STEAM GROUP
Open Source Filmmaker osfm
STEAM GROUP
Open Source Filmmaker osfm
323
IN-GAME
2,354
ONLINE
Founded
15 August, 2012
Showing 1-10 of 10 entries
1
HDR Issue
4
[CLOSED]Need a meet the team title card for a saxxy entry
1
Early concept art models
3
From Stop-Motion to Source Filmmaker...
1
Looking for "actors"
So as it turns out SFM crashes whenever I shoot, punch or use any of the proprietes of both left and right mouses (mice?) whenever I want to record some "gameplay" as different classes. My laptop isn't the most stable to run SFM but everything but that doesn't crash the software.
My request is to get dmx files of people playing around like in the actual game, so that I can insert them in my project, which I want to keep it's theme as a secret until it's finished.

One important thing: the project is set on Hightower.

My requests
-a Soldier rocket jumping throughout the entire map, it doesn't need to be a professional-looking rocket jumping since a lot of edits will be made in order to look "professional"
-a Heavy punching a wall countless times
-two Spies trying to stab each other on the BLU team's ramp
-a Pyro flare jumping
-a Sniper running around with the SMG
-another Pyro airblasting a Medic to the canyon
-a more complex scene where an Engineer uses the Wrangle to kill a Spy that casually walks to the BLU team's ramp; instants later a Heavy, wearing the Fists of Steel, comes by and destroys the sentry with one punch. A second Engineer comes by and kills the Heavy with one Gunslinger punch.

I'm aware that some of these weapons might not work on game mode as of the latest patch, but one way or another I'll try to make it as accurate as possible to the context which I'm basing one. Some of my requests might give you hints.

In post-production the names of everyone who contributed will appear on the credits.
4
Ragdoll Animation
1
how do you make it look like a tf2 charecters limb is coming off?
4
SFM: Only the TF2 game?
0
Textures not being recognized
Recently I made a 3D model of a gadget called Sun Crinoid. You can see a render of it on this link below.
https://scontent-a-cdg.xx.fbcdn.net/hphotos-prn1/t1.0-9/10276984_10203164703853528_3032220862922825062_n.jpg
I built it for a college project and with the potential it has I decided to make a .mdl file out of it and create a demo video on SFM as part of the project's presentation. I built a QC file, I made the .TGA files, I exported .DMX projects and I compiled them with success. Sort of.
On HLMV the model is present but the textures are missing, with a message saying "ERROR: model attempted to load one or more VMTs it can't find". I reedited the VMTs of the models, compiled them again and still no results. Yesterday I thought the main reason why it wasn't compiling like it should be it's because of the lack of bump maps, but even that didn't make any difference after I created them. I shared all the source files to Chaofanatic and he also didn't find the solution. The better option was to make a thread, here on OSFM.
I built the model in Blender, the object consists of a simple armature, three meshes (lamp, puller and skin), the textures were made on Photoshop and the bump maps in GIMP, and everything was compiled using Blender's Source Engine export. Below I post the locations, the QC and the VMTs so that you guys can point out wether or not if there's a problem.

Source Engine Exporter

Export Path: C:/Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\models\agsma\crinoid\
Export Format: DMX
Export Up Axis: Z
SDK Path: C:/Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\bin\
Material Path: C:/Program Files (x86)/Steam/steamapps/common/SourceFilmmaker/game/usermod/materials/models/agsma/crinoid
Source Engine Exportables
-crinoid_lamp.dmx
-crinoid_physics.dmx
-crinoid_skin.dmx
-crinoid_skin.dmx
Game Path: C:/Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\
QC: Path: //crinoid.qc (same as .blend file)

The QC

$modelname agsma\crinoid\crinoid.mdl
$cdmaterials models\agsma\crinoid

$scale 1

$body studio "crinoid_ref.dmx"

$surfaceprop "plastic"

$sequence idle "crinoid_idle" loop fps 1

$collisionmodel "crinoid_phys.dmx" {
$Mass 10
$concave
}

$bonemerge "bone"
$bonemerge "bone_press"
$bonemerge "neck_base"
$bonemerge "bip_collar_R"
$bonemerge "bip_upperArm_R"
$bonemerge "bip_lowerArm_R"
$bonemerge "bip_hand_R"
$bonemerge "head"

$keyvalues
{
"prop_data"
{
"base" "Type.Size"
}
}

The VMTs

crinoid_lamp
"VertexLitGeneric"
{
"$basetexture" "models/agsma/crinoid/crinoid_lamp"
"$bumpmap" "models/agsma/crinoid/crinoid_lamp_normal"
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" 1
"$envmapcontrast" 1
"$model" 1
"$selfillum" 1
}

crinoid_puller
"VertexLitGeneric"
{
"$basetexture" "Models/agsma/crinoid/crinoid_puller"
"$bumpmap" "models/agsma/crinoid/crinoid_puller_normal"
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" 1
"$envmapcontrast" 1
"$model" 1
"$selfillum" 1
}

crinoid_skin
"VertexLitGeneric"
{
"$basetexture" "Models/agsma/crinoid/crinoid_skin"
"$bumpmap" "models/agsma/crinoid/crinoid_normal"
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" 1
"$envmapcontrast" 1
"$model" 1
"$selfillum" 1
}

I appreciate all the help.
3
What are the reasons for rendering in a higher FPS?
Showing 1-10 of 10 entries