1. Post #761
    LtKyle2's Avatar
    March 2011
    3,147 Posts
    I tried clipping a part of a song and sticking into SFM. It's only like 45 seconds long, but doesn't preview in either SFM or the sound browser. It's in WAV format, but is there a rule for how long a sound clip can be? Will it render with sound?
    I get this problem with stock tf2 sounds, I guess I have to edit them in Audacity?

    Anyway, I started a new session yet I'm getting major framerate issues for some reason. Progressive Refinement is off yet SFM can barely work.
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  2. Post #762
    Gold Member
    LNKFAN's Avatar
    February 2007
    437 Posts
    For the audio that isn't playing guys, make sure the frequency is set to 44100 Hz.

    Also, speaking of, I was wondering if there is way I can slowly fade in to a sound clip as it slowly played and gained speed as it played. Would I have to do this manually in audacity?
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  3. Post #763

    July 2005
    31 Posts
    So, has anyone figured out how to have, for example: demoman model running and then coming to a stop?
    I have been making animation sets for new models, the character model, then assigning a run sequence to them (the valve video tutorial teaches you how). Then when you want him to stop, just select where you want it to happen in the motion editor and assign an idle sequence to him.
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  4. Post #764
    SleepyAl's Avatar
    December 2010
    601 Posts
    Is there any way to export to Youtube if you have 2 Step verification in your Google Account settings? I had to turn it off for it to export and I'd rather not have to do that each time.
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  5. Post #765

    April 2012
    470 Posts
    Is there anyway to jump the scene camera to the work camera?
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  6. Post #766
    Gold Member
    Nick Mason's Avatar
    November 2010
    229 Posts
    For the audio that isn't playing guys, make sure the frequency is set to 44100 Hz.

    Also, speaking of, I was wondering if there is way I can slowly fade in to a sound clip as it slowly played and gained speed as it played. Would I have to do this manually in audacity?
    You'd have to do it manually.
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  7. Post #767
    Gold Member
    Smashman's Avatar
    September 2009
    10,542 Posts
    You could add the clip to a track and then slow its timescale down, though I don't think you can alter timescale across a clip.
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  8. Post #768
    dylanb5123's Avatar
    January 2011
    212 Posts
    Total SFM noob here, just installed.

    How do I run SFM? I get some stupid "This game is unavailable" error when I load it. Does a source game have to be running? Does said game have to be TF2?
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  9. Post #769
    LtKyle2's Avatar
    March 2011
    3,147 Posts
    For the Graph Editor and puppeteering, I'm on Shot 1 and trying to edit, yet it places the play marker bar thing over the name of the bones and 'position x' and 'position y' where 0 is. How can I fix that if possible?
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  10. Post #770
    Gold Member
    legolover122's Avatar
    June 2010
    12,804 Posts
    Total SFM noob here, just installed.

    How do I run SFM? I get some stupid "This game is unavailable" error when I load it. Does a source game have to be running? Does said game have to be TF2?
    Try exiting steam and going back in.

    A source game does not need to be running. I reccomend just running SFM due to how much memory it takes.
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  11. Post #771
    dylanb5123's Avatar
    January 2011
    212 Posts
    Try exiting steam and going back in.

    A source game does not need to be running. I reccomend just running SFM due to how much memory it takes.
    Tried that, even tried deleting Clientregistry.blob, and that just made it so steam couldn't even open so I undo'd that.
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  12. Post #772
    Gold Member
    Uglehs's Avatar
    July 2010
    999 Posts
    You think you can get Source Mod in SFM?
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  13. Post #773
    Gold Member
    Smashman's Avatar
    September 2009
    10,542 Posts
    You think you can get Source Mod in SFM?
    Why would you even...
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  14. Post #774
    dylanb5123's Avatar
    January 2011
    212 Posts
    Tried that, even tried deleting Clientregistry.blob, and that just made it so steam couldn't even open so I undo'd that.
    I think I found my problem... Validated files... 246 files failed to validate. Hmm.

    Edited:

    Redownloaded SFM... Still not working. Any help anyone?
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  15. Post #775
    SFM Porn Conno-isseur
    OneFourth's Avatar
    June 2011
    1,587 Posts
    Why would you even...
    people did it all the time for the 07 version. its for certain commands. I cant see how practical it'd be now.
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  16. Post #776
    Gold Member
    Bletotum's Avatar
    June 2008
    6,397 Posts
    Has anyone had trouble with rigs not working? I'm following the tutorial, using the wheelbarrow pyro, right clicking its animation set editor entry, rig, rig_biped_simple. Nothing happens.
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  17. Post #777
    I love liberals, they make me so fucking hard I just want to cum all over the place while fucking a pony.
    Glaber's Avatar
    January 2008
    4,170 Posts
    Is there a way to activate and deactivate body groups for models that have them in SFM?
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  18. Post #778
    Gold Member
    Uglehs's Avatar
    July 2010
    999 Posts
    What the hell is this thing that looks like a texture stretched at the bottom of my viewport and how do i remove it?


    Edited:

    Why would you even...
    Weather mod and other stuff. I know i could probably just use particles.
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  19. Post #779
    I JERK MY COCK UNTIL IT'S SORE TO MLP RULE 34
    nomad1's Avatar
    July 2010
    2,395 Posts
    I know it was posted somewhere, but where do I put custom content?
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  20. Post #780
    Gold Member
    LNKFAN's Avatar
    February 2007
    437 Posts
    -snip first part, wasn't actually scout's-

    So, I have another question: When all of the timeline is selected, animation of a model will not carry over into the next clip if it's been bladed, right? I'm still trying to figure the most lenient way to tackle it.
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  21. Post #781
    oldage's Avatar
    October 2009
    2,994 Posts
    everything disappeared


    what do I do

    using view to bring them back does work but they don't stay on the foreground.
    anyone?
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  22. Post #782
    PROPPER EVERYTHING
    GameDev's Avatar
    February 2010
    11,526 Posts
    I know it was posted somewhere, but where do I put custom content?
    usermod/models
    usermod/sounds
    usermod/materials
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  23. Post #783
    Kumagoro's Avatar
    December 2008
    1,457 Posts

    Couldn't make the rocket launcher disappear during the final taunt, even after I added an animation set to it. It had the animation "dots" visible on screen, but it just refused to move itself when I moved it. Help anyone?
    Yes I did have all time selected

    Also, about the graph editor animating, I'm supposed to do keyframe -> move to destination -> make changes -> keyframe again? I was using the normal time selection thingy because the graph editor was a bit beyond me..
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  24. Post #784
    I JERK MY COCK UNTIL IT'S SORE TO MLP RULE 34
    nomad1's Avatar
    July 2010
    2,395 Posts
    usermod/models
    usermod/sounds
    usermod/materials
    Thanks man! May I suggest that you put that info in the op?
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  25. Post #785
    Gold Member
    Bletotum's Avatar
    June 2008
    6,397 Posts
    it already is in the op

    it just explains the sounds though, but from that it was clear that the directory was usermod
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  26. Post #786
    Gold Member
    Uglehs's Avatar
    July 2010
    999 Posts
    I found the reason for the viewport stretching the bottom part of the map.
    At least I think I did. I had a full bright map, it did it to it, then i added a light source to the map in Hammer Editor and reloaded the map and its gone now. So that might be it, it might of just been a momentary bug, IDK.

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  27. Post #787
    Pony Extraordinaire
    DatHarry's Avatar
    October 2011
    6,105 Posts
    anyone?
    up in the top corner, go to windows > layout > default. that should bring everything back (i think)
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  28. Post #788
    Gold Member
    Bletotum's Avatar
    June 2008
    6,397 Posts
    -snip first part, wasn't actually scout's-

    So, I have another question: When all of the timeline is selected, animation of a model will not carry over into the next clip if it's been bladed, right? I'm still trying to figure the most lenient way to tackle it.
    I'm not sure what you mean. I made a shot with an animation (from that menu where you can add animations to the class models, such as RUN_PRIMARY), and bladed it twice to do a temporary closeup and it worked fine. I suppose this is because sfm takes all the data of the animation and applies it to the motion, for instance in the graph editor you can change parts of it.

    However, I did not try this with a sequence.
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  29. Post #789
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  30. Post #790
    I JERK MY COCK UNTIL IT'S SORE TO MLP RULE 34
    nomad1's Avatar
    July 2010
    2,395 Posts
    I knew those existed, Right now I am watching the lipsync video, and it works! Hurrah SFM is awesome now.
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  31. Post #791
    Gold Member
    LNKFAN's Avatar
    February 2007
    437 Posts
    I'm not sure what you mean. I made a shot with an animation (from that menu where you can add animations to the class models, such as RUN_PRIMARY), and bladed it twice to do a temporary closeup and it worked fine. I suppose this is because sfm takes all the data of the animation and applies it to the motion, for instance in the graph editor you can change parts of it.

    However, I did not try this with a sequence.
    When you cut an already finished animation, of course it'll still keep everything in it. At least, I think it does.
    Say I have a clip
    [----]
    I set a model up at the start of said clip, and once that's done, I go to the middle of the clip and blade it
    [--][--]
    If I try to go back to the first clip and start animating the model, once I get to the second clip, it won't carry over; the model will return to it's normal state as it had been placed.
    Though, now that I think of it, I wonder if selecting both clips before animating it will cause it to carry over while the motion editing is taking place.
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  32. Post #792
    Gold Member
    JoshuaC's Avatar
    February 2005
    897 Posts
    Guess I'll ask this here since it seems like it might get more attention.

    Anyone know how to unlock the options in the element viewer? It shows me all the settings and values, but they're all grayed out. I'd like to be able to use the color picker inside of it for lights, rather that mess around with individual RGB sliders like a damn idiot.
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  33. Post #793
    DrOlolo's Avatar
    June 2011
    29 Posts
    I made a simple custom map using Dota 2 content and I have a problem now.
    When I create an animation set for light this happens:


    Without set:


    My mapping experience is quite poor and I have no idea what I've done wrong. Could anybody help me?
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  34. Post #794
    If life gives you melons, you may be dyslexic.
    Liem's Avatar
    November 2011
    5,207 Posts
    SMF just BSoD's my computer, It opens for all of two seconds and then goes straight to the BSoD
    Can anyone help me with this, Is it a faulty install?
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  35. Post #795
    Pony Extraordinaire
    DatHarry's Avatar
    October 2011
    6,105 Posts
    Can anyone help me with this, Is it a faulty install?
    pretty sure it's because you're using Windows XP.
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  36. Post #796
    TeeRave's Avatar
    November 2011
    195 Posts
    I'm not sure if this was answered before, but how do I get rid of seams when I try to render resolution bigger than my monitor's? I don't want it ending up like this
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  37. Post #797
    Gold Member
    LetsGroove's Avatar
    May 2009
    5,059 Posts
    I just heard of animating with "IK Rigs". What is that and how does it work?
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  38. Post #798
    TeeRave's Avatar
    November 2011
    195 Posts
    I just heard of animating with "IK Rigs". What is that and how does it work?
    To use IK rigs you right click on your character and select a rig. There is one that Valve left for us called rig_biped_simple.
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  39. Post #799
    radiomonster's Avatar
    July 2008
    2,117 Posts
    I just heard of animating with "IK Rigs". What is that and how does it work?
    It makes working with realistic animation creation a hell of a lot easier

    you really have to mess around with it to know what it truly does, but basically makes it so sometimes when you move a joint others move with it it realistic way (like if i move a hand on a t-posed body towards the body the elbow will bend)
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  40. Post #800
    I can buy a title to replace to the one someone bought me
    UnknownDude's Avatar
    December 2007
    3,937 Posts
    How do you hide specific parts of a model, for example the Medic's backback or the Spy's cigarette?
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