Source Filmmaker

Source Filmmaker

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"Super Scout 64" Pack/Session
   
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Universe: Original IP
Session
Tags: SFM
File Size
Posted
66.032 MB
6 Apr, 2016 @ 3:55pm
1 Change Note ( view )

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"Super Scout 64" Pack/Session

In 1 collection by Astute
"Super Scout 64" Assets
4 items
Description
A session containing all of the model/map/animation assets used for the Super Scout 64 video.


I was a bit on the fence about how to package all of these assets. Packaging as separate uploads doesn't really make sense, as this is very much a "all or nothing" scenario. Why would you only want Super Scout without grabbing the enemies or effects? Uploading the session simply makes more sense here.

I could probably fill a small book in commentary on how I pulled this piece together. There was a lot of research, and a lot of experimentation. At certain points, I was fighting Source Engine, as it repeatably tried to "pretty up" my intentional graphics downgrade. Shadows, lighting, particles, and animation required unique workarounds in order to cement the N64 visual style.

After an entire month of work, I was mostly successful in what I set out to do. I did have plans to expand this into more scenes and levels. Characters like PyroTroopa, SpyGuy, Engytu(Lakitu), and Princess Pauline were cut for time. I also wanted to make a castle level, and create an intro screen with save files. I finished Dustbowl with barely enough time to do anything else. Maybe next time I'll add on to this project.

I'm not much of an animator, but I'd very much like to do another one of these, as there are plenty of games(not just N64) that would be awesome to Source-demake. For now, I'm going to give this project a bit of time, to see if anyone actually wants something like that.


Clips


"shot_null": Empty shot I used for timing purposes. It has no purpose now, but don't delete it as it will fudge all the bookmarks.

"level_run": The animation leading up to the final boss fight. Starts at the starting capture point in Dustbowl stage 1. Goes to the brick corner before Dustbowl stage 3, capture 3.

"boss_start": The animation leading up to the boss fight. This is padded with extra idle animations to accomodate dialogue.

"boss_fight": The boss fight against the King Sticky boss.

"victory": The post-boss victory star grab and outro.


Notes


-VERY IMPORTANT, MUST READ: The 64 effect hinges on using "mat_fullbright 1". When the map is loaded, it appears full black by default. Type "mat_fullbright 1" into the console in order to see the level.

-The Mario 64 style of level rendering revolves around using unlit surfaces with hard baked-in shadows from a single light source. As far as I can tell, you can't pull that off reliably in Source. I had to fake it. The building shadows seen throughout the level are actually brushes with a darker tint texture on them. HDR and base lighting/shadows were thrown out, in favor of manual lighting in SFM. This is the primary reason why you need fullbright 1.

-All characters have a single light angled above them, which tracks their root position. In Mario 64, the lighting appears to be using a default vertex shader used by the system. I couldn't figure out how to emulate this(I'd probably need a custom shader), so I fudged it with lighting. Keep in mind, when characters get close to each other, their lighting will double up.

-All entities have a shadow anchored to their root transform. The shadow is simply a quad with a faded circle, scaled up to fit the character. You probably won't need to animate it, unless your character jumps or leaves the ground.

-I've preplanned all the coin , star, and red coin positions throughout the level. You can disregard these if you want. I planned the level around having 7 stars, if merely for completeness sake.

-Coins animate at the same speed and share the same frame. I couldn't figure out how to change it, as none of the particle commands for modifying the current animated frame seem to show up in SFM.

-Super Scout's model contains a list of starter animations for most of his actions. I only animated what I needed. Super Scout features only 1/3 of Mario's animations. These were animated in Blender, and then compiled into Super Scout. From there, I imported the animations and animated the root transform to control his movement throughout the level. It's rather painstaking at first, but you can get pretty efficient at it after a few hours of practice. Be sure to use the motion editor to curve his movement when he turns or jumps. Also note that the root bone moves when he jumps or turns around. You'll have to resnap his root transform and root bone in a single frame to his new direction when you're ready to start a new animation cycle(like running or idle).

-Super Scout's hat can be removed and animated. His bat is a separate model, and will snap to his weapon bone for his victory swing.

-Many of the characters feature bodygroups for toggling certain features.

-Enemies like Stickyomb and King Sticky utilize particles to fill out their round body parts. Just keep that in mind when you spawn a new one in, as you'll have to add a sphere particle and snap it to their center bones.

-Heavy Chomp does not have a chain, I couldn't get one working in time.

-A lot of this content is provided as is. I did a great deal of research on how to pull this effect off, but very little of it will be documented here in the notes. Hopefully the session will provide enough insight in to how to emulate the effect. If not, I may consider making a guide later. It really depends on how popular this gets.

-There is no sound in this session, as my sound in SFM is currently not functional. I ended up adding all of the sound and HUD elements in post-production. I will provide sounds and HUD elements in separate uploads.

-I'm probably forgetting something.



Team Fortress 2, copyright Valve Software.
Super Mario 64, copyright Nintendo.


Includes:
sessions\superscout64\superscout64_dustbowl.dmx

---maps---
maps\ss64_dustbowl.bsp

---props--- "models\superscout64\models\props"
ss64_fence.mdl
ss64_rocket_exhaust.mdl
ss64_shrub_patch.mdl
ss64_capture_point.mdl
ss64_shadow.mdl
ss64_coin_helper.mdl
ss64_aust_star.dml
ss64_crate_box.mdl
ss64_skysphere.mdl
ss64_metal_bars.mdl

---characters--- "models\superscout64\models\characters\"
superscout\ch_superscout.mdl
en_stickyomb\en_stickyomb.mdl
en_soomba\en_soomba.mdl
en_heavy_chomp\en_heavy_chomp.mdl
en_sleepy_sentry\en_sleepy_sentry.mdl
en_king_sticky\en_king_sticky.mdl

---items---
models\superscout64\models\characters\superscout\c_superscout_bat.mdl

---particles---
particles\ss64_sprites.pcf


Links




GMod Map: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=808445599

30 Comments
DeltaKnight 16 Dec, 2019 @ 11:05pm 
I'm honestly livid that this isn't a real fangame.
Как дела?:0 9 Sep, 2019 @ 11:42am 
what the hell is this shit
Dead Tom 7 Dec, 2018 @ 2:45pm 
oh my god
it's frickin scout


on a frickin n64
PyroSharkz 28 Jul, 2018 @ 5:25pm 
That looks so cool! I'm subscribing to this
Florence 13 Jul, 2018 @ 4:01am 
HERE WE GO YA FAT BALD FATTY.....FAT FA
T
GigaPimp, The Nefarious 16 Jan, 2018 @ 12:57am 
its funny that a tf2 knock off model of super mario 64 got released onto the sfm workshop before a super mario model actually got released
ololo999 15 Aug, 2017 @ 1:26am 
Thx
Astute  [author] 14 Aug, 2017 @ 10:34am 
CTRL + L loads a map, then just type in ss64_dustbowl into the filter, select the map, and hit load/open. Once it loads, the map might be completely black. Pull up the Console tab and type: mat_fullbright 1, then click Submit. The map will become visible.

If you don't have a Console tab, you can add one by going up to the Windows menu on the menu bar and selecting the Console window option.

Alternatively, you can hit F11, which will put you in game mode. Then hit ~ to bring up the dev console. Type mat_fullbright 1 and hit enter. Hit F11 to return to SFM mode.
ololo999 14 Aug, 2017 @ 3:04am 
How do i load it?
Astute  [author] 5 Aug, 2017 @ 8:51pm 
The shadows are just squares with a transparent texture on them, locked to the ground. I had to place each shadow manually. The coins were built once(coin particle, shadow, etc), and then copy and pasted around the level. There is more info in the description.

If I remember correctly, each S64 character has a shadow/root bone that you attach the shadow to, similar to attaching a hat to a TF2 character.