• Source 2 SDK Tools Being Released Tomorrow
    163 replies, posted
is there a curiosity model?
Gordon with the skis??? thats brand new.
Has anyone managed to get a good, solid peak at the Source Filmmaker? More importantly, are there any features in it that differ (added or removed) from the public Source 1 build? I'm pretty damned excited to get S2FM, ever since there was that leak that suggested Source 1 models will have full backwards compatibility. (Insert the old Facepunch emot of :v: bouncing around erratically)
how do i bypass the steamvr shit
[QUOTE=Gmod4ever;50485725]Has anyone managed to get a good, solid peak at the Source Filmmaker? More importantly, are there any features in it that differ (added or removed) from the public Source 1 build? I'm pretty damned excited to get S2FM, ever since there was that leak that suggested Source 1 models will have full backwards compatibility. (Insert the old Facepunch emot of :v: bouncing around erratically)[/QUOTE] The SFM is pretty much the same as the Dota 2 SFM, but lighting doesn't seem to work (lighting is disabled in these pics) Things new in it are a better IK system (select three bones in a line and enable IK), custom screen resolutions, and spawnable texture panels, to name a few. It does lack a lot of features from Source 1 like HDR and scripts though. Performance and rendering is way faster too. Rendering with 512 and even 1024 samples takes only a few seconds per frame. I'm sure having no lighting helps in that regard though [t]http://i.imgur.com/ZXqfHpM.jpg[/t] [t]http://i.imgur.com/YpmjLZ8.jpg[/t]
I'm probably super late, but I just found out the light_directional entity is a fucking sun wearing sunglasses. [img]http://i.imgur.com/5AxHXhD.png[/img]
[QUOTE=Callegos;50485801]The SFM is pretty much the same as the Dota 2 SFM, but lighting doesn't seem to work (lighting is disabled in these pics) Things new in it are a better IK system (select three bones in a line and enable IK), custom screen resolutions, and spawnable texture panels, to name a few. It does lack a lot of features from Source 1 like HDR and scripts though. Performance and rendering is way faster too. Rendering with 512 and even 1024 samples takes only a few seconds per frame. I'm sure having no lighting helps in that regard though -pics-[/QUOTE] The material and model tools are way better as well, which is relevant for SFM. For instance it looks like this version of Source 2 has PBR! So reflections/specular looks hell of a lot prettier. Also proper translucency in models, doesn't break like it did in Source 1 or DOTA Source 2. In fact, you can now have translucent models with reflections. All in all, if the lights weren't broken this'd be a very viable replacement for Source 1 SFM now.
[QUOTE=EddieLTU;50485775]how do i bypass the steamvr shit[/QUOTE] -novr
[QUOTE=Coyoteze;50485838]The material and model tools are way better as well, which is relevant for SFM. For instance it looks like this version of Source 2 has PBR! So reflections/specular looks hell of a lot prettier. Also proper translucency in models, doesn't break like it did in Source 1 or DOTA Source 2. In fact, you can now have translucent models with reflections. All in all, if the lights weren't broken this'd be a very viable replacement for Source 1 SFM now.[/QUOTE] I'd call the lack of HDR a pretty big set-back, and the lack of scripts is a huge throw in the face of a lot of the tools I've written for my SFM workflow. Callegos mentioned a better IK system. Is it still only simple pole IK with three bones? Or can it support an arbitrary amount of bones now? Because if I can actually properly IK giant spider monsters now, then HYPE.
This took me 2 minutes (Including the rendering). Opposed to the slow as fuck current SFM we have. I also rendered this at 1440p into MP4. I want this to be updated to the standalone version. [video=youtube;pGmT4TZffso]https://www.youtube.com/watch?v=pGmT4TZffso[/video]
[QUOTE=ghost901;50485860]-novr[/QUOTE] doesn't work
[video=youtube;UBITtSn9Kg8]https://www.youtube.com/watch?v=UBITtSn9Kg8[/video] Made a super short render using the SFM.
[QUOTE=EddieLTU;50485972]doesn't work[/QUOTE] Works for me. Make sure you set it in launch options.
[QUOTE=ghost901;50486002]Works for me. Make sure you set it in launch options.[/QUOTE] i did, i still getting the shitty steamvr prompt
Valve needs to finally put sfm standalone, I think they will once they add in script compatibility and rigs. Fan wasn't working as hard as sfm1. They have a rudimentary converter for source 1 objects correct
[QUOTE=EddieLTU;50486014]i did, i still getting the shitty steamvr prompt[/QUOTE] You need to launch the exe directly via shortcut + that launch parameter. Not via Steam.
[QUOTE=EddieLTU;50486014]i did, i still getting the shitty steamvr prompt[/QUOTE] Try it through destinations workshop tools?
-snip- broken merge
[QUOTE=NotMajora;50485984][video=youtube;UBITtSn9Kg8]https://www.youtube.com/watch?v=UBITtSn9Kg8[/video] Made a super short render using the SFM.[/QUOTE] Oh man, that [I]actual [/I]bokeh.
Someone should check to see if Collision Via Traces [B]finally[/B] works with particles. :v: The Orange Box had it, so by all means, Source Filmmaker should as well.
[QUOTE=EddieLTU;50486014]i did, i still getting the shitty steamvr prompt[/QUOTE] I had that issue but installed steam vr ran it, then got the no hardware detected , uninstalled steam vr and the launch option -novr now works :)
[QUOTE=taz0;50486097]I had that issue but installed steam vr ran it, then got the no hardware detected , uninstalled steam vr and the launch option -novr now works :)[/QUOTE] uninstalled steamvr and the game launched, but i can't move my mouse or open the console as for the tools, now it crashes after i uninstalled steamvr
[QUOTE=EddieLTU;50486122]uninstalled steamvr and the game launched, but i can't move my mouse or open the console as for the tools, now it crashes after i uninstalled steamvr[/QUOTE] You have to go through the workshop tools if you don't have a vr headset. From there you can open up the console and type "cl_mouselook 0' to look around with the arrow keys.
in the destinations the mouse don't work for me either :/ but i don't get a crash with the tools
[t]http://i.imgur.com/MZPqmGB.jpg[/t] Looks like Destination's SFM can use the Aperture VR stuff, unlike the Dota 2 SFM.
[QUOTE=NotMajora;50486161][t]http://i.imgur.com/MZPqmGB.jpg[/t] Looks like Destination's SFM can use the Aperture VR stuff, unlike the Dota 2 SFM.[/QUOTE] I guess this means we can use the "new" Glados as well right?
[QUOTE=taz0;50486158]in the destinations the mouse don't work for me either :/ but i don't get a crash with the tools[/QUOTE] You can't use your mouse, you can use arrow keys and wasd
snipped
[QUOTE=cynaraos;50485298]I'm having the entire toolset crash whenever I try modifying anything in a material in the material editor.. to launch it, I use a shortcut to steamtourscfg.exe with -novr as a launch parameter. should I do anything other than that?[/QUOTE] anyone? I've not gotten closer to fixing my issue.
[QUOTE=Techbot;50486183]I guess this means we can use the "new" Glados as well right?[/QUOTE] [video=youtube;uUuj6d8UxMs]https://www.youtube.com/watch?v=uUuj6d8UxMs[/video] I mean I guess you can.
Sorry, you need to Log In to post a reply to this thread.