Source Filmmaker

Source Filmmaker

Deeakron's Very Useful Panel V2.2
53 Comments
👾 🅼 🅰❎👾 24 Nov, 2023 @ 7:31am 
Skin number 4 needs fix also the bumpmaps would be much appreciated. Otherwise than that pretty useful. :crashthumbsup:
creem 7 Sep, 2021 @ 7:51pm 
A few hours after I posted the comment I figured it out haha. Thanks anyway. Also I was wondering if you knew how to cycle through skins with a slider rather than having to right click it every time? I've seen it used with your model on a few sfm timelapses.
Deeakron  [author] 7 Sep, 2021 @ 6:09pm 
@creem_, sadly I will not be updating the model any more. If there are other textures you would like to use, you can follow this guide to input custom textures.
creem 6 Sep, 2021 @ 10:45pm 
Would you be able to make a more BLU themed version? One with concrete etc
gambit 6 Apr, 2021 @ 8:54am 
For those having issues with the model dissapearing on certain camera angles - add scale control to the Hitbox bone and make it huge.
CornKaine 7 Feb, 2021 @ 3:47pm 
For whatever reason, this model refuses to work when i add override materials. It won't stretch nor will it even rotate properly- It's pretty annoying, to say the least. Is there a way to fix that, if any at all?
Twixality 17 May, 2020 @ 4:42pm 
[Update]

For anyone who wants to use this model with shadows, you have to decompile the model, add $MostlyOpaque to the QC file and then compile it again. Then just take your output model from Crowbar and overwrite the original in SourceFilmmaker\game\workshop\models\deeakron\props\panelv2.
Twixality 17 May, 2020 @ 4:15pm 
@Deeakron this model is a savior, but doesn't seem to cast any shadows. I know you don't maintain this model anymore, but maybe you know how to fix this?
Deeakron  [author] 27 Feb, 2020 @ 4:19pm 
@Fullcaber, unfortunately, since it has been several years since I've last done a lot of SFM, several years since I last updated the model, and I feel the current iteration of the model is complete, I do not have any current plans to update the model. However, if you still want to use additional textures than what is included, you can use material overrides, like in this guide to change the textures. In addition, if you want to use special textures like animated textures or bump maps, you can use overrides on the sample textures of the same type.
Fullcaber 26 Feb, 2020 @ 5:13pm 
can you bring out more wall textures
from tf
GinkTheInkle 15 Jan, 2020 @ 2:44pm 
Awesome!
Magne 25 Sep, 2019 @ 8:42am 
it wont sub
how do i fix?
CJ 8 Jul, 2019 @ 2:09pm 
Hey, no problem, dude, and thanks for the help!
Deeakron  [author] 7 Jul, 2019 @ 3:48pm 
@Clippit sorry for the late response, but if you move the "Hitbox" bone into the view of the camera, it won't disappear. I think the problem has something to do with the root being off camera, so I added that bone to help alleviate those problems.
CJ 29 Jun, 2019 @ 8:03pm 
Having a bit of a problem: when viewed from certain angles, it disappears!
J. 26 Jun, 2019 @ 10:08am 
Thanks so much for this!
green 7 Jun, 2019 @ 9:24am 
This is genius! Having textured panels is a very simple, but very needed asset, but given how they're weighted so you can easily change their size? Incredible! Thumbs up and fav'd!
Deeakron  [author] 29 May, 2019 @ 12:34am 
@MARK2580 So, the whole point of that texture is that it is an example of a self-illuminating texture, where the glowing black parts of the texture stays black no matter how much light is shined on it. It isn't supposed to be transparent, it is just meant to be self-illuminating.
MARK2580 28 May, 2019 @ 11:25pm 
what was the point of making a transparent texture with an arrow ... not transparent with a miserable black background ... but it was glowing ... do you understand that this is stupid ?
IchiroProjectile 8 Apr, 2019 @ 8:36pm 
thank you very much aaaaaaa
Deeakron  [author] 29 Jan, 2019 @ 10:00am 
@R3T4K3, for basic usage, after you spawn in a panel, you can change the texture between the default ones (listed on this page) by right clicking on the model in the animation set editor, going to "set skin", and then picking one of the options there. For expanding the model, each corner of the panel is a bone that can be moved, so to stretch it in one direction just select all corners on that side and then move them out and away, and this goes for all 6 directions on the panel. One thing to keep in mind is that when the "hitbox" bone is off screen, the panel will not appear. Just move it on screen for the panel to appear. Finally, for advanced usage, you can use this guide: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=291500222 in order to add your own textures, and the panel comes with a variety of types of textures (like normal, unlitgeneric, animated, scroll, etc) that should make it a little easier to implement your own textures onto the panel.
YT @chewiebutbetter 29 Jan, 2019 @ 4:46am 
how to use it?
OfficialSethRogen ✓ 16 Nov, 2018 @ 1:06pm 
Hey, man thanks for doing that texture plane, skipped a huge pain in the ass for me :p, thanks again..
Hello? 18 Aug, 2018 @ 1:57pm 
i used brickwall005,

ohh i understand the problem now lol
Deeakron  [author] 18 Aug, 2018 @ 1:53pm 
@TheRIPISHERE which brick texture did you try to use? The normal one (brickwall001) or the one with the bump map (brickwall005)?
Hello? 18 Aug, 2018 @ 8:03am 
I tried to use the brick texture and the texture is that error thing
Deeakron  [author] 29 Apr, 2018 @ 11:04pm 
Well, it does have the function of the hitbox bone (IIRC), which I added so that as long as that bone is onscreen the panel will appear for sure, and that bone essentially has nothing attached to it, so you can move that part without consequence or affecting other parts of the panel.
[TCPZ] Eepy Gamer 29 Apr, 2018 @ 10:41pm 
Okay than... Thanks for the response but something tells me this is going to make my life a tad more difficult than it needed to be... XP
Deeakron  [author] 29 Apr, 2018 @ 5:59pm 
I think it has something to do with there being no bones onscreen, so SFM thinks it isn't visible. It's been a while since I've used SFM, but I'm pretty sure it happens with other objects too.
[TCPZ] Eepy Gamer 24 Apr, 2018 @ 1:51am 
Hey man,
So you happen to know why these panels phase out of existance (not being rendered) if the a camera looking at them is in a certain angle or very close?
Deeakron  [author] 20 Aug, 2017 @ 5:23pm 
@[GG] General G. Wolf™ Just look for any concrete texture from HL2 or TF2 and change the texture of the panel using material overrides.
General G. Wolfe 20 Aug, 2017 @ 12:56pm 
Is there a concrete texture?
Deeakron  [author] 11 Feb, 2017 @ 1:20pm 
@ Divergent Caeser you can move each vertice of the panel, so you can put together several to make faces of an object, but I don't think I'm going to add anything beyond that. If you are looking for a rounded surface, I cannot help you.
Hucket Bat 11 Feb, 2017 @ 7:02am 
Could you add control bones to the panel so that we can modify the shape of the panel. I kind of want to build a scene that looks more dynamic and less flat.
fweaky hands♡ 12 Sep, 2016 @ 7:41am 
i want the waterfall at night :D
c4nnibalparty 11 Sep, 2016 @ 11:55am 
Thank you so much.
REALLY needed this to help with creating a house for my characters.
It's gonna help me a lot. c:
Deeakron  [author] 17 Jun, 2016 @ 1:15pm 
Alright, I decided to add a hitbox bone that can move the hitbox around (although there is a small mesh associated with the none), so now that is the only part that has to be onscreen.
Integra 17 Jun, 2016 @ 9:12am 
Yeah, that'd be great. As it stands now you can't make a huge building out of multiple panels unless you plan the building to always be far away from the camera. As soon as I get close to it with the camera, parts of it will become invisible.
Deeakron  [author] 17 Jun, 2016 @ 6:39am 
The panel's hitbox as it is relies upon the bone labelled Corner1 for it to be visible (it is centered on it). If Corner1 is visible, the panel should be visible. I may add a bone labelled "hitbox" in the future that will move the hitbox so that the panel can be visible at all times, but I am unsure as to how that may affect currently placed models.
Integra 17 Jun, 2016 @ 6:18am 
As much as I love this thing, damn it can be frustrating positioning it properly just so it doesn't go invisible. Any chance you've gotten closer to solving the problem?
ΘΔ& Mark Unread ΘΔ& 11 Jun, 2016 @ 2:42pm 
Mind if I add you? I need to talk about an issue.
Deeakron  [author] 6 Jun, 2016 @ 5:32am 
Thanks for the link! I have modified the model to contain a hitbox, although you have to read the description for how the hitbox works with the model (it doesn't 100% solve the problem, as Corner1 has to be on screen, but every other corner can now be off screen).
Deeakron  [author] 8 May, 2016 @ 7:41pm 
Like mentioned before, it appears hitboxes are part of the problem, and I have no idea how to do those...
Fox 8 May, 2016 @ 5:06pm 
My guess the problem is that SFM does not know the prop's defined size when stretched with the different corners. I believe SFM has a system where it does not render the prop off camera to improve performance. So if I were to have the walls bigger than the default size, it'll disappear on camera because it thinks its smaller and off camera
Fox 8 May, 2016 @ 4:59pm 
This is great! However... there seems to be some visibility errors. There are times where the prop vanishes at certain angles of the camera.
SpyroTheGuardian 2 May, 2016 @ 3:11am 
Must.....think.....about......REALM OF DARKNESS (Kingdom Hearts Fan mode activated)
oliver_ 31 Jan, 2016 @ 8:09am 
noice
hXX 3 Jan, 2016 @ 2:18pm 
Great! I was a huge fan of the original model, and am glad to see you updated it with newer features and making it easier to control. I hope this model does not unnoticed, as this deserves as much praise as it can muster!
Deeakron  [author] 31 Dec, 2015 @ 3:29pm 
Unfortunately, I don't know how to add hitboxes... If you could tell me how, I'll gladly attempt it.