I love EdbotnikThe sfm videos
also am happy that he figures out stuff for sfm
like who would have thought to make a script for making tf2 textures work in tf2 beta?
I wouldn't
[QUOTE=Ukuku;21717346]In Source Filmmaker or some other program? If it is SFM make sure you have sv_cheats set to 1.[/QUOTE]
SFM... wow, I just had to put sv_cheats on?, I feel dumb
Anyway thanks
[QUOTE=Gorm;21724739]I love EdbotnikThe sfm videos
also am happy that he figures out stuff for sfm
like who would have thought to make a script for making tf2 textures work in tf2 beta?
I wouldn't[/QUOTE]
Well
thank you but I did not make the script it is on the previous page
[media]http://www.youtube.com/watch?v=LyWLWfuZQjo[/media]
ALL THIS PAIN-STAKING WORK FOR THIS
IT DOESN'T EVEN HAVE DOF OR MOTION BLUR FFUUUUUU
[QUOTE=TheDKer;21721260][img]http://dl.dropbox.com/u/1650946/howto.png[/img][/QUOTE]
[B]
SOURCE[/B] Film Maker.
Maybe Left 4 Dead?
This is the old SFM, the one that only runs on the tf2 beta. :(
Anyone know if there's a way to get SFM blur in-game?
[QUOTE=NanoSquid;21726477]Anyone know if there's a way to get SFM blur in-game?[/QUOTE]
No. It can't be done in real time.
It's not really motion blur, it's frame blending. It basically takes (say you have it set to 32 sample) 16 frames before the current frame, and 16 frames after the current frame and blends it all into one.
[QUOTE=Pandamobile;21726576]No. It can't be done in real time.[/QUOTE]
:saddowns:
[QUOTE=Croshi;21723349]Fluid animation is quite VERY simple and cheap.
1. High light the area you want to animate in (might want to leave an extra second or two)
2. Select a bone
3. Select the manipulation tool
4. Play the clip, and as it is playing, move the bone. [b]It will record the movement[/b]
5. Smooth it and enjoy. :V[/QUOTE]Nice find! :D
[editline]10:40AM[/editline]
[QUOTE=Metroid48;21718970]* The usual multi-doors/items deal. - Unfixable, AFAIK.[/QUOTE]Clever use of ent_remove_all and ent_fire !picker hidemodel fixes this. Check my Meet the Flagcarrier: do you see any duplicate intels or doors?[QUOTE=Metroid48;21718970]* Round timers are getting annoying, as are respawn timers (to a lesser extent). - ent_fire team_round_timer pause
[/QUOTE]mp_forcerespawnplayers makes every player spawn instantly.
Your 'Meet the Flagcarrier' is quite impressive..
Did you use more than one player when recording?
As I noticed the Sentry fired, and the Scout caught on fire.
Or did you use some interesting tecniques there?
Blah, PldX Movie Tool is way better
[url]http://www.pldx.com/blog.php/2009/06/team-fortress-2-movie-recording-guide/[/url]
[QUOTE=Lagitech;21731388]Blah, PldX Movie Tool is way better
[url]http://www.pldx.com/blog.php/2009/06/team-fortress-2-movie-recording-guide/[/url][/QUOTE]
That's actually quite interesting...
Maybe when used in conjuction with Source Filmmaker, we could be ALL POWERFUL.
What is with all the SMF video's on youtube that somehow remind me of the Odd scout and a certain creepy magna
When I get back in like 3-4 hours, I'll show you guys some more stuff I've been working on. Be impressed or I'll eat a kittens head.
I thought the camera animation and player animation was common knowledge.
I've done it since January :confused:
I'll probably make a tutorial on the moving camera thing sometime.
[editline]04:26PM[/editline]
[QUOTE=Kowalski;21721308]Off topic but, what is your avatar ?
I'm sure I've seen that thing somewhere...[/QUOTE]
[media]http://www.youtube.com/watch?v=q4QV4o_Qq2c[/media]
[editline]04:28PM[/editline]
4:27
[QUOTE=The Inzuki;21725450] [URL="http://www.facepunch.com/#"]View YouTUBE video[/URL]
[URL]http://youtube.com/watch?v=LyWLWfuZQjo[/URL]
ALL THIS PAIN-STAKING WORK FOR THIS
IT DOESN'T EVEN HAVE DOF OR MOTION BLUR FFUUUUUU[/QUOTE]
Looks like you opened it in wmv
[QUOTE=Smashman;21731175]Did you use more than one player when recording?[/QUOTE]Yes, sort of, because I used bots. They don't move by themselves so you need bot_mimic 1 or something else.
[QUOTE=Ukuku;21734314]Yes, sort of, because I used bots. They don't move by themselves so you need bot_mimic 1 or something else.[/QUOTE]
I see. I'm aware how bots work. I thought maybe you'd got a few friends together on a server.
Converting materials is great and everything, but the maps' cubemaps are still problematic - and there's 442 in badlands alone! So, instead of extracting them with Pakrat, I wrote another script:
[img]http://thefwcentral.com/upload/content/images/tf2_mapTextureFixf715c10.png[/img]
It changes the material versions from 7.4 to 7.3 for all BSPs in its directory (and subdirectories), similar to the previous script. This should apply to both cubemaps and custom materials! I'll be testing it with SFM in a few hours (on laptop right now), but here it is nonetheless:
[code]#Use 1 for true/on, 0 for false/off
verbose=0
buffer=2560 #Must be larger than 10!! Value in bytes! Must be smaller than largest material size!
#DO NOT EDIT BELOW HERE
import os
import struct
from os.path import join
instances = 0
changed = 0
totalCount = 0
print "Modifying files with", os.getcwd(), "(including subdirectories)"
print "Each file may take a while - do not think it has crashed!"
raw_input('Press enter to begin.')
for root, dirs, files in os.walk(os.getcwd()):
print "Folder" , root
for name in files:
if '.bsp' in str.lower(name):
f = open(join(root,name), 'r+b') #Open to read & write in binary
if (f.read(4)!='VBSP'): #Check for signature
break
print "\t", name
group = f.read(buffer)
count=0
pos=buffer
while 1:
if (group.find('vtfVTF')>0):
#Found instance
change=-(buffer+1-group.find('vtfVTF'))+12
pos+=change+1
f.seek(change,1)
ver = ord(f.read(1))
# for i in range(0,9):
# print ord(f.read(1))
# raw_input('paused')
# f.seek(-10,1)
if ver==4:
count+=1
f.seek(-1,1)
pos-=1
f.write(struct.pack('i',3))
if verbose>0:
print "\t\twrote byte, pos",pos
else:
if verbose>0:
print "\t\tskipped byte, was",ver
if (len(group)<buffer):
break
f.seek(-10,1)
group = f.read(buffer)
pos+=buffer-10
if count>0:
print '*\t\tChanged', count, 'materials in', name
changed+=1
totalCount+=count
else:
print '\t\tSkipped', name, '(no change)'
instances+=1
break
print ""
print "Done!\tChanged", changed, "BSP files out of", instances, "files!"
print "\tChanged", totalCount, "materials in total!"
print ""
raw_input('Press enter to exit.')[/code]
Same deal, needs Python installed, save it as lowerVTFVersionsInBSP.py
[b]Edit:[/b] Execution now much faster - it now takes around a second per file!
[b]Edit2:[/b]Slight warning. If there's a material file that's smaller than 2.5kb, it might be skipped.
Have my motherfucking babies. TWICE.
Damn Metriod, you're doing a great job!
Dammit Metroid, where were you 5 months ago :C
Metroid you are great
Thanks! I wish I had worked with SFM a few months ago, too - it's a neat tool.
About the script. I just noticed a way to significantly increase the speed, so I updated the post with a version that drops execution time from 2 minutes to 4 seconds! Only problem is that if there are any materials smaller than 5kB it might skip them. I'll be looking to fix that in a minute.
Metroid, your steamcommunity link isn't working so I can't add you, can you add me to your friends list? [url]http://www.steamcommunity.com/id/bites[/url]
Sure! My laptop doesn't want to connect to Steam, so I'll add you at home in an hour.
Also fixed steamcommunity link. Nearly done the edits to the script, too.
Awesome, thanks.
Can anyone give me the command to prevent the setup from ending? I hate being teleported when recording :v:
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