• SFM thread V2
    2,037 replies, posted
[QUOTE=AlfieSR;31744478]Because you shouldn't actually be in console while recording at all, that usually ends it Just bind one of them to a key.[/QUOTE] Also: never record in third person when you're not recording world. And on a personal note: who's idea was it to make "unload map" the first drop down option when you accidentally right click on the video window? Because that guy's an ass.
Anyone know how to either: A.) Fill the ubercharge instantly. B.) Replicate the addcond 5 effect or C.) Set the active skin on an actual player to the ubercharge skin? For any shot/clip that requires an ubered player I have to sit there filling up an ubercharge every time and I was just hoping someone knew a better way. I tried ent_setname "x", ent_fire x skin <number> on a bot knowing it was a long shot and as expected came up with nothing. (Also: Is there a particle for cigarette smoke? Meet the Spy makes me want that smoke trail available when I need it.)
Just do a search for the take, go down on the list of children items and find the playermodel, set skin to 3 if on RED, or 4 if on BLU. If you're doing a scene with a medic who's doing the ubering, I know how to fake the beam somewhat, but parenting it to a puppet is something out of my knowledge. You can uber a bot while using bot_mimic, then delete the bot puppet and record another puppet to fit the take, but that usually looks sloppy at best. If anyone knows, please share.
[QUOTE=AlfieSR;31969931]Just do a search for the take, go down on the list of children items and find the playermodel, set skin to 3 if on RED, or 4 if on BLU.[/QUOTE] Oh, good idea that'll be useful when the Doc's not in frame at the time. [QUOTE=AlfieSR;31969931]If you're doing a scene with a medic who's doing the ubering, I know how to fake the beam somewhat, but parenting it to a puppet is something out of my knowledge.[/QUOTE] I wouldn't mind hearing this. [QUOTE=AlfieSR;31969931]You can uber a bot while using bot_mimic, then delete the bot puppet and record another puppet to fit the take, but that usually looks sloppy at best.[/QUOTE] I had some ideas similar to that I think I could work, but it would be A LOT more steps. [QUOTE=AlfieSR;31969931]If anyone knows, please share.[/QUOTE] Agreed.
[QUOTE=Razi The Red;31970289]I had some ideas similar to that I think I could work, but it would be A LOT more steps.[/QUOTE] You can also simply use bot_mimic to record the bot as though a player. If they're doing a simple action like shooting or swinging their melee around, it works fine. This, in conjunction with bot_refill, allows an infinite clip for bots, I think.
[QUOTE=AlfieSR;31970323]This, in conjunction with bot_refill, allows an infinite clip for bots, I think.[/QUOTE] Bot_refill does indeed provide an infinite supply of ammo and health, which is why it's bound for me.
I got Source Filmmaker a while ago and I'm just now learning how to do some animation stuff. But for Maya 2009, I can't load the Valve Plug-ins. Did anyone find a fix or a solution? Edit: Also I get this error: // Error: Unable to dynamically load : c:/program files (x86)/steam/steamapps/<username>/sourcesdk/maya/2009/plug-ins/vsMaster.mll Even when I Refresh SDK Content on Source SDK.
Can you use Blender for SFM animations?
[QUOTE=Rocko's;31992369]Can you use Blender for SFM animations?[/QUOTE] A good question to which I do not know the answer. But I come bearing my own problem yet again. My computer crashed pretty bad earlier this year and I had to backup SFM, but I realized today that I seem to have lost Source Mod in SFM... So I went to reinstall Source Mod as it was supposed to be, but... every time I put "addons\sourcemod\bin\sourcemod_mm" (without the quotes of course) in the metaplugins.ini it makes SFM stop working before it even fully loads. If I take that line out SFM loads... So I'm just confused.
I was tinkering with trying to find hidden advanced options and found something quite interesting - r_sfmfulcrumdof defaults to 0, if you set it to 1, dof will take more of a gmod-style approach to DoF as shown on this image: [thumb]http://filesmelt.com/dl/demo5.png[/thumb]
[QUOTE=Razi The Red;31969663]Anyone know how to either: A.) Fill the ubercharge instantly. B.) Replicate the addcond 5 effect or C.) Set the active skin on an actual player to the ubercharge skin? For any shot/clip that requires an ubered player I have to sit there filling up an ubercharge every time and I was just hoping someone knew a better way.[/QUOTE] Set host_timescale 25 and the uber fills in 10 seconds, then put it back to host_timescale 1 and tada, normal game speed! :eng101:
[QUOTE=AlfieSR;32097043]I was tinkering with trying to find hidden advanced options and found something quite interesting - r_sfmfulcrumdof defaults to 0, if you set it to 1, dof will take more of a gmod-style approach to DoF as shown on this image: [thumb]http://filesmelt.com/dl/demo5.png[/thumb][/QUOTE] this has been known for ages
I'd use this more if my computer wasn't ass. This looks like such of a fun tool to mess around with.
first source filmmaker video, very simple. let me know what you think. [video=youtube;kWf26MTTmaM]http://www.youtube.com/watch?v=kWf26MTTmaM[/video]
As the demo, you should hit backwards when suiciding to orient your death a bit better. Similarly, you want demo on screen but not blocking most of it. Finally when you "throw" a weapon, either animate it returning or keep it offscreen. It shouldn't really snap back. [editline]8th September 2011[/editline] Otherwise nice for your first video.
Oh dammit, here's the SFM thread! I just got SFM, but I'm having a bit of an issue. I installed all of the patches included and whenever I walk I can do so for about 2 seconds then I kinda freeze until I let go of the w/a/s/d key. It also did this before applying the patches, so I'm a wee bit confused. Halp? [editline]9th September 2011[/editline] Oh god sfm knows my steam name should I be worried
Anyone? I'd really love to be able to make some stuff. [editline]9th September 2011[/editline] Oh damn my automerge [editline]9th September 2011[/editline] Oh damn my automerge [editline]9th September 2011[/editline] Never mind, fixed itself. :toot:
SFM knows your steam name because it hooks into the same api stuff, that's nothing to worry about. The walking issue is really, really wierd. Does the same thing happen if you type +forward, +back, +moveleft or +moveright in console?
[QUOTE=AlfieSR;32097043]I was tinkering with trying to find hidden advanced options and found something quite interesting - r_sfmfulcrumdof defaults to 0, if you set it to 1, dof will take more of a gmod-style approach to DoF as shown on this image: [thumb]http://filesmelt.com/dl/demo5.png[/thumb][/QUOTE] I'd really advice not to use that when exporting though. If you film a scene with a high amount of DoF in it there'll be a very noticeable difference between r_sfmfulcrumdof 1 and 0. A thing you might not know is that enabling motion blur greatly enhances the quality of the DoF. I don't know why and how it works, but it does, just watch the following examples: Picture 1 is without any kind of DoF, only "Subpixel Jitter AA" enabled to smooth the edges a little. [thumb]http://filesmelt.com/dl/clear.png[/thumb] Picture 2 is the best result achievable to my knowledge. 32x MB, 32x DoF and r_sfmfulcrumdof set to "0". No need to use use Subpixel Jitter AA with those enabled, it makes no difference except making rendering take four times longer. [thumb]http://filesmelt.com/dl/r_sfmfulcrumdof_0.png[/thumb] Picture 3, 32x MB and DoF, except this time r_sfmfulcrumdof is set to "1". If you can't see the difference you need glasses. [thumb]http://filesmelt.com/dl/r_sfmfulcrumdof_1.png[/thumb] Picture 4 has 32x DoF, but no MB, and r_sfmfulcrumdof set to "0". If you look at the picture you can see how it looks more like picture 3. At this point, i can conclude that setting r_sfmfulcrumdof to 1 is bad, because it doesn't use the MB to enhance the DoF. To further back up my claim... [thumb]http://filesmelt.com/dl/r_sfmfulcrumdof_0_no_mb.png[/thumb] ...we take a look at picture 5. This has 32x DoF and no MB, and has r_sfmfulcrumdof set to "1". If you compare picture 3 with this picture, number 5, you can see that there's no difference whatsoever, even though picture 3 has MB enabled and picture 5 doesn't. [thumb]http://filesmelt.com/dl/r_sfmfulcrumdof_1_no_mb.png[/thumb] If that was a little confusing or if you want to inspect the pictures closer, open them in tabs and look at their filenames for the pictures properties. If you have any questions regarding this, or just SFM generally, please ask and I'll do my best to answer. I'll be checking the thread regularly.
[media]http://www.youtube.com/watch?v=vjG4lUp6N9c[/media] I don't know.
Holy crap that mouth is huge. I'd create an animation set for the scout, highlight the whole clip and target his lower face, setting "Default" to max, then manually animate that mouth movement. [editline]9th September 2011[/editline] Being lazy works fine too v:v:v
[QUOTE=AlfieSR;32198127]Holy crap that mouth is huge. I'd create an animation set for the scout, highlight the whole clip and target his lower face, setting "Default" to max, then manually animate that mouth movement.[/QUOTE] I would but I forgot to save after rendering. :v:
[QUOTE=brandonsh;32198155]I would but I forgot to save after rendering. :v:[/QUOTE] I rarely bother saving. If i'm happy with something, i'm happy. If I want to remake it, I might as well remake the whole thing.
[QUOTE=brandonsh;32198055][media]http://www.youtube.com/watch?v=vjG4lUp6N9c[/media] I don't know.[/QUOTE] Repost for the new page since I was the last post on the previous one. [editline]9th September 2011[/editline] My automerge. :v:
Has anyone figured out how to export cameras from Maya? I see the option and have exported one but don't know how SFM reads it or uses it. p.s. here's some of my tests in SFM - [url]http://www.youtube.com/watch?v=89M3571xdbg&list=PL9E0FC041687DB0C4&index=1[/url]
Okay so I started playing with this again, started recording action for a little video and then when I was exporting some of my actors' world models went away: [media]http://www.youtube.com/watch?v=r_1ApLWBlCA[/media] So uh. What did I do? (Since people will probably ask, yes, they work in the Work Camera. I'm just not sure why the Active Camera would act in this way.)
Does anyone have a mirror for the tools that used to be in this link? [url]http://www.flamehaus.com/snakez/enginetools.zip[/url]
[QUOTE=PsYchOsIs;32585586]Okay so I started playing with this again, started recording action for a little video and then when I was exporting some of my actors' world models went away: [media]http://www.youtube.com/watch?v=r_1ApLWBlCA[/media] So uh. What did I do? (Since people will probably ask, yes, they work in the Work Camera. I'm just not sure why the Active Camera would act in this way.)[/QUOTE] Right click on the time-line, choose "Set New Camera", and record though that camera.
Redownloaded SFM, doing body anims for the first time in ever: [video=youtube;ex10aS7fcLY]http://www.youtube.com/watch?v=ex10aS7fcLY[/video]
[video=youtube;1NiqXjHFO4M]http://www.youtube.com/watch?v=1NiqXjHFO4M[/video] Why don't you work, DoF?
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