It's still minimum requirements, just bugs they have to fix thats all
It's still minimum requirements, just bugs they have to fix thats all
Turtles are fast as shit dude
Yeah I made that, I saw no AO issues. But hell I dunno it might've been disabled from the start cuz I didn't compile the map with HDR
I am using a volumetric light in my video, but it flickers when I render the movie; is this something that can be fixed by rendering with more samples?
Just wondering if anybody has found a fix for the water looking like garbage? Looks like the water texture is scaled down a ton
I'd like to know this too.
I've fix that adding that on the command line
-sfm_guardband 0
Has anyone explained how to set non-player models on fire yet?
Particle systems. Lock it to the NPM and the particle system should be player_fire or something like that.
Just attach a fire particle system to them. There are tutorials on youtube on using the particle system
I got a question. I noticed I've manage to create shots behind "0 seconds" all the way up to "-18 seconds" When I try to render, it only renders from 0 and everything else after 0. Is there a possibility to drag/move these shots all the way up to where 0 is, so that it starts at 0 again? Because I got alot of shots and soundtracks etc..
Alternatively you can select all your shots (Ctrl+A) and when you render, tell it to render selected shots, instead of the sequence.
When you goto render, go into advanced and there'll be some buttons in there click on one of them and then check particles.
I tried it and same happened again, only renders from where 0 is and everything after that except the shots that is placed before 0. But I did some testing and found out I could move them by holding ALT and using the right arrow button on my Keyboard. There is one problem tho, I could only move the soundtracks and not the shots, Any ideas on how I can move then or render from -18 seconds if possible?
When I record a take, only the last frame is recorded and the puppet stays in the same position for the entire scene. How can I fix this?
Also, when I click Manage Takes>take1>Delete, I can still see the take being played out through the camera. As well, I can hear the footsteps of the puppet when playing the shot.
Restart SFM, works for me.
Worked, thanks.
Here is how to fix the water, if it hasnt been mentioned before. It's actually quite simple, just copy the water folder in tf\materials and paste it into the tf_movie\materials folder. Restart SFM and water should look normal again.
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fyi, if your SFM ever slows down horribly when doing things, just restart it. It doesn't seem to have a limit on the cache of undo steps.
How exactly do you get a camera just to follow it's own trail. I'm trying to setup a pan shot and I have no clue what to do even with the official tutorial vids.
Make an animationset for the camera, select the camera like you would a model, go to the graph editor, make a keyframe, then use the viewport to move the camera on the path you want. Tweak from there really.
Hrmm, I seem to be having a problem with particles - no matter what particle I use it never renders - not in video, picture or even SFM. I've moved it around, fucked with the values but everytime I hit play it just stays air - no matter the particle.
Move the slide to the black field and play back the animation again. Should fix it.
It seems like moving the playhead back into negative values (as in, before your shot starts) and back makes particles appear.
edit: ninja'd
I have a nifty little video (with relaxing music) on custom color correction if anybody would be interested.
That's really useful, thank you dude.
why does my sfm screen twitch when in a map?
It usually doesnt
SFM crashes when I try to load HL2 map. Any ideas?
Question, how the fuck do you find the correct particles in the particle editor?
It gives me loads of .pcf files and I have to choose one of them, and then, I have to search the scroll down menu for some muzzle flash of a sentry gun, I haven't found any muzzle flashes yet.
Edited:
Nevermind, I figured it out.
Can I create animation with one map loaded, then change the map later and have all the animation sets remain the same? (Say, to a more finished version of a map I'm still working on)
Yes. You unload the map through right clicking on the view port and load a new one in, everything else should remain untouched.
You could just name it the same thing.
Yes, I often pose characters on the stage map, then load up a different map to position them.
Sweet, cheers guys :)
Is it normal I'm getting 0.5 fps in the viewport, as well as extreme choppiness of the program in general?
I've got 4gb ram, a 3.2ghz quad core and a nvidia 9800gtx+ graphics card
edit: Ok, only some maps were causing it
I have the EXACT same problem...
Is it even possible to copy and paste in the graph editor?
I'm trying to get a simple walking animation down but I can't loop it flawlessly because the graph editor won't let me copy anything.
Glad to be able to help :)