Sorry man, you've been beaten for awhile now :S
[url]http://sourcefilmmakermachinima.blogspot.com/[/url]
Well thats a shame, but I do have a forum.
[editline]04:41PM[/editline]
Rather than being crammed into one thread.
No worries, it won't be crammed. You said yourself the thread is dying out ;)
here i uploaded this yesterday
[media]http://www.youtube.com/watch?v=PN2xiC6hFpE[/media]
the dispenser wouldn't animate and I WAS MAD so i just made a generic ending
Hahahaha that's awesome! Cool color-correction with the GLaDOS view.
[QUOTE=nunx;19935501]Well thats a shame, but I do have a forum.
[editline]04:41PM[/editline]
Rather than being crammed into one thread.[/QUOTE]
it is nice that you made an actual site rather then a blog. contact me and maybe we can work something out =P
[QUOTE=Pikablu07;19937922]here i uploaded this yesterday
[media]http://www.youtube.com/watch?v=PN2xiC6hFpE[/media]
the dispenser wouldn't animate and I WAS MAD so i just made a generic ending[/QUOTE]
Was that color correction done in source filmmaker or just with a video editor? If it was the former, how?
[QUOTE='[qt] benny hill;19940689']Was that color correction done in source filmmaker or just with a video editor? If it was the former, how?[/QUOTE]
ent_create color_correction
colorcorrectionui
[QUOTE=Pikablu07;19941872]ent_create color_correction
colorcorrectionui[/QUOTE]
You can just run colourcorrectionui whilst in game mode; tweak the view settings and save as a .raw file; add a new effects track to your sequence and add a colourcorrection clip which loads your raw file. Allows you to toggle it on and off over time and possibly animate the strength values? I'm not sure.
I've been trying to do the VCD import hack. Problem is my VCD's have more than one actor in them and so the game doesn't know what to do. Normally in TF2 I'd make a bot and do ent_setname ActorName but I can't "look" at myself. Any way to set your own player's entity name? If not, does anyone know what the default entity name of a player is? Finally, if that don't work, will changing the choreography so it only has one actor work?
I have been able to get a bot whose entity I set to talk on my voice command but I'm just not sure how to set my own entity's name (I can't look at myself) I suppose if I knew how ent_setname worked with arguments I could do it.
[QUOTE='[qt] benny hill;19947521']I've been trying to do the VCD import hack. Problem is my VCD's have more than one actor in them and so the game doesn't know what to do. Normally in TF2 I'd make a bot and do ent_setname ActorName but I can't "look" at myself. Any way to set your own player's entity name? If not, does anyone know what the default entity name of a player is? Finally, if that don't work, will changing the choreography so it only has one actor work?
I have been able to get a bot whose entity I set to talk on my voice command but I'm just not sure how to set my own entity's name (I can't look at myself) I suppose if I knew how ent_setname worked with arguments I could do it.[/QUOTE]
Is it "!self"? Don't hold me to this, this is just a guess from seeing ent_fire commands in gmod or w/e that set yourself on fire.
[QUOTE=biodude94566;19947608]Is it "!self"? Don't hold me to this, this is just a guess from seeing ent_fire commands in gmod or w/e that set yourself on fire.[/QUOTE]
As the scout says, "WHO HOO HOO". You helped me get on the right track. I followed instructions from a Gmod tutorial on a similar subject. With sv_cheats 1 (of course), it's
ent_fire !self addoutput "targetname NAMEYOUWANT"
Extremely ugly, I know, but it works. Now i'm going to see if the entity changes with each record or stays the same.
[editline]10:48PM[/editline]
YES! That's it!
Ok guys, here's the best way to get a conversation going on between yourself:
First, get a nice choreography set up in faceposer and follow the long-winded process of building the scenes.image and copying it over. Give each actor a specific name (class names are easiest, of course)
Then, set up your first character in game mode. Run: ent_fire !self addoutput "targetname Player1" and record yourself as usual. Don't run the voice command just yet
Repeat this step with each character, with each separate name until you've done all of them. Then, when you get to either the last actor or a moving camera recording, fire that voice command. All your players should start chatting away.
:D
[QUOTE='[qt] benny hill;19947697']YES! That's it!
Ok guys, here's the best way to get a conversation going on between yourself:
First, get a nice choreography set up in faceposer and follow the long-winded process of building the scenes.image and copying it over. Give each actor a specific name (class names are easiest, of course)
Then, set up your first character in game mode. Run: ent_fire !self addoutput "targetname Player1" and record yourself as usual. Don't run the voice command just yet
Repeat this step with each character, with each separate name until you've done all of them. Then, when you get to either the last actor or a moving camera recording, fire that voice command. All your players should start chatting away.
:D[/QUOTE]
I think I love you. That's awesome.
Well, it works for scenes with just a couple actors i guess. What with the horrendous memory leaks of this monster of a program, I can't keep it running long enough to do the scene I was hoping to (which has 10 actors).
Problem is, you can't save the ent_name assignments, so if you crash you'll get the models back but they don't have an ent_name anymore. You can't assign them manually I guess cause they aren't considered objects you can look at.
So I'm retrying this using bots, the standard TF2 way. With luck I'll be able to keep it running enough to get a single recording, after which I hope I can just save and restart.
;) Problem with bots is they don't get saved if you reload the map like the recordings do (since they're considered actual players and not weird model things)
Next step for me is to get a script for my bots so I don't have to spend hours setting them up only to have the memory leaks come crashing down upon Filmmaker.
[editline]04:02AM[/editline]
Okie dokie, now that I added mp_idledealmethod 0 so I won't be sent to spectator while recording (which crashes it) I should be able to do dis. :D
[QUOTE=djshox;19907204]Alright I'm getting giddy, one more sneak peek. This time I'm adding in the amazing narrator I've found over at the Tripwire Interactive forums who's been gracious enough to donate his time and voice to the movie. In this clip, he'll explain the Heavy Giraffe's nest relocation procedure:
[URL="http://www.facepunch.com/#"]View HD YouTUBE video[/URL]
[URL="http://www.youtube.com/v/Ea4Va-L1ZPI&hl=en&autoplay=1&fs=1&hd=1"][/URL]
[URL="http://youtube.com/watch?v=Ea4Va-L1ZPI&hd=1"]http://youtube.com/watch?v=Ea4Va-L1ZPI[/URL]
[/QUOTE]
This is amazing! Can't wait to see the full thing.
I need an idea for a movie. Think, dammit, think!
Well, just look through this entire thread for ideas. There's a wealth of movie opportunities yet that none of us have touched.
I tried messing around with bots a bit.
Bot_mimic seems to only mimic movement and shoot/reload, but not weapon changes or voice commands. I want a bot to build a sentry, but it seems to be impossible.
Can a sentry be created some other way, like ent_create or something? D:
[QUOTE=Ukuku;19957518]I tried messing around with bots a bit.
Bot_mimic seems to only mimic movement and shoot/reload, but not weapon changes or voice commands. I want a bot to build a sentry, but it seems to be impossible.
Can a sentry be created some other way, like ent_create or something? D:[/QUOTE]
Bot -team (whatever) -class engineer
bot_teleport bot01 (location)
bot_command bot01 "build 3"
bot_mimic 1
shoot.
Tada!
[QUOTE=OrangeL;19957771]Bot -team (whatever) -class engineer
bot_teleport bot01 (location)
bot_command bot01 "build 3"
bot_mimic 1
shoot.
Tada![/QUOTE]
Wow. I can't use words to express my gratitude.
I found out an easy way to get bots to change weapons, as well:
bot_forcefireweapon tf_weapon_shotgun_hwg (to get a heavy to shoot his shotgun)
then just change forcefireweapon to something else (i find just removing the last character is easiest after pressing the up key)
You can find a list of the weapon names by googling.
Oh, also, the bots themselves won't be saved if you save the file, but if you record them with a camera first their motions (and faceposes!) will be saved nicely :D
[editline]02:41PM[/editline]
You know, it's too bad Filmmaker can't deal with two cores while rendering. I feel I'm wasting time by not taking advantage of 100% of my cpu.
Oooh, I have a question: It seems like the particle system burninggibs wasn't implemented for the beta. Is there some way to get new particle systems to work? Am I missing something obvious?
[QUOTE='[qt] benny hill;19959159']I found out an easy way to get bots to change weapons, as well:
bot_forcefireweapon tf_weapon_shotgun_hwg (to get a heavy to shoot his shotgun)
then just change forcefireweapon to something else (i find just removing the last character is easiest after pressing the up key)
You can find a list of the weapon names by googling.
Oh, also, the bots themselves won't be saved if you save the file, but if you record them with a camera first their motions (and faceposes!) will be saved nicely :D
[editline]02:41PM[/editline]
You know, it's too bad Filmmaker can't deal with two cores while rendering. I feel I'm wasting time by not taking advantage of 100% of my cpu.
Oooh, I have a question: It seems like the particle system burninggibs wasn't implemented for the beta. Is there some way to get new particle systems to work? Am I missing something obvious?[/QUOTE]
importing the new particle system is impossible. you'd need to edit the source code, which is not available to average joes like us
[QUOTE=accidentalypse;19962757]importing the new particle system is impossible. you'd need to edit the source code, which is not available to average joes like us[/QUOTE]
That's too bad. Guess I'll have to do something with the flamethrower particle system, or maybe that tower on dustbowl.
Hmm... now I'm having problems with buildcubemaps for my custom map. I can build them fine in my real TF2 copy but when I launch beta TF2 it just shows the default skybox ones (which really don't work on my map).
I'm copying the modified BSP file over to my beta installation, but it just isn't working. And when I try to buildcubemaps with the beta it gives the old "can't find vtex_dll.dll" bug that it used to, and the solution for that is to build with another game.
I also tried building them with HL2 Episode 2 but that didn't help.
Try copying over the vtex_dll.dll from the Source 2007 Binaries GCF.
[QUOTE=djshox;19967457]Try copying over the vtex_dll.dll from the Source 2007 Binaries GCF.[/QUOTE]
That helped run the command, but it didn't fix the problem. But I'm pretty sure I know what's up: Them pesky VTF files again.
I'm going to extract them in Pakrat and see if that don't fix the problem.
[editline]09:16PM[/editline]
Yeah, that fixed the problem. The pesky hdr file for my custom map was version 7.4. Converted it and dumped it in a new BSP, problem solved. I've once again got nice pine trees reflecting off my sniper's scope.
So, to clarify, the best step in my experience for getting cubemaps from a custom Hammer map is: Compile the map, open in legal TF2, get those cubemaps installed (as per instructions on the dev wiki for TF2), open up Pakrat and extract the VTF(s) generated, hex edit them to version 7.3, and pack them up again in the BSP.
[editline]09:49PM[/editline]
I have another tip: If you want to record with bots, it's best to either stand in the scene as an actor yourself to record, or float out of the way, and make sure "Record World" is on that first time.
Subsequent edits should turn off the Record World option so you don't get duplicates.
And when you're recording with Record World off, don't worry if you see duplicates while recording. That's just the bots you have in the server. Once you've recorded the world once (with any faceposes you're doing) you can actually just kick the bots since they won't be necessary anymore. The recording will save the models, and that's what you want to work with.
Hi again guys, I've been working on a machinima with my friend that we faceposed long ago but never got around to since TF2 was being finicky about expressions.
We have 2 or 3 episodes written and voice recorded and I'm working on getting the first one set up in Source Filmmaker. So far it's been a sometimes frustrating, sometimes amazing experience. I can't record the whole thing in one go since SFM eats up all 3 GB of my RAM after about 200 seconds into recording (I've got a lot of puppets so I think there's a lot of data, plus SFM must have insane memory leaks).
Luckily I'll be able to split it up into two parts and work with that.
Since I don't want to spoil anything, I'm not going to upload any test videos of it, but it will:
a) Use faceposed bots
b) Use in-SFM animations
c) Be as well-produced as I can do it.
I'm going to try not to rush on this one, but seeing as all the faceposing is done and I just need camera angles, animations and post-processing, I think I should be able to get it uploaded to Youtube sometime this week.
And as a little teaser, here's a poster for you guys [click for larger version]:
[url=http://schrodinger.qtclan.com/olcamp_poster.png][img]http://schrodinger.qtclan.com/olcamp_poster_small.png[/img][/url]
I think we'll be making a subdomain of my clan's server our home base, so check us out at: [url]http://schrodinger.qtclan.com[/url]!
Wow, you're certainly grabbing and running with it. Best of luck.
Can somebody post an example of the wealth of opportunities? I can't find any.
[QUOTE=Tinter;19974127]Can somebody post an example of the wealth of opportunities? I can't find any.[/QUOTE]
Well, there's the Gmod/Pooping opportunity, then there's the more professionally-geared machinima making opportunity.
You can remake scenes from your favorite films, make your own comedy series, really anything you want, and it's much easier than the former route, and looks better with the motion blur.
And since it's the tool they make for Meet the Team, your result will actually approach Valve's quality, whereas in previous TF2 machinimas you were limited by lack of depth of field and per-object motion blur.
Add some modeling in Maya or 3dsMax and you could make another meet the team video if you wanted.
Granted, that sort of project isn't exactly the easiest thing given the bugginess of the program, but if they ARE releasing it eventually people who start using it now will have a head-start.
Sorry, you need to Log In to post a reply to this thread.