Use this autoexec:
[code]//MovieMaker
alias "setup" "sv_cheats 1; mat_specular 0; mp_usehwmmodels 1; mp_usehwmvcds 1; mp_waitingforplayers_cancel 1; ent_fire team_round_timer pause"[/code]
when you start recording, Type setup into console
[QUOTE=Darkomni;21695224]Here's a tutorial.
1. Start SFM
2. Press F10, F11
3. Enter mp_flashlight 1 in console
4. Enter mat_supportflashlight 1 in console
5. Enter r_flashlightscissor 0 in console
6. Enter "bind anykey "impulse 100" and change anykeyhere to any key (derp).
7. Use create a server button to pick a map
8. When loaded, pick any class
9. To record flashlight, move to a position you want your flashlight to be and aim it where you want it to be
10. Disable recording world and sound, so the puppet class doesn't show up
11. Don't turn your flashlight on, and start recording. BEFORE the four beeps end, turn ON your flashlight.
12. Make it really short, end the recording as soon as the four beeps end, and you should have a light.
13. Now, right click on the shot in the timeline, and click "Zoom In"
14. There should be Take1 there, if you haven't recorded anything but the light. If you HAVE, and there's Take1, Take2, etc, just pick the one with the largest number, as that'd be the most recent.
15. Right click the take and hit "Properties"
16. In the DME Element Editor, you should see take1. Go down THIS EXACT PATH in the DME Element Editor: take1 > tracks > Lights > children > flashlightChannelsClip > channels, here you will see three TO four categories called "Visible", "Position", "Orientation", and MAYBE "minDistance".
17. Delete position, orientation, and minDistance, but keep Visible.
18. Go into visible > fromElement, here you will find all the values for editing the flashlight.
shadowFilterSize: Blurriness of shadows.
shadowDepthBias, shadowSlopeScaleBias: Changes accuracy of shadows, can cause artifacts if set too low.
horizontal/verticalFOV: Changes how tall/fat the flashlight projection is.
texture: Changes the texture of the flashlight to whatever material.
constant/linear/quadraticAtennuation: Seems to change the brightness of the light over distances.
maxDistance: Visibility of the light from this distance.
intensity: As you guess, changes how intense the light from the flashlight is.
color: Self explanatory, comes with a neat little menu that sometimes fails to load.
visible: Self explanatory.
Hope y'all have fun with those!
And remember, exploration is never a bad thing. I wouldn't have ever found out about this if I was one to give up.[/QUOTE]
I've tried doing this but I can't get the flashlight to show no matter what. I got into the flashlightchannelclip stuff but I just can't have the shadow show.
[QUOTE=swampie;21743039]Use this autoexec:
[code]//MovieMaker
alias "setup" "sv_cheats 1; mat_specular 0; mp_usehwmmodels 1; mp_usehwmvcds 1; mp_waitingforplayers_cancel 1; ent_fire team_round_timer pause"[/code]when you start recording, Type setup into console[/QUOTE]
this also fixes some other problems
[QUOTE=Chunk3ym4n;21743132]I've tried doing this but I can't get the flashlight to show no matter what. I got into the flashlightchannelclip stuff but I just can't have the shadow show.[/QUOTE]
Do you have your graphical settings set to highest?
[QUOTE=Darkomni;21743362]Do you have your graphical settings set to highest?[/QUOTE]
It's on the highest. Am I supposed to see a light immediately when I press impulse 100?
Yes. After pressing the key bound to impulse 100 you should immediately see the light in front of you.
[QUOTE=Darkomni;21743709]Yes. After pressing the key bound to impulse 100 you should immediately see the light in front of you.[/QUOTE]
Nevermind I fixed it! Forgot to set r_flashlightscissor to 0!
[media]http://www.youtube.com/watch?v=aA6WYVcIDpk[/media]
Great now SFM decided to cut off some of the audio in the beginning so it's off sync.
Oh well.
looks like you suffer from WHUT-er
[QUOTE=Darkomni;21747188]looks like you suffer from WHUT-er[/QUOTE]
Yes, I do.
Hopefully I won't ask as much after getting use to it for a week or so.
Kickass, thanks ragephone (whoever you are on here) for directing me to this new thread. I make the occasional one, but mine are terribly done so its nice to see what people are doing with it.
Will have to come back and check out the thread later.
[QUOTE=effin;21749924]thanks ragephone (whoever you are on here)[/QUOTE]
me here
any idea why i'm getting this
[img]http://img697.imageshack.us/img697/2867/huho.png[/img]
oh okay
apparently my clipboard thought it would be a good idea to ignore colons, quotation marks, and less/greater than signs
new problem
[img_thumb]http://img689.imageshack.us/img689/3113/ctf2fort0002d.jpg[/img_thumb]
Yeah, I saw the medigun thing last night. No idea what's up with it, I'll have to take a better look later today.
[QUOTE=Metroid48;21738145]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.[/QUOTE]
Holy crap.
This is amazing.
Oh my god, awesome thread :dance:
What about the new weapons like force-a-nature and other weapons...... how can we spawn them so that we can record players with the new weapons??? any ideas??
[QUOTE=cyber-core_360;21753039]What about the new weapons like force-a-nature and other weapons...... how can we spawn them so that we can record players with the new weapons??? any ideas??[/QUOTE]
Cannot.
[QUOTE=Smashman;21753047]Cannot.[/QUOTE]
how come?
They're not in SFM.
Great... after importing the new materials from latest tf2 to beta. And after properly doing the python thingy i get this:
1) The Ninja ->[IMG]http://i44.tinypic.com/dqheg2.png[/IMG]
2) The Darth Vader ->[IMG]http://i43.tinypic.com/sb3eo9.png[/IMG]
Everyone else is black as well except for their faces. Need some help here...
EDIT: i looked through the posts and found the garrysmod link for the non black models of tf2.. the thing is i dont have garrys mod.. just orange box and l4d and l4d2!
[QUOTE=cyber-core_360;21753422]i looked through the posts and found the garrysmod link for the non black models of tf2.. the thing is i dont have garrys mod...[/QUOTE]Oh, sorry. I should've known.
What you need to do is remove every instance of the line "$yellow" "0" in the playermodels' .wmt files in tf/materials/models/player/<class>/.
Files that have the line are:
<class>_blue.wmt
<class>_red.wmt
<class>_head_blue.wmt
<class>_head_red.wmt
[QUOTE=cyber-core_360;21753039]What about the new weapons like force-a-nature and other weapons...... how can we spawn them so that we can record players with the new weapons???[/QUOTE]You can of course spawn the models, if you have copied them from the retail game, by creating a new animation set and choosing <Add new model...> but you can't equip nor shoot them.
[QUOTE=Ukuku;21753570]Oh, sorry. I should've known.
What you need to do is remove every instance of the line "$yellow" "0" in the playermodels' .wmt files in tf/materials/models/player/<class>/.
Files that have the line are:
<class>_blue.wmt
<class>_red.wmt
<class>_head_blue.wmt
<class>_head_red.wmt
You can of course spawn the models, if you have copied them from the retail game, by creating a new animation set and choosing <Add new model...> but you can't equip nor shoot them.[/QUOTE]
OMG! thanx ALOT!!!!! u really made my day! It worked and so did the extra weapon thingy! thanx Ukuku
I just had a brainwave
could we not model the hats onto the playermodels?
then we could have hat sfm
or one could spawn the hat and parent it to the head bone
-FYI!!!! I will not be able to play as the survivors! It will just be normal TF2 with the L4D2 maps.
I did something like they did [url=http://www.facepunch.com/showpost.php?p=19772647&postcount=1534]here[/url], though i had to export some more stuff because Portal and L4D2 ain't the same thing.-
So i succesfully got SFM launched using l4d2, the only problem i think i have is that the l4d2 maps are a newer version of BSP's.
[img]http://filesmelt.com/dl/l4d212.jpg[/img]
As you can see, it's version 21 instead of version 20 which it was "expecting".
So do any of you know if there's a way to change the BSP version?
[QUOTE=Darkomni;21759784]or one could spawn the hat and parent it to the head bone[/QUOTE]
Which would be so much easier, then compiling and restarting everytime. But why would you want hats anyway?
Everything is better with hats - TF2 has proven it so.
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