Source filmmaker

fredman555fredman555 Senior
edited 7:15PM in PVKII Discussion
http://sourcefilmmaker.com/


How do you work this fancy technology? and is it possible to do anything PVK related with it?
image
Fantastic! A fearsome and formidable force; frightening to the frantic masses of folk. With full fortitude he ferociously forays the futile and foul faggotry that fills this fortuitous fix. But in de facto, this fiend is but a faint fluent flame. but i forfend, for i for surely sound like a fool, flaunting my vocabulary so foolhardily. some make me a favorite and others title me as a freak. but you my friend, may call me Fred
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Comments

  • murphymurphy Cannon Corking Codfish Cuddler PVKII Team, Authorized Creator
    edited 7:15PM
    Really fantastic tool. As far as I've heard Valve plans to add more games. The problem is you need to add that UI and all of that source filmmaker code into your sourcemod without fridgeing up something.

    But I'm no programmer so I can't really judge that correctly but it sounds like a pain in the ass.

    I just hope Valve will give out the code to popular sourcemods that use steamworks.

    Just imagine the possibilities with that program, Meet the Sharpshooter!
  • Noah es FrioNoah es Frio Senior
    edited 7:15PM
    murphy wrote:

    Just imagine the possibilities with that program, Meet the Sharpshooter!


    That would be great!
  • DinahDinah Skirmisher's wench PVKII Team
    edited July 2012
    Here you go, meet the archer

    image

    Since i got the models working i made something.

    PS: i have no idea how keyframing works
    LOLIWDIT_zpsec1f606c.jpeg
    Agsma is me from the future
  • Pache94Pache94 Donald Thumb Beta Tester
    edited 7:15PM
    Ha love it
    king_k__rool_by_biel12-d3f0vny.gif
  • TheHoboGodTheHoboGod Senior
    edited 7:15PM
    Someone should e-mail Valve about adding PVKII to source film-maker.
    34613.png
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  • Cap1Cap1 Land Lubber! Banned
    edited 7:15PM
    Awesome cliffhanger!
    Can't wait to see who pushed him, or maybe no one pushed him? SCRIPTFLIP
    http://www.youtube.com/watch?v=4KwNd8QP-ro
  • Pache94Pache94 Donald Thumb Beta Tester
    edited 7:15PM
    Maybe the keg was to heavy
    king_k__rool_by_biel12-d3f0vny.gif
  • LordTrilobiteLordTrilobite Baron Grunwald disapproves. Senior
    edited 7:15PM
    Maybe he called a berserker fat.
    dragonattack_sig.jpg
  • GenWatsonHVGenWatsonHV Senior
    edited 7:15PM
    When I decide to learn SFM, I will try to mess around with some pvk2 models. I'm just lazy right now.
  • DinahDinah Skirmisher's wench PVKII Team
    edited 7:15PM
    Re-posted due to mysterious disappearance from the forums

    http://www.youtube.com/watch?v=iwlilgxnqbI
    LOLIWDIT_zpsec1f606c.jpeg
    Agsma is me from the future
  • DinahDinah Skirmisher's wench PVKII Team
    edited 7:15PM
    Lookie lookie! I made a poster!

    handwm.jpg
    LOLIWDIT_zpsec1f606c.jpeg
    Agsma is me from the future
  • AGSMAAGSMA The Antichrist has Resurrected PVKII Team, Beta Tester
    edited January 2013
    Hello. Sorry for necrobumping this thread but I'm having some issues with SFM, when it comes to use models. I extracted every folder in the mod's GCF file to a custom folder. While I can access the maps and most props and add clips to the video, some map textures are missing and the player models look wireframed when inserted in the map. Like this.
    SFMerror2_zps290c85c6.png

    Is there anyone who knows how to solve this problem?
    Also, do the player models have lipsynch included? Because when I played with the ragdolls on Garry's Mod, 2 years ago, the face posing tool didn't work in any of the classes.

    76561198031989549.png

  • Dr.ClericDr.Cleric Senior
    edited 7:15PM
    Did you put the pvkii materials and models in the source filmmaker "usermod" folder? It might work.
    “I don't have moments of weakness. I'm Rik Mayall.” -Rik Mayall
  • DinahDinah Skirmisher's wench PVKII Team
    edited 7:15PM
    What a coincidence! I just used sfm a couple of hours ago! after like 3 months.

    I also had this problem when i started, so i looked into it and i found some wireframe fix on garrysmod.org
    Still not sure if that is what fixed the problem, but hey! it works.

    On a side note, i found out that the MAA model can be rigged, but the others can't. Why?

    Answer me, i want some creativity when i'm bored
    LOLIWDIT_zpsec1f606c.jpeg
    Agsma is me from the future
  • DinahDinah Skirmisher's wench PVKII Team
    edited January 2013
    halpa.jpg

    Ft. wireframe parrot

    image
    LOLIWDIT_zpsec1f606c.jpeg
    Agsma is me from the future
  • edited 7:15PM
    [video]image
  • DinahDinah Skirmisher's wench PVKII Team
    edited 7:15PM
    this puts me to shame
    LOLIWDIT_zpsec1f606c.jpeg
    Agsma is me from the future
  • AsmundrAsmundr Senior
    edited January 2013
    haha this is brillant :icon_agapirate:
    2yn.gif rnz.gif
  • Dr.ClericDr.Cleric Senior
    edited 7:15PM
    Absolutely amazing!
    “I don't have moments of weakness. I'm Rik Mayall.” -Rik Mayall
  • DinahDinah Skirmisher's wench PVKII Team
    edited April 2014
    For those with problems with the wireframe thingy, this will hopefully help

    Take for example "\SourceFilmmaker\game\usermod\materials\models\player" where you find the textures for the player models, there should be a .vmt file for all of the classes. Due to pvk using its own shaders sfm cant tell what to do, so what you have to do is to get VTFedit url="http://nemesis.thewavelength.net/index.php?p=41"]http://nemesis.thewa.../index.php?p=41[/url and open the .vmt file. At the top it says "VertexLitBeckman". Change this to "VertexLitGeneric" and save. Now the textures should show up correctly.

    There is also a fix on garrysmod.org url="http://www.garrysmod.org/downloads/?a=view&id=130922"]http://www.garrysmod...=view&id=130922[/url however this does not fix the sharpshooter.

    Good luck!
    LOLIWDIT_zpsec1f606c.jpeg
    Agsma is me from the future
  • AGSMAAGSMA The Antichrist has Resurrected PVKII Team, Beta Tester
    edited 7:15PM
    Sorry for the late response and huge necrobump, my life has been quite busy. While I don't make part of this team and haven't stayed up to date with this mod's progress, I'll have to say the following: I'm thinking of reworking this mod's assets to be fully compatible with SFM.
    Imagine this multiplayer experience having it's own Meet the Team-like videos full of blood and slapstick made by talented animators.

    So far the biggest issues I'm going to face are the following:

    -adding HDR onto the official maps
    -fixing the Wireframe bug (I tried out Dinah's solution but it didn't make any difference)
    -adding user friendly skeleton rigs (both ValveBiped and Simple)
    -HWM faceposing

    Luckly Open Source Film Maker is a group that everyone can find a solution for everything, so wih luck I can end up making a video starring PVKII characters and if it satifies the team's admins, who knows? I can even be an official trailer.
    So yeah, despite all odds I am very optimistic with that goal being completed.

    76561198031989549.png

  • Dr.ClericDr.Cleric Senior
    edited 7:15PM
    I wish you luck man! I would love to see some silly shorts.
    “I don't have moments of weakness. I'm Rik Mayall.” -Rik Mayall
  • DinahDinah Skirmisher's wench PVKII Team
    edited 7:15PM
    Regarding the wireframe playermodels, i think i may have blundered when writing that tutorial, it should be fixed now though. I somehow managed to write vtf instead of vmt, gg.

    Go to materials\models\player
    In there you should see one folder for each of the classes, for example lets look at the captain
    caoptiti_zpsdf0a7da2.png

    Use vtfedit on the captain.vmt file and change vertexlitbeckman to vertexlitgeneric

    fd_zpsc81c7dd4.png

    For the berserker you might have to change all of the bodyparts he has in his material folder.

    Also! I have made some working rigs for the models as well, it does not work on the captain however as he's missing a leg and that needs to be complimented in the file.
    I could share it if anyone would want it.

    Hope this all helps!
    LOLIWDIT_zpsec1f606c.jpeg
    Agsma is me from the future
  • LhorkanLhorkan PVKII Team, Senior
    edited 7:15PM
    Dinah wrote:

    Use vtfedit on the captain.vmt file and change vertexlitbeckman to vertexlitgeneric


    FYI, .vmt's are just text files. You can edit them with notepad, no need for separate software.
    dragonattacksig03-1.png
  • DinahDinah Skirmisher's wench PVKII Team
    edited 7:15PM
    Lhorkan wrote:

    FYI, .vmt's are just text files. You can edit them with notepad, no need for separate software.


    Oh, the more you know huh.
    LOLIWDIT_zpsec1f606c.jpeg
    Agsma is me from the future
  • AGSMAAGSMA The Antichrist has Resurrected PVKII Team, Beta Tester
    edited 7:15PM
    Dinah wrote:

    Use vtfedit on the captain.vmt file and change vertexlitbeckman to vertexlitgeneric


    The problem is that the VMT file already as VertexLitGeneric as default.

    76561198031989549.png

  • DinahDinah Skirmisher's wench PVKII Team
    edited 7:15PM
    Not sure what could be the problem, where did you get the material files from?

    "Steam\steamapps\common\Source SDK Base 2007\pvkii\materials\models\player" ?
    LOLIWDIT_zpsec1f606c.jpeg
    Agsma is me from the future
  • AGSMAAGSMA The Antichrist has Resurrected PVKII Team, Beta Tester
    edited April 2014
    OOOHH! Now I get it! the VertexLitBeckman is right on the top on the VMT file and not under "PVK2_VertexLitBeckman", I feel so stupid right now.
    Anyway, I'm going to change the VMTs of the players (and the parrot as well) and see how they look in SFM.
    Also, should I put the character's eyes in VertexLitGeneric as well?

    76561198031989549.png

  • DinahDinah Skirmisher's wench PVKII Team
    edited 7:15PM
    The eyes should be fine as they are
    LOLIWDIT_zpsec1f606c.jpeg
    Agsma is me from the future
  • AGSMAAGSMA The Antichrist has Resurrected PVKII Team, Beta Tester
    edited 7:15PM
    Wohoo! The models are now textured and they look beautiful.
    zerk_zps1a946ae8.jpg

    My next step is to fix the maps' HDR.

    76561198031989549.png

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