• HQ rendering in TF2 pushed to max
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[QUOTE=Mystfit;19692739]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.[/QUOTE] I'll have to try this =P Did you load an existing beta vcd? Also, you said you messed with the models, what exactly do you mean by this?
Just replaced the models with the ones from current TF2 as well as an animation mdl I compiled myself. Everything seemed to work.
[QUOTE=Mystfit;19693174]Just replaced the models with the ones from current TF2 as well as an animation mdl I compiled myself. Everything seemed to work.[/QUOTE] you should be able to use the animation mdl with the old models. Maybe give that a shot? EDIT: I got the ball thing you were talking about, even after I swapped out the models
Alright, sorry if this has already been answered, but I've followed all instructions, and when I click the shortcut with -tools etc. to launch it, it won't open. It is version 1.0.0.0, I know that. It works from the Run TF2 executable (using the link from a few pages back), but it won't work from the shortcut. Any ideas?
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Hey guys whenever I try to open a save file with more than 16 takes, SFM crashes. Any fixes?
[QUOTE=Brt5470;19680376]This motion blur is much different than object blur like in crysis. This is more like a camera processes data. Blended images over time. object blur applies a blur depending on it's angle and speed.[/QUOTE] Yeah I already knew that. I guess we need a video card that renders TF2 at 240 FPS in theory if we wanted to make a 30FPS game with 8 samples motion blur. Real time motion blur isn't TOO far off.
[QUOTE=OrangeL;19698204]Hey guys whenever I try to open a save file with more than 16 takes, SFM crashes. Any fixes?[/QUOTE] I don't even bother saving anymore, because for some reason it ends up resetting all camera's, and even glitches some of the player models when i load. You could just do 16 takes, and then do another 16 and just weld them together. Or you could make 2 sequences. Not sure if that works though.
[QUOTE=Mystfit;19688560]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.[/QUOTE] I asked that like a couple pages ago, so thank you so fucking much. The scaling on it though, does it scale the focus or the aperture? I've yet to try, but if the DOF is too shallow without adjustment, then it might be a pain. [editline]03:38AM[/editline] [QUOTE=Chunk3ym4n;19698681]Yeah I already knew that. I guess we need a video card that renders TF2 at 240 FPS in theory if we wanted to make a 30FPS game with 8 samples motion blur. Real time motion blur isn't TOO far off.[/QUOTE] I have quite a few videos on my YT profile dealing simply with motion blur. My latest was posted in here. 32 sample motion blur 1080p24 at 768fps capture. [editline]04:41AM[/editline] After some testing it looks like r_showz_power somewhat changes the aperture or the actual range of the DOF. But it doesn't move it back in space or anything. We need something to move the depth forward or backward in Z. [editline]04:42AM[/editline] Ontop of that, lenses create more blur for objects the farther they are back. With this technique you're either 5 feet away in focus or infinity. [editline]04:54AM[/editline] [IMG]http://i46.tinypic.com/eb27nt.jpg[/IMG] [editline]04:55AM[/editline] So it seems unless we can change the actual attributes of the map or fog, SFM still gives the highest quality.
[hd]http://www.youtube.com/watch?v=rmsQKY4AzQU[/hd] Testing out depth of field
[QUOTE=Jojje;19701820] [URL="http://www.facepunch.com/#"]View HD YouTUBE video[/URL] [URL="http://youtube.com/watch?v=rmsQKY4AzQU&hd=1"]http://youtube.com/watch?v=rmsQKY4AzQU[/URL] Testing out depth of field[/QUOTE] Thats kinda what I was planning for my next thing too, testing out DOF. I'm actually uploading him to youtube now.
[QUOTE=Brt5470;19700241]So it seems unless we can change the actual attributes of the map or fog, SFM still gives the highest quality.[/QUOTE] Yeah, I've been playing with as many console commands as possible and I've yet to find one that lets me move the focal distance. So far, only these 2 commands seem to give any depth related information at all.
[QUOTE=Mystfit;19702535]Yeah, I've been playing with as many console commands as possible and I've yet to find one that lets me move the focal distance. So far, only these 2 commands seem to give any depth related information at all.[/QUOTE] Did you get those vcds working?
Here's another one :). Testing out DOF and moving camera's. [hd]http://www.youtube.com/watch?v=-B1KCi1-Vcc[/hd]
SFM suddenly stopped exporting files at all. I can't export .TGA or .AVI at all. I press export and it does not do anything.
Does anyone have some idea how to create particle effects, like bursts of blood and rocket trails? There's no way to edit them, too.
[QUOTE=Donald;19704533]Here's another one :). Testing out DOF and moving camera's. [hd]http://www.youtube.com/watch?v=-B1KCi1-Vcc[/hd][/QUOTE] Re-render that with less harsh DOF and you've got a great video man. It's just too blurry is all.
The Source FilmMaker is my dreamboat, but sadly, that boat has rebelled against its master... What I mean to say is, I can't export TGA files, as it just screws all up and fails to write them. It worked the first time...might be the custom map I'm using (cyberpunk.bsp). I tried exporting it to AVI, but the file came back with 0KB. If anyone knows how to fix this problem, please tell me. Also, nice videos you guys have. I'll keep experimenting, see what I did wrong to cause it to fail.
I used to have that problem. Make sure you save before you render, as that fixed it for me.
Ahh. Thank you for the help, sir. =) HL2/TF2 mixup movies, here I come? D: A guy can dream, can't he? xP
[QUOTE=Ultima422;19706687]Ahh. Thank you for the help, sir. =) HL2/TF2 mixup movies, here I come? D:[/QUOTE] I found out you can get any model into Source Film Maker, but it has to be on a tf2 map. The problem is, you have to animate it from scratch, which I'm not patient enough to do. I got Alyx in 2fort though, which was pretty cool...
Hey, I got problems with switching class, I press the regular buttons like , and . also for changing team I tried binding the keys to changeteam and changeclass but nothing seems to work :/ can anyone help? PS. Sorry if I didnt have the time to read the whole thread but if anyone is getting sick of that timer these commands should do the trick mp_waitingforplayers_cancel 1 ent_fire team_round_timer pause
[QUOTE=Donald;19704533]Here's another one :). Testing out DOF and moving camera's. [hd]http://www.youtube.com/watch?v=-B1KCi1-Vcc[/hd][/QUOTE] It's out of focus 90% of the time
[QUOTE=DrTirD;19705721]SFM suddenly stopped exporting files at all. I can't export .TGA or .AVI at all. I press export and it does not do anything.[/QUOTE] I tried reinstalling the beta tf2 and it still refuses to do anything when I want to export :saddowns:
[QUOTE=RapistSanta;19707455]Hey, I got problems with switching class, I press the regular buttons like , and . also for changing team I tried binding the keys to changeteam and changeclass but nothing seems to work :/ can anyone help? PS. Sorry if I didnt have the time to read the whole thread but if anyone is getting sick of that timer these commands should do the trick mp_waitingforplayers_cancel 1 ent_fire team_round_timer pause[/QUOTE] Ok I fixed it by adding an autoexec in the tf/cfg folder with bind , changeclass and bind . changeteam And that seems to have done the trick EDIT: wait no No it didnt... The problem is, when you load a map the first time everythings ok, but if you press File>New, then it gets fucked up :/
[QUOTE=RapistSanta;19707455]Hey, I got problems with switching class, I press the regular buttons like , and .[/QUOTE] Try using them in fullscreen game mode: press f10 and then f11 [QUOTE=RapistSanta;19707455]if anyone is getting sick of that timer these commands should do the trick mp_waitingforplayers_cancel 1 ent_fire team_round_timer pause[/QUOTE] I can't thank you enough. Oh yes.
[QUOTE=DrTirD;19707753]I tried reinstalling the beta tf2 and it still refuses to do anything when I want to export :saddowns:[/QUOTE] Sometimes when it doesn't do anything as in your case, it helps if i do like this. [img]http://filesmelt.com/dl/stretch.png[/img] If you can't quite understand, then i stretch that blue thing to the beginning.
Does anyone else want just normal keyframes to animate with instead of the whole slider thing?
[QUOTE=TheDKer;19707710]It's out of focus 90% of the time[/QUOTE] I know, was kind of a fast test to see if it would work :P.
Mucking around with the attributes and imports hasn't led to much success on the VCD importing front. I think for the moment we will have to live with replacing a taunt VCD with our own and triggering it that way. It seems that anything you do ingame, even playing VCD files as taunts just records them as frame by frame snapshots of the position and rotation of every bone and flex slider in a character. I can see it working theoretically in the future if we can queue up VCD files to be played on certain character which then get recorded and converted into bone and flex animations.
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