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.
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