[QUOTE=brandonsh;32845310][video=youtube;1NiqXjHFO4M]http://www.youtube.com/watch?v=1NiqXjHFO4M[/video]
Why don't you work, DoF?[/QUOTE]
Try moving the focus field closer to the camera, past the actual focus point.
[sp]Hold F and move your mouse forward/backward when in camera view, if you weren't aware[/sp]
[t]http://dl.dropbox.com/u/2246763/camping%20fun%20all%20year%20round.jpg[/t]
I don't know if this has been tried yet but the fully rigged Camper Van included in TF2 Improved Phys V2 works flawlessly in SFM.
[t]http://dl.dropbox.com/u/2246763/heavy%20%26%20engie%20road%20trippin.jpg[/t]
Heavy & Engineer: Roadtrip Bros
I've learned simply renaming new weapon models after the default ones allows you to simulate their use. My SFM Medic uses an uber-capable Quick-Fix.
-snip-
[QUOTE=Funny Hats;32900762][IMG]http://img810.imageshack.us/img810/8523/sfmt.jpg[/IMG]
18 remaining hours, 2 grueling weeks of downloading, 1 seeder.
THIS FALL
PREPARE TO CRASH, AGAIN AND AGAIN AND AGAIN.[/QUOTE]
Isn't that like warez?
[QUOTE=Razi The Red;32900895]Isn't that like warez?[/QUOTE]
Maybe... you think I should delete the image? I'm not pointing out any specific site or method of getting it, and it's the only way to get the SFM version of TF2 anyway as mentioned in the OP.
[QUOTE=Funny Hats;32900927]Maybe... you think I should delete the image? I'm not pointing out any specific site or method of getting it, and it's the only way to get the SFM version of TF2 anyway as mentioned in the OP.[/QUOTE]
I was lucky enough to have the Beta files on my old PC from 07. Nowadays I believe it's the only way. Still it comes down to the mods really.
alright
so
i want to use mann manor in SFM, but like...
how am i to pinpoint each and every single material to extract to the game? :V
if i extract the whole materials, models, and sounds folder..that's three gigs :L
some assistance please?
i managed to get the clocktown map working.
but for some odd damn reason..
the water gives purple and black checkered reflections
and the skybox just does that whole "NODRAW OVERLAPPY" thing :c
[QUOTE=LilRobot;32916767]alright
so
i want to use mann manor in SFM, but like...
how am i to pinpoint each and every single material to extract to the game? :V
if i extract the whole materials, models, and sounds folder..that's three gigs :L
some assistance please?
i managed to get the clocktown map working.
but for some odd damn reason..
the water gives purple and black checkered reflections
and the skybox just does that whole "NODRAW OVERLAPPY" thing :c[/QUOTE]
Did you remember to run the python scripts to lower the VTF and BSP versions?
yes, i tried that several times
[QUOTE=Sam Za Nemesis;32930617]I've been busy getting SFM elements to work on the newest engine and these are my results, Ivan Secrets, F-Stop,my unannounced mod and pehaps City 17 Episode One might use this for their trailers
[media]http://www.youtube.com/watch?v=FiOzlWEwex4[/media][/QUOTE]
I love you please give this some kind of release.
Also,
[media]http://www.youtube.com/watch?v=QEm2VWREQ_E&feature=player_embedded[/media]
[QUOTE=LilRobot;32916767]alright
so
i want to use mann manor in SFM, but like...
how am i to pinpoint each and every single material to extract to the game? :V
if i extract the whole materials, models, and sounds folder..that's three gigs :L
some assistance please?
i managed to get the clocktown map working.
but for some odd damn reason..
the water gives purple and black checkered reflections
and the skybox just does that whole "NODRAW OVERLAPPY" thing :c[/QUOTE]
IMO: go for the 3 gigs, is worth it.
Grr, it's CTDing on launch now. Even my backup's choking - it must be something to do with Windows 7...
[QUOTE=UberMunchkin;33090638]I'm deeply sorry I overrun by 4 days.
[media]http://www.youtube.com/watch?v=Q_iORhsS54A[/media][/QUOTE]
Entertaining, but the cam was a little shaky, custom animations were a little stiff, and what was with the audio at transitions?
Just criticism, not hate.
[QUOTE=Razi The Red;33094766]Entertaining, but the cam was a little shaky, custom animations were a little stiff, and what was with the audio at transitions?
Just criticism, not hate.[/QUOTE]
The audio thing tends to happen when cutting clips in SFM if you have the audio in game. I just edit it back in like so:
[video=youtube;3TE954Xfbiw]http://www.youtube.com/watch?v=3TE954Xfbiw[/video]
Be nice to have a Medic model with the glasses as a bodygroup as opposed to being glued to his fucking face... also with real lenses.
This thread could use a bump, so here's something I made earlier.
[media]http://www.youtube.com/watch?v=0RWt04KQd8E[/media]
I'm so glad you keep this thread alive uber.
[QUOTE=Erfly;33449195]I'm so glad you keep this thread alive uber.[/QUOTE]
I wanted to use a life-support analogy about this thread in a permenant coma, but then i'd feel bad.
Hi, if anyone's able to provide any assistance on this issue I'm faced with that'd be great.
Playing back a shot containing multiple puppets through a puppet's point of view displays any puppets in the frame without their player model, simply their weapon's world model. However, this issue doesn't take effect if played back through any camera that isn't a puppet's point of view.
As a 'side question' while I have the opportunity, I've noticed that camera 1 by default is the most recently recorded puppet's point of view which consistently overwrites any previously recorded puppet's point of view. If there's a solution to any of these problems I've detailed, that's fantastic.
Thankyou.
[QUOTE=FreddieNZ;33792773]Hi, if anyone's able to provide any assistance on this issue I'm faced with that'd be great.
Playing back a shot containing multiple puppets through a puppet's point of view displays any puppets in the frame without their player model, simply their weapon's world model. However, this issue doesn't take effect if played back through any camera that isn't a puppet's point of view.
As a 'side question' while I have the opportunity, I've noticed that camera 1 by default is the most recently recorded puppet's point of view which consistently overwrites any previously recorded puppet's point of view. If there's a solution to any of these problems I've detailed, that's fantastic.
Thankyou.[/QUOTE]
What?
[QUOTE=Razi The Red;33808511]What?[/QUOTE]
To reiterate the question.
I'm intending to render a scene that is shown through a puppet's point of view (a first person perspective of myself).
However, additional puppets (recordings of myself multiple times over) appear as nothing more than the weapon the puppet is carrying; world models.
For example a soldier is displayed as a rocket launcher suspended at shoulder height. I'm asking if there is any method of preventing this, such as configuring particular settings perhaps, to allow the scene to be rendered through a puppet's point of view without the effect being destroyed.
At the time another question came to me in regards to a puppet's corresponding camera. That side question I mentioned isn't of priority and can be dismissed for the time being. I'd like to think this clarifies details, although if it doesn't please elaborate on how I may do so.
Thanks.
[QUOTE=FreddieNZ;33825198]To reiterate the question.
I'm intending to render a scene that is shown through a puppet's point of view (a first person perspective of myself).
However, additional puppets (recordings of myself multiple times over) appear as nothing more than the weapon the puppet is carrying; world models.
For example a soldier is displayed as a rocket launcher suspended at shoulder height. I'm asking if there is any method of preventing this, such as configuring particular settings perhaps, to allow the scene to be rendered through a puppet's point of view without the effect being destroyed.
At the time another question came to me in regards to a puppet's corresponding camera. That side question I mentioned isn't of priority and can be dismissed for the time being. I'd like to think this clarifies details, although if it doesn't please elaborate on how I may do so.
Thanks.[/QUOTE]
My only suggestion would be to try recording in third person and then when you want to record from the first person perspective, do so.
If your original comment was saying "new takes overwrite my old camera shots/pans/etc" then I must point out it's an accurate assessment and that you should record in first person when you've set up the rest of your scene.
Just set the scene to half speed get your camera angles/movements, create an animation set for the newest camera, switch to active camera, and then smooth the camera's track when it seems rough.
Hope that helps.
[QUOTE=Razi The Red;33098261]Be nice to have a Medic model with the glasses as a bodygroup as opposed to being glued to his fucking face... also with real lenses.[/QUOTE]
Working on this myself to see if it's possible, I'll let anyone interested in on the results when I figure out if it's possible or not.
Anyone found a way to make custom animations yet? Because I haven't been able to since Valve broke the DMX export plugins back in October.
does anyone have a new-er program for converting vtf's and map files so they can work in SFM?
[QUOTE=Derp Y. Mail;33826083]Anyone found a way to make custom animations yet? Because I haven't been able to since Valve broke the DMX export plugins back in October.[/QUOTE]
While not as potent as Maya, 3DS, or what have you: you could try to utilize the built in animator.
[QUOTE=Digivee;33827231]does anyone have a new-er program for converting vtf's and map files so they can work in SFM?[/QUOTE]
Is there something wrong with the old method? It still works for me.
[QUOTE=Razi The Red;33829554]While not as potent as Maya, 3DS, or what have you: you could try to utilize the built in animator.
Is there something wrong with the old method? It still works for me.[/QUOTE]
The python script complains about being unable to write files to my directory.
[editline]21st December 2011[/editline]
I fixed it, but does anyone know how to move props horizontal/verticaly?
I spawn a model, but its half buried in the ground.
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