[QUOTE=Jenkem;20068598]Has anyone successfully managed to get this thing working using another game? I'm not talking about stuff like the heavy running around the City 17 canals shouting random insults. Has anyone managed to, say, get a playable version of the SFM running using another game's player set up, like CSS, DoD, ect.?[/QUOTE]
No. As far as I know the tools are based on TF2, and they'll need to be reconfigured/rewritten to work with a different game.
I could be wrong though.
So far, the feeling I'm getting is that there's one file that's the dealbreaker, and it's the client.dll file in the bin folder. If anyone's good with a hex-editor, it might be worth a shot.
I have discovered a new almost perfect way to make moving cameras!
[hd]http://www.youtube.com/watch?v=MrGLn-2URTo[/hd]
Also, Sony Vegas refuses to open my avi files from Vdub... any ideas?
[QUOTE=OrangeL;20071261]I have discovered a new almost perfect way to make moving cameras!
[hd]http://www.youtube.com/watch?v=MrGLn-2URTo[/hd]
Also, Sony Vegas refuses to open my avi files from Vdub... any ideas?[/QUOTE]
Might want to decrease compression a bit there. Are you using Xvid codec? I find that works best when you turn the compression slider down just a tad, and I didn't have any problems importing into Vegas from VirtualDub
Also, that was pretty good. :D I loved the slowed down heavy voice at the end.
Any chance you'll reveal your methods?
[QUOTE=OrangeL;20071261]I have discovered a new almost perfect way to make moving cameras!
[URL="http://www.facepunch.com/#"]View HD YouTUBE video[/URL]
[URL="http://youtube.com/watch?v=MrGLn-2URTo&hd=1"]http://youtube.com/watch?v=MrGLn-2URTo[/URL]
Also, Sony Vegas refuses to open my avi files from Vdub... any ideas?[/QUOTE]
"I am heavy weapons guy" made me lol so hard.
War. War never changes.
[editline]1:21[/editline]
I added a post on the VTF conversion on the wiki. Tried to make it as helpful as possible: [url]http://qtclan.com/sfmwiki/index.php?title=Fixing_Textures[/url]
I'll continue to add more howtos as I get the time.
[QUOTE='[qt] benny hill;20074746']Might want to decrease compression a bit there. Are you using Xvid codec? I find that works best when you turn the compression slider down just a tad, and I didn't have any problems importing into Vegas from VirtualDub[/quote]
I'll try that next time, thanks mate.
[QUOTE='[qt] benny hill;20074746']Also, that was pretty good. :D I loved the slowed down heavy voice at the end.[/quote]
I also learned if I slowed it down too much, he began to sound drunk :)
[QUOTE='[qt] benny hill;20074746']Any chance you'll reveal your methods?[/QUOTE]
Okay.. [B]How to get a high quality moving camera (Advanced users only!):
[/B]
1) Record action as normal
2) Move the work camera to where you want the moving camera to start.
3) Right click on the timeline and Create a New Camera.
4) Create an animation set for that camera.
5) Now this is where it gets tricky. In the animation set options, look for the transform slider. This sliders works like the rootTransform sliders in props, but it's a bit different.
6) Select the area in the timeline where you want the camera to be at that position (in my video, the first 5 seconds are all in the same spot, so I highlight the first 5 seconds in the CAE)
*** This is the tricky part. It may not make sense, but I'll try my hardest to get it to.
7) Before you animate your selection, make sure you know where your next camera position (waypoint) will be. Drag the yellow fader to this exact position.
8) Select your work camera, and select the Transform slider in the CAE, and the manipulator tool
9) If your camera is in it's first position, then just single click the yellow box in the circle. This sets the position of the camera in the animation set.
10) To create a waypoint (my waypoint is at :45 in the video), go to the position in the timeline where you had planned it to be, and select the amount of time you want the camera to stay still. If the camera is just changing directions at this waypoint, select the smallest amount of time you can.
Important: The beginning of the green area in the timeline should match up with the end of the yellow fader from step 7!
11) Stretch the grey fader of the new waypoint to the end of the previous camera position (It should be where the line was last flat)
12) Plan ahead, and know were you next waypoint or endpoint will be. Move the yellow fader at the end of this waypoint to the time you want the camera to stop/change direction. (Like step 7)
13) The camera will reset itself to 0X 0Y 0Z on the map. Move it to where you want it to be for the waypoint. This may be a little time consuming if your scene is far away from 0 0 0.
14) For more waypoints, repeat steps 10-13. For an endpoint, keep going on.
15) One the end waypoint is set, you can smooth the whole thing out a little if you want, and get the wrinkles out (I didn't by mistake).
16) You now have a smooth as ice camera!
**If you DON'T have the grey and yellow faders line up EXACTLY with each other between waypoints, you'll end up with the camera bouncing around the place. I learned this the hard way.
Whew. Wasn't that fun.
[QUOTE=OrangeL;20076954]I'll try that next time, thanks mate.
I also learned if I slowed it down too much, he began to sound drunk :)
Okay.. [B]How to get a high quality moving camera (Advanced users only!):
[/B]
1) Record action as normal
2) Move the work camera to where you want the moving camera to start.
3) Right click on the timeline and Create a New Camera.
4) Create an animation set for that camera.
5) Now this is where it gets tricky. In the animation set options, look for the transform slider. This sliders works like the rootTransform sliders in props, but it's a bit different.
6) Select the area in the timeline where you want the camera to be at that position (in my video, the first 5 seconds are all in the same spot, so I highlight the first 5 seconds in the CAE)
*** This is the tricky part. It may not make sense, but I'll try my hardest to get it to.
7) Before you animate your selection, make sure you know where your next camera position (waypoint) will be. Drag the yellow fader to this exact position.
8) Select your work camera, and select the Transform slider in the CAE, and the manipulator tool
9) If your camera is in it's first position, then just single click the yellow box in the circle. This sets the position of the camera in the animation set.
10) To create a waypoint (my waypoint is at :45 in the video), go to the position in the timeline where you had planned it to be, and select the amount of time you want the camera to stay still. If the camera is just changing directions at this waypoint, select the smallest amount of time you can.
Important: The beginning of the green area in the timeline should match up with the end of the yellow fader from step 7!
11) Stretch the grey fader of the new waypoint to the end of the previous camera position (It should be where the line was last flat)
12) Plan ahead, and know were you next waypoint or endpoint will be. Move the yellow fader at the end of this waypoint to the time you want the camera to stop/change direction. (Like step 7)
13) The camera will reset itself to 0X 0Y 0Z on the map. Move it to where you want it to be for the waypoint. This may be a little time consuming if your scene is far away from 0 0 0.
14) For more waypoints, repeat steps 10-13. For an endpoint, keep going on.
15) One the end waypoint is set, you can smooth the whole thing out a little if you want, and get the wrinkles out (I didn't by mistake).
16) You now have a smooth as ice camera!
**If you DON'T have the grey and yellow faders line up EXACTLY with each other between waypoints, you'll end up with the camera bouncing around the place. I learned this the hard way.
Whew. Wasn't that fun.[/QUOTE]
I got it working, thanks! Do you know if it's possible to get it to look around instead of just on direction?
Woah, we're running out of posts (the limit is 2000, right?) I guess we're gonna need a V2 pretty soon.
2002 actually.
[QUOTE=Pandamobile;20083599]Woah, we're running out of posts (the limit is 2000, right?) I guess we're gonna need a V2 pretty soon.[/QUOTE]
No point, people hardly post in this thread now.
I still do.
[QUOTE=nunx;20083927]No point, people hardly post in this thread now.[/QUOTE]
There is a point. The new OP could cram the OP full with information and tut's.
[QUOTE=TheDKer;20079839]I got it working, thanks! Do you know if it's possible to get it to look around instead of just on direction?[/QUOTE]
If you do, the camera will stay in the position the entire shot. So no.
This looks quite nice.
Refresh my memory- can we play demos yet?
Questions that has probably been awnsered
1. What codec do i use to render the movie?
2. How do i render with sound?
Anyone?
[QUOTE=DoritoClock;20134745]Questions that has probably been awnsered
1. What codec do i use to render the movie?
2. How do i render with sound?[/QUOTE]
1. It either just exports uncompressed TGA's or uncompressed AVI's. I don't know what codec is best afterwards though i prefer h.264.
2. Tick the WAV option to render sound.
I just have one request that would make this thread way more awesome. Perhaps the creator of the thread could quote into the first post some of the more useful replies in this thread. I know that it would be a pain to do, but there is a lot of really good information hidden in the 24 pages that we have here. Just a request.
i clicked wav and its a 1kb file with no sound :s
[QUOTE=DoritoClock;20195943]i clicked wav and its a 1kb file with no sound :s[/QUOTE]
Yeah, that's all I get too. I end up having to add all the sound in in Sony Vegas. It's not fun :(
When I save a session that has a HWM model with a custom animation set it destroys it's lipsync. Is there any fix or a workaround?
Doesn't happen to me.
[QUOTE=Pandamobile;20345752]Doesn't happen to me.[/QUOTE]Are you using beta or retail version scenes?
?
Anybody know how to fix the right-click not working? And the random laggy shots
(i.e. It's coming below your gun.)
[QUOTE=Pandamobile;20346708]?[/QUOTE]Well have you tried recording footage with WHM models and vcds, creating an animation set for a character, saving, restarting the game and loading the save?
It ends up with only partial lipsync and no emotions.
[QUOTE=Ukuku;20348918]Well have you tried recording footage with WHM models and vcds, creating an animation set for a character, saving, restarting the game and loading the save?
It ends up with only partial lipsync and no emotions.[/QUOTE]
Well when i use HWM models, save, and load up again their facial expressions are fucked up, and i guess you have kinda the same problem. I think it's normal.
hey guys, im back =P Can someone sum up the progress we've made with this thing? I haven't been here since page 25
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