1. Post #201
    cyber-core_360's Avatar
    December 2009
    47 Posts
    how come?
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  2. Post #202
    Gold Member
    Smashman's Avatar
    September 2009
    11,898 Posts
    They're not in SFM.
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  3. Post #203
    cyber-core_360's Avatar
    December 2009
    47 Posts
    Great... after importing the new materials from latest tf2 to beta. And after properly doing the python thingy i get this:

    1) The Ninja ->



    2) The Darth Vader ->

    Everyone else is black as well except for their faces. Need some help here...

    EDIT: i looked through the posts and found the garrysmod link for the non black models of tf2.. the thing is i dont have garrys mod.. just orange box and l4d and l4d2!
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  4. Post #204
    Ukuku's Avatar
    July 2009
    240 Posts
    i looked through the posts and found the garrysmod link for the non black models of tf2.. the thing is i dont have garrys mod...
    Oh, sorry. I should've known.
    What you need to do is remove every instance of the line "$yellow" "0" in the playermodels' .wmt files in tf/materials/models/player/<class>/.
    Files that have the line are:
    <class>_blue.wmt
    <class>_red.wmt
    <class>_head_blue.wmt
    <class>_head_red.wmt

    What about the new weapons like force-a-nature and other weapons...... how can we spawn them so that we can record players with the new weapons???
    You can of course spawn the models, if you have copied them from the retail game, by creating a new animation set and choosing <Add new model...> but you can't equip nor shoot them.
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  5. Post #205
    cyber-core_360's Avatar
    December 2009
    47 Posts
    Oh, sorry. I should've known.
    What you need to do is remove every instance of the line "$yellow" "0" in the playermodels' .wmt files in tf/materials/models/player/<class>/.
    Files that have the line are:
    <class>_blue.wmt
    <class>_red.wmt
    <class>_head_blue.wmt
    <class>_head_red.wmt

    You can of course spawn the models, if you have copied them from the retail game, by creating a new animation set and choosing <Add new model...> but you can't equip nor shoot them.
    OMG! thanx ALOT!!!!! u really made my day! It worked and so did the extra weapon thingy! thanx Ukuku
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  6. Post #206
    Gold Member
    swampie's Avatar
    July 2008
    5,828 Posts
    I just had a brainwave

    could we not model the hats onto the playermodels?

    then we could have hat sfm
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  7. Post #207
    Gold Member
    Darkomni's Avatar
    August 2007
    2,370 Posts
    or one could spawn the hat and parent it to the head bone
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  8. Post #208
    Gold Member
    TheDKer's Avatar
    September 2008
    1,587 Posts
    -FYI!!!! I will not be able to play as the survivors! It will just be normal TF2 with the L4D2 maps.
    I did something like they did here, though i had to export some more stuff because Portal and L4D2 ain't the same thing.-

    So i succesfully got SFM launched using l4d2, the only problem i think i have is that the l4d2 maps are a newer version of BSP's.

    As you can see, it's version 21 instead of version 20 which it was "expecting".
    So do any of you know if there's a way to change the BSP version?
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  9. Post #209
    Gold Member
    Smashman's Avatar
    September 2009
    11,898 Posts
    or one could spawn the hat and parent it to the head bone
    Which would be so much easier, then compiling and restarting everytime. But why would you want hats anyway?
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  10. Post #210
    Gold Member
    Metroid48's Avatar
    February 2007
    1,007 Posts
    Everything is better with hats - TF2 has proven it so.
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  11. Post #211
    Gold Member
    Pandamobile's Avatar
    January 2009
    3,519 Posts
    So i succesfully got SFM launched using l4d2, the only problem i think i have is that the l4d2 maps are a newer version of BSP's.

    As you can see, it's version 21 instead of version 20 which it was "expecting".
    So do any of you know if there's a way to change the BSP version?

    Holy shit.
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  12. Post #212
    I watched a stream of a video game so that means I'm an authority on it!
    Dennab
    May 2007
    7,377 Posts
    Please explain how you got it running in L4D2.

    Would be a huge help.

    Also im messing around with some sexy things i found in SFM, i cant seem to figure them out entirely, but ill make a post later tonight/early tomorrow.
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  13. Post #213
    Gold Member
    TheDKer's Avatar
    September 2008
    1,587 Posts
    Please explain how you got it running in L4D2.

    Would be a huge help.

    Also im messing around with some sexy things i found in SFM, i cant seem to figure them out entirely, but ill make a post later tonight/early tomorrow.
    Something like this http://www.facepunch.com/showpost.ph...postcount=1534
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  14. Post #214
    I watched a stream of a video game so that means I'm an authority on it!
    Dennab
    May 2007
    7,377 Posts
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  15. Post #215
    Pikablu07's Avatar
    May 2007
    912 Posts

    i finished this and realized that i have nothing to use it for
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  16. Post #216
    I watched a stream of a video game so that means I'm an authority on it!
    Dennab
    May 2007
    7,377 Posts
    Still awesome! nice job.
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  17. Post #217
    Gold Member
    Pandamobile's Avatar
    January 2009
    3,519 Posts

    i finished this and realized that i have nothing to use it for
    :slick:
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  18. Post #218
    I watched a stream of a video game so that means I'm an authority on it!
    Dennab
    May 2007
    7,377 Posts
    Can anyone help me with this? This happens when i use mp_usehwmmodels 1 and mp_usehwmvrcds 1

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  19. Post #219
    Gold Member
    The Inzuki's Avatar
    August 2008
    3,897 Posts

    I sort of messed up since I was able to pass through the dispenser.
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  20. Post #220
    Gold Member
    Pandamobile's Avatar
    January 2009
    3,519 Posts
    'nother large render with some dynamic lighting.



    6000 x 3000
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  21. Post #221
    Gold Member
    xpod1's Avatar
    February 2009
    12,875 Posts
    Holy crap I get to strike off
    -Get SFM to work
    Off of my crap to do before Episode 3.
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  22. Post #222
    cyber-core_360's Avatar
    December 2009
    47 Posts
    We just need to find out how to change the .bsp version of a map.. then theoretically one can load up any .bsp map in SourceFilmmaker right???
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  23. Post #223
    I watched a stream of a video game so that means I'm an authority on it!
    Dennab
    May 2007
    7,377 Posts
    We just need to find out how to change the .bsp version of a map.. then theoretically one can load up any .bsp map in SourceFilmmaker right???
    Search for the L4D1 maps Into L4D2 maps, i remember seeing something about changing that number.

    Edited:

    Sorry for the double post but i made a discovery.

    I figured out how to make a dynamic moving light.
    Im going to mess around with it a bit more before explaining how, but thanks to darkoni making this possible. It is very easy but i want to figure out how to make it smoother movement.

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  24. Post #224
    cyber-core_360's Avatar
    December 2009
    47 Posts
    Well seeing that L4D 1 and Tf2 have same .bsp version no.s i decided to try that out.... ended up crashing SFM each and every time I tried. Haven't found a way to change .bsp version no.s yet but i do have a quick question. HOW DO I TURN OFF THE 20 SECOND "WAITING FOR PLAYERS" THINGY AT THE START? Its getting really annoying!!! >:(
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  25. Post #225
    Gold Member
    Metroid48's Avatar
    February 2007
    1,007 Posts
    To skip the wait timer:
    mp_waitingforplayers_cancel 1
    To pause the round timer:
    ent_fire team_round_timer pause
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  26. Post #226
    Gold Member
    swampie's Avatar
    July 2008
    5,828 Posts
    or one could spawn the hat and parent it to the head bone
    how?
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  27. Post #227
    Gold Member
    Darkomni's Avatar
    August 2007
    2,370 Posts
    Moving dynamic lights are easy: just don't delete the two subcategories I said to, and move around while recording.
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  28. Post #228
    cyber-core_360's Avatar
    December 2009
    47 Posts
    To skip the wait timer:
    mp_waitingforplayers_cancel 1
    To pause the round timer:
    ent_fire team_round_timer pause
    I have that in my config file but it doesn't work.....even if i type it before is start recording... the timer still goes off. and after 20 seconds I'm brought back to the spawn room
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  29. Post #229
    I watched a stream of a video game so that means I'm an authority on it!
    Dennab
    May 2007
    7,377 Posts
    Moving dynamic lights are easy: just don't delete the two subcategories I said to, and move around while recording.
    Ya, exactly lol.

    I was trying to figure out how to make it look nicer and smoother light movement which im working on but i think i got it.

    I just got sidetracked when i got SFM to work with ep2
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  30. Post #230
    Gold Member
    swampie's Avatar
    July 2008
    5,828 Posts
    Ya, exactly lol.

    I was trying to figure out how to make it look nicer and smoother light movement which im working on but i think i got it.

    I just got sidetracked when i got SFM to work with ep2
    how
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  31. Post #231
    I watched a stream of a video game so that means I'm an authority on it!
    Dennab
    May 2007
    7,377 Posts
    http://www.facepunch.com/showpost.ph...postcount=1534

    not every map works and sound gets all glitchy and things dont spawn.
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  32. Post #232
    Gold Member
    swampie's Avatar
    July 2008
    5,828 Posts
    404
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  33. Post #233
    Gold Member
    TheDKer's Avatar
    September 2008
    1,587 Posts
    http://www.facepunch.com/showpost.ph...postcount=1534

    not every map works and sound gets all glitchy and things dont spawn.
    Long links gets the ... to shorten it down so you can't copy them that way
    Here's the proper one http://www.facepunch.com/showpost.ph...postcount=1534
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  34. Post #234
    Gold Member
    Darkomni's Avatar
    August 2007
    2,370 Posts

    Excuse the lack of alarm, I've yet to get off my ass and find out how to use sounds in sfm. However, I think I know how to animate any flashlight feature.
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  35. Post #235
    Is, in fact, a real hedgehog.
    Ezhik's Avatar
    April 2009
    14,128 Posts
    Can anyone help me with this? This happens when i use mp_usehwmmodels 1 and mp_usehwmvrcds 1

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  36. Post #236
    Gold Member
    Pandamobile's Avatar
    January 2009
    3,519 Posts

    Excuse the lack of alarm, I've yet to get off my ass and find out how to use sounds in sfm. However, I think I know how to animate any flashlight feature.
    That's pretty cool.
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  37. Post #237
    Gold Member
    ZomBuster's Avatar
    June 2006
    1,886 Posts
    Dynamic lights heck yeah. (click for big)


    To make the shadows more defined, darken the overall lighting with toneMapScale in camera settings, and increase the lights brightness.
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  38. Post #238
    Gold Member
    Pandamobile's Avatar
    January 2009
    3,519 Posts
    Dynamic lights heck yeah. (click for big)


    To make the shadows more defined, darken the overall lighting with toneMapScale in camera settings, and increase the lights brightness.
    Oh snap, sweet!
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  39. Post #239
    Gold Member
    Darkomni's Avatar
    August 2007
    2,370 Posts
    Delete an ENTIRE take including lights, effect, puppets, etc(as far as I'm concerned havent tested 100%)

    In the DME element editor, go to this directory

    clipBin\sequence\subClipTrackGroup\tracks\Film\chi ldren\shot\scene\children

    You can delete individual takes, or just the items within them.

    Edited:

    Yes! I was right! It does delete puppets!

    Edited:

    Okay, to remove everything ENTIRELY (what's shown up there leaves behind footsteps and stuff), simply right click and zoom in on the shot, and delete the take there as well. (or uncheck it)
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  40. Post #240
    Gold Member
    Pandamobile's Avatar
    January 2009
    3,519 Posts
    Delete an ENTIRE take including lights, effect, puppets, etc(as far as I'm concerned havent tested 100%)

    In the DME element editor, go to this directory

    clipBin\sequence\subClipTrackGroup\tracks\Film\chi ldren\shot\scene\children

    You can delete individual takes, or just the items within them.

    Edited:

    Yes! I was right! It does delete puppets!

    Edited:

    Okay, to remove everything ENTIRELY (what's shown up there leaves behind footsteps and stuff), simply right click and zoom in on the shot, and delete the take there as well. (or uncheck it)
    God damn it's about time we found a way to do this.
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