[QUOTE=thrawn2787;19437132]Maybe I will acquire this, on second thought :3
I'm tired of all these damned scout videos[/QUOTE]
I'm with him, we lack in Medics, Pyros, and just about every one else but Scout.
[QUOTE=Pandamobile;19436758]I don't get why my SFM is working so much better than everyone elses :saddowns:[/QUOTE]
Simple. People just don't know how to use it.
[editline]02:58AM[/editline]
Also. This installer. :psypop:
[QUOTE=PieClock;19437549]Simple. People just don't know how to use it.[/QUOTE]
Wrong. People do know how to use this. The problem however is that those people can't export :/
[QUOTE=Fearlezz;19437652]Wrong. People do know how to use this. The problem however is that those people can't export :/[/QUOTE]
Probably something wrong with codecs then? I don't know in that case. :v:
Bah, I'm not even going to bother with this anymore.
I've seen what it can do and I'm impressed but if this program isn't going to work with me, I'm not going to lose sleep trying to get it to work.
so has anyone figured out dof yet
I finally manage to get export working. I reinstalled the game and I used all the patches this time.
Ill show you my work tomorrow
My video always exports broken.. Its annoying,
[QUOTE=Pikablu07;19438039]so has anyone figured out dof yet[/QUOTE]
You use it in a similar way to the animated cameras in that you need to make an Animation Set, and control it via the Animaion Set Editor.
[QUOTE=Pandamobile;19439022]You use it in a similar way to the animated cameras in that you need to make an Animation Set, and control it via the Animaion Set Editor.[/QUOTE]
Animating them, you mean.
[editline]04:46AM[/editline]
I don't think the Meet Thes use the SFM as it is right now, though. Currently it's just source with some fancy postprocessing.
[QUOTE=HubmaN;19439428]Animating them, you mean.
[editline]04:46AM[/editline]
I don't think the Meet Thes use the SFM as it is right now, though. Currently it's just source with some fancy postprocessing.[/QUOTE]
Uh... no the do use Source Filmmaker...
Is there any way to change class and team without being put into the video?
Edit:
Nevermind, F10 does what I'm looking for. :smile:
[QUOTE=Pandamobile;19433139]
Now you should have a fairly decent shot to use for your movies. Just be mindful, when you Un-tick the Camera's take, your arms will still be there, at the exact moment in the time line where you un-ticked it. So just make sure your final shots won't be looking the same direction as where you started the clip. (You can see your floating arms through walls too :frown:)[/QUOTE]
Did you remember to uncheck recording models from the world?
Damn my exporting is fucked up too. :c
I actually think I fixed it though! I opened it up in VLC and it asked me if I want to try to fix it, and I pushed yes. Then it started playing with a blue tint but then I opened it in winamp and it was fine.
[QUOTE=PieClock;19440043]Damn my exporting is fucked up too. :c
I actually think I fixed it though! I opened it up in VLC and it asked me if I want to try to fix it, and I pushed yes. Then it started playing with a blue tint but then I opened it in winamp and it was fine.[/QUOTE]
Yea, I fixed mine too. You hit repair. Let it play through, then play it again. Hit repair. And it goes straight through.
Well heres my first test.
[hd]http://www.youtube.com/watch?v=bTjbBcvzZcE[/hd]
Is there anyway you can choose when you want to record while controlling your player?
[editline]10:09PM[/editline]
[QUOTE=Jay-Jay3465;19440410]Yea, I fixed mine too. You hit repair. Let it play through, then play it again. Hit repair. And it goes straight through.
Well heres my first test. Shame its not as high quality as yours :([/QUOTE]
If you want it to repair permanently you need to use VirtualDub.
[QUOTE=Pandamobile;19433139][img]http://img12.imageshack.us/img12/6686/tutorial1v.png[/img]
Step 12. Play around with it for a while, do a lot of test shots before trying anything in a film.[/QUOTE]
That sounds hot. :v:
But remember that sounds are recorded from the camera used when puppeteering, which means that you'll have sounds playing as if you were there no matter where the camera is.
[hd]http://www.youtube.com/watch?v=0PuFUQU0qVU[/hd]
Well there's the first video I've exported. No idea why the heavy's voice didn't work. Quality is shite. :saddowns:
[hd]http://youtube.com/watch?v=loOrgdE3r9Y[/hd]
I thought a little classic SNL would do the trick for this video. Quality isn't great, but I can't even remember what compression setting I used so it's my bad. I should be more careful next time. Also I can't tell why it made a black box...
Aaaaah someone manages to export videooooo
[editline]08:54AM[/editline]
You can change the timing of a clip in the Dme Editor, by the way.
[QUOTE=HubmaN;19441669]Aaaaah someone manages to export videooooo
[editline]08:54AM[/editline]
You can change the timing of a clip in the Dme Editor, by the way.[/QUOTE]
What do you mean by timing? Like the pace (slow motion)?
Also I'm gonna re-edit my clips with a better video editor, Wax is shite.
Yes - it generally refers to timescale, start frame, position in track, and same for the end.
Darn it, I wanted slow motion for when the scout is falling. I won't forget it next time.
Oh wow, the rendering takes ages with motion blur and DoF because it's all done by frame blending.
Frame blending for motion blur requires recording at a high framerate then dividing that framerate when rendering to a final video, but instead of just missing out those extra frames you recorded, they get blended together.
This can be done in pretty much any Source game because of the demo recorder giving you the ability to play in real time, then playback and record a demo in slow motion, allowing you to get something like 768fps for a 32 sample frame blended motion blur as seen here:
[hd]http://www.youtube.com/watch?v=7x_KU-iaZ-A[/hd]
So if you're interested in the motion blur of SFM, why not try it in regular Source games, although SFM does do it more automatically; otherwise you need to actually store all the frames and blend them in a video editor, but it is absolutely possible.
The depth of field effect however is more of a Source Filmmaker thing, but like the motion blur it isn't a fancy special effect like you see in other games like Crysis. It instead works by moving the camera around slightly while looking at one point as it blends all those frames together when it does it, here's an example of an 8 sample dof being made (click to enlarge them):
[img_thumb]http://dl.dropbox.com/u/99783/Pictures/Source/SFMDoF1.jpg[/img_thumb] [img_thumb]http://dl.dropbox.com/u/99783/Pictures/Source/SFMDoF2.jpg[/img_thumb] [img_thumb]http://dl.dropbox.com/u/99783/Pictures/Source/SFMDoF3.jpg[/img_thumb] [img_thumb]http://dl.dropbox.com/u/99783/Pictures/Source/SFMDoF4.jpg[/img_thumb]
[img_thumb]http://dl.dropbox.com/u/99783/Pictures/Source/SFMDoF5.jpg[/img_thumb] [img_thumb]http://dl.dropbox.com/u/99783/Pictures/Source/SFMDoF6.jpg[/img_thumb] [img_thumb]http://dl.dropbox.com/u/99783/Pictures/Source/SFMDoF7.jpg[/img_thumb] [img_thumb]http://dl.dropbox.com/u/99783/Pictures/Source/SFMDoF8.jpg[/img_thumb]
Now if you were to use motion blur with depth of field with Source Filmmaker, it creates the dof for each one of those inbetween frames that get blended together for the motion blur.
So say if you have 8 samples for both, the engine moves the camera around a bit 8 times with the film paused then skips 1/8 of a frame while blending all of these shots together.
After it does that process 8 times, you'll have one frame with the motion blur and depth of field combined.
Then that's 64 frames of rendering just one frame, so if you're making a 24fps film, one second of that will need 1,536 frames to render both motion blur and depth of field at an 8x sample rate.
A 32 sample depth of field with a 64 sample rate of motion blur takes 24,576 frames just for each second, so if you made a one minute video with the those samples, although the amount of actual finished frames that you would see in the video would be 1,440 in that minute, to create all of [I]those[/I] frames the engine would need to render 1,474,560 frames.
That's why it takes so god damn long and why we won't be seeing this in real time.
[QUOTE=Pandamobile;19434747]getpos?[/QUOTE]
Doesn't work.
Tried 'getpos' in console so that I got the coordinates, then moved around a bit with the camera, and tried:
'setpos 30.447836 651.060608 137.307968;setang 11.219967 -23.320110 -0.000013'
But nothing happened.
[QUOTE=Smashman;19423594]Just speculation.
Bear in mind Steam runs on your computer and can access any file it so wishes.
It could check.[/QUOTE]
[QUOTE=Smashman;19423594]Just speculation.
Bear in mind.[/QUOTE] [QUOTE=Smashman;19423594]
Bear.[/QUOTE]
[IMG]http://www.superstrode.com/blog/wp-content/uploads/2009/02/simpsons-bear.jpg[/img]
So you did fix your computer.
Very good.
You != the camera except when you specifically say so when recording. I'd tell you to copy from the work camera but apparently I can't find it in the Dme Editor.
[editline]01:46PM[/editline]
I'd kill for some tooltips, though, the animation set editor's icons are useless and now I have a green tabline.
(I just took myself some comparison shots, having a dof and motion blur sample rate of over 8 isn't going to do much either. With motion blur alone rendering went only twice slower than realtime, and with DOF only 4 times that - and as a result of blending there seems to be some edge blurring already going on, while real subpixel AA adds the most delay and causes most of the writing to disk to happen after a pass of the timeline.)
[QUOTE=Smashman;19443867]So you did fix your computer.
Very good.[/QUOTE]
Yeah, now get back to college! /whip
Sorry, you need to Log In to post a reply to this thread.