[QUOTE=Ukuku;19686835]You need to record it in thirdperson. I just found it out. :)[/QUOTE]
Blah. Same way you fix the muzzleflashes, then?
Alright will do that from now on
[QUOTE=Brt5470;19674988]Didn't even look like the SFM. Ontop of that did you zoom in on some of the shots? because aliasing was very evident.[/QUOTE]
No, but it could be because i had to do the virtualdub method with the tgas, because it still wouldnt work after 4 tries of rendering
Someone needs to make Meet the Penis Cupcake.
I've been watching these videos you have made for a while now and now I want filmmaker myself too :saddowns: What is needed to be done to get it work (I don't want to read 16 pages so if someone could just tell me?)
[QUOTE=Jojje;19686127]Yeah I photoshopped in some vignetting and changed up the levels.
[editline]07:53PM[/editline]
Hey in case you guys didn't know
[URL=http://i181.photobucket.com/albums/x308/Jojje94/themoreyouknow.jpg]how to split a clip and make a new camera, easily[/URL]
[editline]08:00PM[/editline]
[hd]http://www.youtube.com/watch?v=Q_ev32oOUxk[/hd]
Phew, it's done.
At the time of posting it doesn't have HD. Give it a few minutes.
[editline]08:06PM[/editline]
OK, HD up[/QUOTE]
For the amount of movement, I'd either zoom out by a couple mm, or use more samples in your motionblur.
Get the TF2 beta, there is a link on page 2 or 3 in a quote. Then get the dlls for the tools.
It's page 8
I don't think my itsy bitsy test compares to some of the other stuff, but whatever:
[hd]http://www.youtube.com/watch?v=W8yEhmuzr5g&hd=1[/hd]
(and for those that don't want to have their entire screen taken up):
[media]http://www.youtube.com/watch?v=W8yEhmuzr5g&hd=1[/media]
[QUOTE=Lego399;19687472]Get the TF2 beta, there is a link on page 2 or 3 in a quote. Then get the dlls for the tools.[/QUOTE]
Maybe I'm half-blind or something but I didn't find anything
A small test.
[hd]http://www.youtube.com/watch?v=TeASD2qay5M&hd=1[/hd]
[editline]09:17PM[/editline]
Just get the Beta from somewhere :ninja:
[editline]09:19PM[/editline]
[url]http://cs.rin.ru/forum/viewtopic.php?f=10&t=46979[/url]
That's the tools.
Does the version matter?
Yes. It has to be 1.0.0.0
[editline]09:22PM[/editline]
Which most of the betas downloads are.
Here is my share of the cake.
First try, though i had alot of work with bugs (loading files suddenly the engineer has 2 bigger floating arms).
Hope you enjoy.
[hd]http://www.youtube.com/watch?v=Pfu12q8IL8Q[/hd][URL="http://youtube.com/watch?v=Pfu12q8IL8Q&hd=1"][/URL]
[QUOTE=Donald;19688190]Here is my share of the cake.
First try, though i had alot of work with bugs (loading files suddenly the engineer has 2 bigger floating arms).
Hope you enjoy.
[hd]http://www.youtube.com/watch?v=Pfu12q8IL8Q[/hd][URL="http://youtube.com/watch?v=Pfu12q8IL8Q&hd=1"][/URL][/QUOTE]
Oh god his face.
For those who asked if we can get DOF effects using normal TF2, it's possible.
1. Record your shots as demos.
2. Render out the normal footage from demo using source recorder.
3. Type "r_depthoverlay 1" in console. All materials are replaced with greyscale versions showing their distance from the player. Adjust the scale using "cl_showzpower" with whatever value you want. Translucent materials like glass and eyeballs won't render a depth and default to their normal materials.
4.Record zepth pass using same demo.
5. Put both passes into After Effects and motion track or animate a black or white solid over the materials that weren't rendered as greys. Put this all into one composition
6. Use the composition to drive a Gaussian or Lens Blur effect using the composition as a depth map to set which areas of the image get blurred. Adjust strength accordingly.
7. End up with something like this.
[img_thumb]http://burning-water.com/files/screens/scoutBridgeDOF.png[/img_thumb]
I prefer the SFM way though, so much less hassle.
Man, the sooner we figure out importing VCDs, the better...
using the normal methods, TF2 refuses to play the ones I create.
Pyro SWAT (click to enlarge)
[url=http://img36.imageshack.us/img36/7175/pyroswat2.jpg][img]http://img706.imageshack.us/img706/7175/pyroswat2.jpg[/img][/url]
[QUOTE=OrangeL;19689319]Pyro SWAT (click to enlarge)
[url=http://img36.imageshack.us/img36/7175/pyroswat2.jpg][img]http://img706.imageshack.us/img706/7175/pyroswat2.jpg[/img][/url][/QUOTE]
That's pretty cool.
[QUOTE=Pandamobile;19689363]That's pretty cool.[/QUOTE]
Thanks :)
Btw, mostly all custom skins work with this (unless they have custom models).
On an entirely different note, I've run out of video ideas.
Had some luck on the VCD front! Managed to get a model to load up when I imported the VCD file this time, though it seems all the bones are in the exact same location, turning the character into a ball.
It's a start though. Working on comparing the old vcds to the new to see if I can fix this.
[QUOTE=Mystfit;19690800]Had some luck on the VCD front! Managed to get a model to load up when I imported the VCD file this time, though it seems all the bones are in the exact same location, turning the character into a ball.
It's a start though. Working on comparing the old vcds to the new to see if I can fix this.[/QUOTE]
Excellent :buddy:
Okay, vcd files are identical. I was mucking around with the models though so that could have been the problem. Trying with beta models.
[editline]12:02PM[/editline]
[IMG]http://burning-water.com/files/screens/SS-2010-01-18_12.01.41.png[/IMG]
This is what is appearing when I import a VCD. Definitely looks like some shenanigans are happening with the bones. Playing the scene doesn't make it react either.
[editline]12:14PM[/editline]
[img]http://burning-water.com/files/screens/SS-2010-01-18_12.13.48.png[/img]
Getting ... there?
[QUOTE=Mystfit;19690998]Okay, vcd files are identical. I was mucking around with the models though so that could have been the problem. Trying with beta models.
[editline]12:02PM[/editline]
[IMG]http://burning-water.com/files/screens/SS-2010-01-18_12.01.41.png[/IMG]
This is what is appearing when I import a VCD. Definitely looks like some shenanigans are happening with the bones. Playing the scene doesn't make it react either.
[editline]12:14PM[/editline]
[img]http://burning-water.com/files/screens/SS-2010-01-18_12.13.48.png[/img]
Getting ... there?[/QUOTE]
Can you select all the bones, and rotate them at once in the SFM? I rememer when I was fucking with TF2 rigs in 3ds Max, if you rotate all of them at once, they'd do something similar to this.
the beta and full game have different bone rotation text files. try replacing the old one with the new one
It seems that the channel that triggers animations on a model doesn't get created properly when the VCD is imported. The same goes for emotions and sounds, they get imported as generic channels which contain nothing more than the structure of the VCD file.
I've been experimenting with recording a runthrough then seeing if you can map the attributes from the player model onto an imported one. If we can figure out how the recorded puppet applies its commands onto the model, we might be able to manually convert the imported parts of the vcd into elements that the SFM can use.
[editline]01:07PM[/editline]
[QUOTE=accidentalypse;19692211]the beta and full game have different bone rotation text files. try replacing the old one with the new one[/QUOTE]Where do I find those?
[QUOTE=Mystfit;19692278]It seems that the channel that triggers animations on a model doesn't get created properly when the VCD is imported. The same goes for emotions and sounds, they get imported as generic channels which contain nothing more than the structure of the VCD file.
I've been experimenting with recording a runthrough then seeing if you can map the attributes from the player model onto an imported one. If we can figure out how the recorded puppet applies its commands onto the model, we might be able to manually convert the imported parts of the vcd into elements that the SFM can use.
[editline]01:07PM[/editline]
Where do I find those?[/QUOTE]
if i remember correctly, it's tf/cfg/SFM_DefaultAnimations.txt
[QUOTE=Mystfit;19690998][img]http://burning-water.com/files/screens/SS-2010-01-18_12.13.48.png[/img][/QUOTE]
New scout double jump animation? :v:
[QUOTE=accidentalypse;19692405]if i remember correctly, it's tf/cfg/SFM_DefaultAnimations.txt[/QUOTE]Hmm, both versions are the same.
[QUOTE=Mystfit;19692614]Hmm, both versions are the same.[/QUOTE]
dammit, i tried lol. read the bit at the top though...
[code]groupFile // Doesn't support hierarchies yet...[/code]
Also, how did you get the vcds to load in the first place?
If you assign a model to the VCD when you save it in Faceposer(right click on a channel and choose "Associate model") then it fills in the correct line to load the model when you import the vcd.
To import it, you right click under your clip in your sequence, go to import, then choose Import Faceposer VCD. It pulls it in as a seperate shot in front of your current one.
Has anyone else managed to get attributes working properly? I've been trying on inserting some interesting looking ones but all attributes refuse to be replaced.
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