked? Would spawining a dynamic prop and then recording in scene along with whatever else make it easier to move/animate/whatever?
It always seems jerky and certainly doesn't seem to move around right.
Example: I was working with a Sniper gib I spawned earlier and I wanted it to fall into the shot on to the character's feet and then have him kick it off (a la "Meet the Engineer"). So I'd spawn it (via "Create Animation Set" and "add model") and animate it to fall to the ground. upon trying to get the character to kick it I could move the prop again, but the gib's landing spot earlier in the shot would change and was noticably higher and not at all on the character's foot.
My animation range (the green zone) was properly moved before the next step of animation, so I can't really understand what's up with that...
[QUOTE=Razi The Red;24748510]the gib's landing spot earlier in the shot would change[/QUOTE]That is [I]very[/I] annoying. To avoid it deselect roottransform and move the prop only using the other bone.
I hope in the new TF2 beta it will contain SFM.
Then I will be happy happy joy joy
[QUOTE=tehMuffinMan;24770424]I hope in the new TF2 beta it will contain SFM.
Then I will be happy happy joy joy[/QUOTE]
You do realise SFM will be in all Source games right?
EDIT: wait no that makes sense
Probably not because Valve enjoys community videos and they won't let anybody do it!!!
[QUOTE=Ukuku;24749904]That is [I]very[/I] annoying. To avoid it deselect roottransform and move the prop only using the other bone.[/QUOTE]
I was using the other bone.
._.
[QUOTE=Razi The Red;24748510]Am I the only person who things animating non character props is a pain in the ass? Perhaps there's a method to easing that pain I overlooked? Would spawining a dynamic prop and then recording in scene along with whatever else make it easier to move/animate/whatever?
It always seems jerky and certainly doesn't seem to move around right.
Example: I was working with a Sniper gib I spawned earlier and I wanted it to fall into the shot on to the character's feet and then have him kick it off (a la "Meet the Engineer"). So I'd spawn it (via "Create Animation Set" and "add model") and animate it to fall to the ground. upon trying to get the character to kick it I could move the prop again, but the gib's landing spot earlier in the shot would change and was noticably higher and not at all on the character's foot.
My animation range (the green zone) was properly moved before the next step of animation, so I can't really understand what's up with that...[/QUOTE]
i had the same problem with a similar situation with the briefcase. I never was able to get it to look right, so it ended up just not being uploaded.
I FEEL YOUR PAIN BROTHER ;~;
also, i think this is the 6th animation i've done with SFM now.
[url]http://www.youtube.com/watch?v=2bO85YmvTXs&feature=channel[/url]
:P After effects can make color correction look real ggggggggggooooooooooooodddddddddddd...............
[media] [url]http://www.youtube.com/watch?v=2DpHA0C6HHI[/url] [/media] :D
[QUOTE=cyber-core_360;24799834]:P After effects can make color correction look real ggggggggggooooooooooooodddddddddddd...............
:D[/QUOTE]
Filter rape.
Also, we have emotes.
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