• SFM thread V2
    2,037 replies, posted
[QUOTE=TheDKer;21759857]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://filesmjpg[/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] Holy shit.
Please explain how you got it running in L4D2. Would be a huge help. Also im messing around with some sexy things i found in SFM, i cant seem to figure them out entirely, but ill make a post later tonight/early tomorrow.
[QUOTE=HoodedSniper;21761197]Please explain how you got it running in L4D2. Would be a huge help. Also im messing around with some sexy things i found in SFM, i cant seem to figure them out entirely, but ill make a post later tonight/early tomorrow.[/QUOTE] Something like this [url]http://www.facepunch.com/showpost.php?p=19772647&postcount=1534[/url]
[QUOTE=TheDKer;21761306]Something like this [url]http://www.facepunch.com/showpost.php?p=19772647&postcount=1534[/url][/QUOTE] Thank you!
[media]http://www.youtube.com/watch?v=WqafvvxDEDU[/media] i finished this and realized that i have nothing to use it for
Still awesome! nice job.
[QUOTE=Pikablu07;21762442][media]http://www.youtube.com/watch?v=WqafvvxDEDU[/media] i finished this and realized that i have nothing to use it for[/QUOTE] :slick:
Can anyone help me with this? This happens when i use mp_usehwmmodels 1 and mp_usehwmvrcds 1 [URL=http://img39.imageshack.us/i/46555170.jpg/][IMG]http://img39.imageshack.us/img39/8724/46555170.jpg[/IMG][/URL]
[media]http://www.youtube.com/watch?v=9b8GXZDNiDY[/media] I sort of messed up since I was able to pass through the dispenser.
'nother large render with some dynamic lighting. [IMG_thumb]http://img145.imageshack.us/img145/3830/sniperm.jpg[/IMG_thumb] 6000 x 3000
Holy crap I get to strike off -Get SFM to work Off of my crap to do before Episode 3.
We just need to find out how to change the .bsp version of a map.. then theoretically one can load up any .bsp map in SourceFilmmaker right???
[QUOTE=cyber-core_360;21769135]We just need to find out how to change the .bsp version of a map.. then theoretically one can load up any .bsp map in SourceFilmmaker right???[/QUOTE] Search for the L4D1 maps Into L4D2 maps, i remember seeing something about changing that number. [editline]09:41AM[/editline] Sorry for the double post but i made a discovery. I figured out how to make a dynamic moving light. Im going to mess around with it a bit more before explaining how, but thanks to darkoni making this possible. It is very easy but i want to figure out how to make it smoother movement. [media]http://www.youtube.com/watch?v=RtK_9-Ma2WI[/media]
Well seeing that L4D 1 and Tf2 have same .bsp version no.s i decided to try that out.... ended up crashing SFM each and every time I tried. Haven't found a way to change .bsp version no.s yet but i do have a quick question. HOW DO I TURN OFF THE 20 SECOND "WAITING FOR PLAYERS" THINGY AT THE START? Its getting really annoying!!! >:(
To skip the wait timer: mp_waitingforplayers_cancel 1 To pause the round timer: ent_fire team_round_timer pause
[QUOTE=Darkomni;21759784]or one could spawn the hat and parent it to the head bone[/QUOTE] how?
Moving dynamic lights are easy: just don't delete the two subcategories I said to, and move around while recording.
[QUOTE=Metroid48;21773348]To skip the wait timer: mp_waitingforplayers_cancel 1 To pause the round timer: ent_fire team_round_timer pause[/QUOTE] I have that in my config file but it doesn't work.....even if i type it before is start recording... the timer still goes off. and after 20 seconds I'm brought back to the spawn room
[QUOTE=Darkomni;21773947]Moving dynamic lights are easy: just don't delete the two subcategories I said to, and move around while recording.[/QUOTE] Ya, exactly lol. I was trying to figure out how to make it look nicer and smoother light movement which im working on but i think i got it. I just got sidetracked when i got SFM to work with ep2
[QUOTE=HoodedSniper;21774046]Ya, exactly lol. I was trying to figure out how to make it look nicer and smoother light movement which im working on but i think i got it. I just got sidetracked when i got SFM to work with ep2[/QUOTE] how
[QUOTE=swampie;21774056]how[/QUOTE] [url]http://www.facepunch.com/showpost.ph...postcount=1534[/url] not every map works and sound gets all glitchy and things dont spawn.
404
[QUOTE=HoodedSniper;21774295][url]http://www.facepunch.com/showpost.ph...postcount=1534[/url] not every map works and sound gets all glitchy and things dont spawn.[/QUOTE] Long links gets the ... to shorten it down so you can't copy them that way [QUOTE=swampie;21774359]404[/QUOTE] Here's the proper one [url]http://www.facepunch.com/showpost.php?p=19772647&postcount=1534[/url]
[media]http://www.youtube.com/watch?v=xcQ4hLSDly0[/media] Excuse the lack of alarm, I've yet to get off my ass and find out how to use sounds in sfm. However, I think I know how to animate any flashlight feature.
[QUOTE=HoodedSniper;21763728]Can anyone help me with this? This happens when i use mp_usehwmmodels 1 and mp_usehwmvrcds 1 [URL=http://img39.imageshack.us/i/46555170.jpg/][IMG_thumb]http://img39.imageshack.us/img39/8724/46555170.jpg[/IMG_thumb][/URL][/QUOTE] [IMG]http://www.gamesarefun.com/games/n64/goldeneye007/boxart.jpg[/IMG]
[QUOTE=Darkomni;21777380][media]http://www.youtube.com/watch?v=xcQ4hLSDly0[/media] Excuse the lack of alarm, I've yet to get off my ass and find out how to use sounds in sfm. However, I think I know how to animate any flashlight feature.[/QUOTE] That's pretty cool.
Dynamic lights heck yeah. (click for big) [URL=http://www.cubeupload.com/files/25d000engieyo2.png][IMG]http://www.cubeupload.com/files/927c00engieyo.png[/IMG][/URL] To make the shadows more defined, darken the overall lighting with toneMapScale in camera settings, and increase the lights brightness.
[QUOTE=ZomBuster;21778508]Dynamic lights heck yeah. (click for big) [URL=http://www.cubeupload.com/files/25d000engieyo2.png][IMG]http://www.cubeupload.com/files/927c00engieyo.png[/IMG][/URL] To make the shadows more defined, darken the overall lighting with toneMapScale in camera settings, and increase the lights brightness.[/QUOTE] Oh snap, sweet!
Delete an ENTIRE take including lights, effect, puppets, etc(as far as I'm concerned havent tested 100%) In the DME element editor, go to this directory clipBin\sequence\subClipTrackGroup\tracks\Film\children\shot\scene\children You can delete individual takes, or just the items within them. [editline]03:45PM[/editline] Yes! I was right! It does delete puppets! [editline]03:46PM[/editline] Okay, to remove everything ENTIRELY (what's shown up there leaves behind footsteps and stuff), simply right click and zoom in on the shot, and delete the take there as well. (or uncheck it)
[QUOTE=Darkomni;21778735]Delete an ENTIRE take including lights, effect, puppets, etc(as far as I'm concerned havent tested 100%) In the DME element editor, go to this directory clipBin\sequence\subClipTrackGroup\tracks\Film\children\shot\scene\children You can delete individual takes, or just the items within them. [editline]03:45PM[/editline] Yes! I was right! It does delete puppets! [editline]03:46PM[/editline] Okay, to remove everything ENTIRELY (what's shown up there leaves behind footsteps and stuff), simply right click and zoom in on the shot, and delete the take there as well. (or uncheck it)[/QUOTE] God damn it's about time we found a way to do this.
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