1. Cannot.
how come?

2. They're not in SFM.
Agree x 1 (list)

3. Great... after importing the new materials from latest tf2 to beta. And after properly doing the python thingy i get this:

1) The Ninja ->

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

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
Bad Spelling x 3 Friendly x 1 Dumb x 1 (list)

6. I just had a brainwave

could we not model the hats onto the playermodels?

then we could have hat sfm
Dumb x 1 Agree x 1 (list)

7. or one could spawn the hat and parent it to the head bone

8. -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?

9. 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. Everything is better with hats - TF2 has proven it so.
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11. 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.

12. 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.

13. 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

14. i finished this and realized that i have nothing to use it for
Artistic x 21 (list)

15. Still awesome! nice job.

16. i finished this and realized that i have nothing to use it for
:slick:

17. Can anyone help me with this? This happens when i use mp_usehwmmodels 1 and mp_usehwmvrcds 1

Funny x 10 (list)

18. I sort of messed up since I was able to pass through the dispenser.
Funny x 2 Artistic x 1 (list)

19. 'nother large render with some dynamic lighting.

6000 x 3000
Funny x 1 Artistic x 1 (list)

20. Holy crap I get to strike off
-Get SFM to work
Off of my crap to do before Episode 3.
Dumb x 1 (list)

21. 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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22. 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.

Useful x 1 (list)

23. 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!!! >:(

24. To skip the wait timer:
mp_waitingforplayers_cancel 1
To pause the round timer:
ent_fire team_round_timer pause
Late x 1 (list)

25. or one could spawn the hat and parent it to the head bone
how?

26. Moving dynamic lights are easy: just don't delete the two subcategories I said to, and move around while recording.

27. 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

28. 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

29. 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

30. http://www.facepunch.com/showpost.ph...postcount=1534

not every map works and sound gets all glitchy and things dont spawn.

31. 404

32. 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

33. 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.
Artistic x 1 (list)

34. Can anyone help me with this? This happens when i use mp_usehwmmodels 1 and mp_usehwmvrcds 1

Agree x 5 Funny x 4 (list)

35. 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.

36. 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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37. 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!

38. 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)
Useful x 1 (list)

39. 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.