• SFM thread V2
    2,037 replies, posted
[QUOTE=Digivee;33833508]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.[/QUOTE] I could only suggest fixing it in post with an animation set or adjusting the maps to your liking in Hammer as I do.
[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.[/QUOTE] But 3DS Max doesn't have any DMX export scripts, which is what made custom animations possible in Maya.
[QUOTE=Derp Y. Mail;33841751]But 3DS Max doesn't have any DMX export scripts, which is what made custom animations possible in Maya.[/QUOTE] No I mean use SFM's built-in animator. It's not as versatile as 3DS or Maya, but it's there.
[QUOTE=Razi The Red;33842203]No I mean use SFM's built-in animator. It's not as versatile as 3DS or Maya, but it's there.[/QUOTE] And it's terrible.
Dont suppose you guys know why my model appears 100% fine in Actbusy, but appears all black ingame, do ya?
[QUOTE=Derp Y. Mail;33842366]And it's terrible.[/QUOTE] [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.[/QUOTE] [QUOTE=Digivee;33843470]Dont suppose you guys know why my model appears 100% fine in Actbusy, but appears all black ingame, do ya?[/QUOTE] That would be jarate's fault. Go to the .vmt and remove all occurrences of "$yellow" .
[QUOTE=Razi The Red;33844575]That would be jarate's fault. Go to the .vmt and remove all occurrences of "$yellow" .[/QUOTE] I already did that [QUOTE]my model appears 100% fine in [U]Actbusy,[/U] but appears all black ingame[/QUOTE]
[QUOTE=Digivee;33848543]I already did that[/QUOTE] Never heard of Actbusy.
Well, i fixed it, but i want to remove a model, and i'm having problems with it, i tried using an animation sequence to simply hide it, but is there an easier way? [editline]22nd December 2011[/editline] and is there a way to import an animation from a mdl?
[QUOTE=Digivee;33849399]Well, i fixed it, but i want to remove a model, and i'm having problems with it, i tried using an animation sequence to simply hide it, but is there an easier way?[/QUOTE] Try going into the DME Editor and follow the paths: clipBin->Sequence->subClipTrackGroup->tracks->->film->{name of clip "shot" by default then "clip1", "clip2",etc as you add more to the timeline}-->scene-->children-->{take number}-->children--> At this point you'll see: +Cameras +player_{your Steam name here} +Game Models +Brush Models Check under "Game models" for what you want to remove and simply delete it.
:( I really want SFM. I found the tools but can't find a download for the old tf2 beta :(
[QUOTE=Bomber9900;33876737]:( I really want SFM. I found the tools but can't find a download for the old tf2 beta :([/QUOTE] And technically no one here can tell you where to find it.
Not sure if anyone here can help me with this, but I'm running out of places to ask since I've been looking for a solution for days now. I've got the 2007 beta installed, I patched it with the appropriate files, I added the Filmmaker bin files, and then I made a shortcut with the correct launch parameters. Yet every time I try to run the shortcut, the only thing that happens is a window quickly opens and closes. I've seen a few people with the same issue, who have somehow fixed their problem, but they never say how and never have a way to contact them. I'm at a total loss.
anyone happen to know how to slap the hats and misc items on in sfm? :L
[QUOTE=LilRobot;34138151]anyone happen to know how to slap the hats and misc items on in sfm? :L[/QUOTE] Spawn the prop, name it, make it not clip, and then parent it to the player. You'll have to adjust it in post using the animation set editor though. More specifically Google and this thread are your friends: [QUOTE=Croshi;23647938]ANIMATING A PROP 0. Type in console 'listmodels' if you do not know the file locations. Not all custom models will come up. 1. To create a prop, type 'prop_dynamic_create X' (x for the pyro would be player/pyro) 2. While looking at the model, type in console 'ent_setname name' Name can be anything) 3. Type 'ent_fire name setanimation X', X being the name of the animation sequence (like 'ent_fire name setanimation taunt06') 4. Type 'ent_fire name setdefaultanimation x', x being the animation you want the model to return to after you do step 3. OPTIONAL: If you want to change the skin of the model, type 'ent_fire name skin <number>', the number being the number of the skin. BLU Pyro would be 'ent_fire PARENTING: 1. To name yourself, type 'ent_fire !self addoutput "targetname me"' (you can change me to anything, but me is the easiest and shortest) 2. To actually parent the prop to yourself, type 'ent_fire name setparent me'. If you want to attach the prop to another prop, replace me with the name of the parent prop. 3. This is an important step if you are parenting to yourself. 'ent_fire name disablecollision' This will make the prop not collide with you. If you do not do this, you will not be able to move. 4. This is another important step. 'ent_fire name setparentattachment attachment X' Look at Source SDK, in the tab for 'attachments', on the left column you can see what you can set the attachment for the parent. For TF2 models, the attachments are 'head', 'flag', and 'partyhat'. If you do not do this, the prop will just be attached to you in whatever angle you were in while you parented it. I hope this is more informative.[/QUOTE]
alright. also, any way to make a sentry shoot others? i can't seem to figure it out since i only have one person :L
[QUOTE=LilRobot;34151591]alright. also, any way to make a sentry shoot others? i can't seem to figure it out since i only have one person :L[/QUOTE] Use bots.
do you know how to make the demo lips not be gay? if i reopen a file with demoman lip movements, it only moves his jaw, not his lips. kinda like select loading... its really dumb and it doesnt let you open them either! it locks the lips...
but then whats the purpose of mp_usehwmmodels 1 and mp_usehwmvcds 1
[QUOTE=Fambini;34463826]but then whats the purpose of mp_usehwmmodels 1 and mp_usehwmvcds 1[/QUOTE] Higher quality facial flexes: i.e more emotional range and better lip sync.
Guys I need help. Two things are really stopping me from making films. Number one: Sometimes it will not let me change my class no matter what I do, forcing me to re-load the map it fix it. Like I can change class when first starting it up, but then it just wont let me after that. And number two: When I screw up a recording, I have to re-load the map. Like I have no clue how to get rid of the sequence or whatever I just filmed. Like lets just say I flm a heavy jumping, but then I fall off something which I did not want to do. How do I get rid of that recording? I'm sure there's a way to fix it, but I don't know how to.
[QUOTE=timbo59;34470877]And number two: When I screw up a recording, I have to re-load the map. Like I have no clue how to get rid of the sequence or whatever I just filmed. Like lets just say I film a heavy jumping, but then I fall off something which I did not want to do. How do I get rid of that recording? I'm sure there's a way to fix it, but I don't know how to.[/QUOTE] I haven't used SFM in a ridiculously long time, but I think I recall a way to somewhat solve this Right click on the timeline and choose zoom in, and uncheck the most recent take (or whatever take needs to be disabled) It doesn't exactly remove the puppet from it's start location, but it does stop it from playing out, so it won't move around the map
[QUOTE=Razi The Red;34467123]Higher quality facial flexes: i.e more emotional range and better lip sync.[/QUOTE] but then how do you load it? for the medic it works fine.... but i tried it with the demo, and scout and it locks the lips... for the medic i remember doing something and it "reset" the medics and and unlocked them.... if only i could remember for the scout and demo..... and halp?
[QUOTE=Fambini;34473831]but then how do you load it? for the medic it works fine.... but i tried it with the demo, and scout and it locks the lips... for the medic i remember doing something and it "reset" the medics and and unlocked them.... if only i could remember for the scout and demo..... and halp?[/QUOTE] Open console "mp_usehwmmodels 1" and "mp_usehwmvcds 1". Seriously that's all there should be to it.
I have another question, how do I get rid of weapons? Like the floating weapons when you try to do taunts, or film.
[QUOTE=timbo59;34476945]I have another question, how do I get rid of weapons? Like the floating weapons when you try to do taunts, or film.[/QUOTE] Delete them or add an animation set to them for the duration of the taunt that immediately moves them somewhere out of sight then pops them back into place at the end.
geez another question.... after spawning a prop (prop_dynamic_create weapon/w_models/w_builder.mdl) and after creating it and having it be in a clip, i try and animate it but there is no "line" of animation i can manipulate, i can only move it and have it be stationary. is there a way to create one?
[QUOTE=Fambini;34488676]there is no "line" of animation i can manipulate[/QUOTE] Not sure I understand this.
[url]http://i.imgur.com/kzE9g.jpg[/url] those lines, how do i make new ones on a prop that doesnt have them?
Sorry, you need to Log In to post a reply to this thread.