Source Filmmaker

Source Filmmaker

 This topic has been pinned, so it's probably important
EmperorFaiz.rar 12 May, 2017 @ 8:07am
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๐๐„๐–๐๐ˆ๐„'๐’ ๐†๐”๐ˆ๐ƒ๐„ ๐“๐Ž ๐’๐…๐Œ (๐…๐€๐)(๐€๐’๐Š ๐€๐๐˜๐“๐‡๐ˆ๐๐†)
*Search what you want by pressing Ctrl+F and search the keyword(s) related to your question/issue
Got pinned on 27 April 2018 by community moderator, Max. Thanks a lot!
~~How to unsubscribe from the discussion thread: https://i.imgur.com/zoqFTby.png ~~ This is just a joke btw

Well, well, well... You just download SFM and want to make an awesome 3D animation video. But wait, you don't know how to use and feel a little intimidated with an unfamiliar interface and worry that you might "break" SFM if you made a wrong move or SFM somehow messes up that you cannot do anything at all.
These are the list of the common issues, questions, solution and tips to save you from a headache.

**Say, is your SFM glitching like game mode running unusually fast or the playback is out of sync? RESTART SFM! Believe or not, that method could fix some of the bugs youโ€™d encounter in SFM.**

โ– โ–‚ โ–„ โ–… โ–† โ–‡ โ–ˆ PART 1 โ–ˆ โ–‡ โ–† โ–… โ–„ โ–‚ โ–
  1. ๐‡๐Ž๐– ๐ƒ๐Ž ๐ˆ ๐”๐’๐„ ๐’๐…๐Œ
    EDIT: This particular tutorial video is more straightforward than the official tutorials.
    https://www.youtube.com/watch?v=eDiifbVoGDw


    Firstly, go to SFM youtube channel and watch the tutorials provided to learn the basics like opening map, spawning model and more. You can't do anything if you know nothing about the basics:
    There are other YouTubers make their own basic tutorials too such as STEG and SIMBARINO and guide such as https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1826909237

    >If youโ€™re looking for intermediate to advanced tutorials and animation-focused tutorials, skip to PART 4, #1 and #2 down below.

    >If you want to look for a deeper understanding of various SFM tools and functions, a quick reference, FAQ, and tips go to SFM DOCUMENTATION WEBSITE

    >Check this guide out to know about common technical issues/glitches and fixes that you will most likely faced during your journey in SFM. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2131043208

    TIPS: Pay F*CKIN attention to everything the videos say and show. Take note, take a screenshot or download the videos if you can.


  2. โ€™๐๐Ž ๐’๐„๐’๐’๐ˆ๐Ž๐' ๐Ž๐ ๐“๐‡๐„ ๐•๐ˆ๐„๐–๐๐Ž๐‘๐“ ๐’๐Ž ๐ˆ ๐‚๐€๐'๐“ ๐ƒ๐Ž ๐€๐๐˜๐“๐‡๐ˆ๐๐†
    When a "create a new session" window pops up, DON'T CLOSE IT! You need to create a new session file in order to do something. If you did close that window, go to the top of the SFM window, go to 'file> new' and create a new session.

  3. ๐ˆ "๐€๐‚๐‚๐ˆ๐ƒ๐„๐๐“๐€๐‹๐‹๐˜" ๐‚๐‹๐Ž๐’๐„๐ƒ ๐€๐‹๐‹ ๐Œ๐˜ ๐‹๐€๐˜๐Ž๐”๐“๐’ ๐€๐๐ƒ ๐ˆ๐“'๐’ ๐€๐‹๐‹ ๐†๐‘๐„๐˜ ๐’๐‚๐‘๐„๐„๐ :steamfacepalm:/ ๐“๐‡๐„๐‘๐„'๐’ ๐๐Ž๐“๐‡๐ˆ๐๐† ๐ˆ๐ ๐“๐‡๐„ ๐’๐…๐Œ ๐–๐ˆ๐๐ƒ๐Ž๐–
    You see a little "X" icon at the corner of each of the layouts, DON'T TOUCH IT! https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1441432181

    If the window is empty due to a bug or something else,
    -->CLICK HERE FOR MORE SOLUTIONS<--

    This is one of the most puzzling and stupidest mistakes newbies ever made. I mean seriously, why the hell did you close all the layouts for?! You gotta love ruining your own software to ruin your learning experience. Sorry, I have to vent this out cuz I've seen SO many noobs keep doing this for literally no reason at all. Seriously though, don't do that again!

  4. ๐’๐…๐Œ ๐๐Ž๐“ ๐’๐‡๐Ž๐–๐ˆ๐๐† ๐”๐ ๐€๐…๐“๐„๐‘ ๐ˆ ๐‚๐‹๐ˆ๐‚๐Š ๐“๐Ž ๐Ž๐๐„๐ ๐ˆ๐“
    https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1948221979

  5. ๐‚๐€๐ ๐ˆ ๐‘๐„๐‚๐Ž๐‘๐ƒ ๐Ž๐“๐‡๐„๐‘ ๐†๐€๐Œ๐„ ๐‹๐ˆ๐Š๐„ ๐‚๐’:๐†๐Ž ๐Ž๐‘ ๐๐Ž๐‘๐“๐€๐‹ ๐Ÿ
    No, because only TF2 can be played in an in-game mode as it is part of SFM. Even if you own the games, there's no possible way to do other than making a manual animation.

  6. ๐’๐…๐Œ ๐Š๐„๐„๐ ๐”๐๐ƒ๐€๐“๐ˆ๐๐†/๐’๐…๐Œ ๐’๐“๐ˆ๐‹๐‹ ๐ƒ๐Ž๐–๐๐‹๐Ž๐€๐ƒ๐ˆ๐๐† ๐€๐…๐“๐„๐‘ ๐ˆ๐๐’๐“๐€๐‹๐‹๐ˆ๐๐†
    There's no actual update as SFM has been abandoned by Valve since February 2015. What really happens is the SFM downloading all the DLC packs without you knowing it. The solution is at the library, go to SFM page, click the cog/gear icon at the right, properties, DLC tab and untick DLC packs you don't want.

  7. ๐’๐…๐Œ ๐ˆ๐’ ๐’๐Ž ๐’๐‹๐Ž๐–/ ๐‹๐€๐†๐†๐ˆ๐๐†/ ๐‹๐Ž๐– ๐…๐๐’
    • Disable the ambient occlusion (AO) by right click the primary/secondary viewport, render settings and untick AO. Don't forget to re-enable it before rendering.
    • Disable lighting by right click the viewport and disable it and re-enable it later.
    • Make sure to shut down any running program that uses a lot of resources like a video game or 3D modeling software.
    • Close the secondary viewport because two viewports showing up at the same time forcing SFM to use more resources to render the scene twice more.

    If neither works, it means your PC doesn't meet the minimum requirements to use SFM.
    • Processor: 3.0 GHz P4, dual-core 2.0 (or higher) or AMD64X2 (or higher)
    • Memory: 2 GB (4 GB suggested)
    • Hard disk space: At least 15 GB of space
    • Video: NVIDIA GeForce 200โ€“series card or better, or AMD Radeon 3000โ€“series card or better (NVIDIA GeForce 400โ€“series, AMD Radeon 5000โ€“series, or GeForce GTX 580 with 4-GB graphics memory and 1.5-GB video memory recommended)
    • Monitor: 1280 x 720 (1920 x 1080 at 72 Hz recommended)
    • Audio: DirectX 9.0cโ€“compatible sound card
    • Mouse: Three-button mouse with mouse wheel
    • Microphone: USB headset with microphone (recommended)

  8. ๐ˆ ๐‚๐€๐ ๐Ž๐๐‹๐˜ ๐’๐€๐•๐„ ๐€๐’ ๐ƒ๐Œ๐— ๐…๐ˆ๐‹๐„, ๐๐Ž๐“ ๐€๐’ ๐€ ๐๐Ž๐’๐“๐„๐‘ ๐Ž๐‘ ๐•๐ˆ๐ƒ๐„๐Ž ๐…๐ˆ๐‹๐„. ๐‡๐„๐‹๐!
    That's not how it works! The dmx file is a session file where you can edit your session later on. You need to EXPORT into a file you want.

  9. "๐ƒ๐Ž๐‚๐”๐Œ๐„๐๐“ ๐–๐€๐’ ๐๐Ž๐“ ๐’๐€๐•๐„๐ƒ ๐๐„๐‚๐€๐”๐’๐„ ๐“๐‡๐„๐‘๐„ ๐–๐€๐’ ๐€๐ ๐„๐‘๐‘๐Ž๐‘ ๐–๐‘๐ˆ๐“๐ˆ๐๐† ๐“๐‡๐„ ๐…๐ˆ๐‹๐„"
    Remove any symbol from the file name.
    Go to File> Save As, change the file name, add ".dmx" (Example: MyProject.dmx) at the end of the file name and save. If you must add a symbol, only use
    . , - _

  10. ๐‡๐Ž๐– ๐ƒ๐Ž ๐ˆ ๐„๐—๐๐Ž๐‘๐“ ๐๐Ž๐’๐“๐„๐‘/๐ˆ๐Œ๐€๐†๐„?

      **Via Image Export**
    • Go to Clip editor and stay still.
    • Right click Viewport - Render Settings - Set Number of Samples. Set three of them to 128 samples or above.
    • Wait for sample count (Bottom right corner of SFM window) to finish counting ('1 of 128' for example)
    • File > Export > Image
    • By default, the export path will be at "..game/usermod/elements".
    • Enter the filename (Refer to PART 1, #9 to avoid poster not being saved). Example, MyImage.png or MyImage.jpg (File extension must be added or file will not be created) and Click Save.
      (NOTE: The maximum resolution is 720p unless you set the custom resolution first. Refer to "To export at custom resolutions, up to 4K" down below)

      ๐Ž๐‘
      **Via Image Sequence Export**
    • Right click Viewport - Render Settings - Set Number of Samples. Set three of them to 128 samples or above.
    • File > Export > Movie
    • Choose "Image sequence" render
    • At "Output path" above, the default is "...game/usermod/elements/session"
    • Set the duration to "custom" and set the time interval preferably 0.033 seconds or one frame apart. For example, 1.00 and 1.033.
      (NOTE: The maximum resolution is 720p unless you set the custom resolution first. Refer to "To export at custom resolutions, up to 4K" down below)

      ๐Ž๐‘
      **Via Poster Export** (Not Recommended)
    • Right click Viewport - Render Settings - Set Number of Samples. Set three of them to 128 samples or above.
    • File > Export > Poster
    • Choose the preferable format like PNG or JPEG
    • At "Output path" above, the default is "...game/usermod/elements/render"
    • Set the image size. The size should be in 16:9 aspect ratio like 1920x1080 and 1280x720
      (NOTE: This option is quite buggy in some cases such as particle effects and bloom effect not appearing or the poster doesn't render at all. IMO, this option is not recommended if you want uncompromised, bug-free, high-quality poster rendering.)

    ใ€๏ปฟ๏ผด๏ผฏใ€€๏ผฅ๏ผธ๏ผฐ๏ผฏ๏ผฒ๏ผดใ€€๏ผก๏ผดใ€€๏ผฃ๏ผต๏ผณ๏ผด๏ผฏ๏ผญใ€€๏ผฒ๏ผฅ๏ผณ๏ผฏ๏ผฌ๏ผต๏ผด๏ผฉ๏ผฏ๏ผฎ๏ผณ๏ผŒ๏ผต๏ผฐใ€€๏ผด๏ผฏใ€€๏ผ”๏ผซใ€‘
    • Save and close SFM.
    • Right-click Source FilmMaker in your Steam library, choose Properties > Set Launch Options
    • Type-in command
      -sfm_resolution 2160
      or
      -sfm_resolution 1080
      if you only want 1080p max.
    • Reboot Source FilmMaker, load your session and ignore the resolution warning
    • Now you can render video and poster with additional resolution options you added.
      (NOTE: The performance would be slower and laggier during editing. So, it's best to apply the command when you are absolutely ready to render)
    • Right-click Source FilmMaker in Steam, choose Properties > Set Launch Options
    • Change current command to "sfm_resolution 720" to able to use SFM normally

โ– โ–‚ โ–„ โ–… โ–† โ–‡ โ–ˆ PART 2 โ–ˆ โ–‡ โ–† โ–… โ–„ โ–‚ โ–
  1. ๐‡๐Ž๐– ๐“๐Ž ๐‘๐„๐๐ƒ๐„๐‘ ๐•๐ˆ๐ƒ๐„๐Ž ๐๐‘๐Ž๐๐„๐‘๐‹๐˜/ ๐Œ๐˜ ๐•๐ˆ๐ƒ๐„๐Ž ๐ˆ๐’ ๐‚๐Ž๐‘๐‘๐”๐๐“๐„๐ƒ
    Using the AVI option is a bad idea because it produces an uncompressed video file of 4GB in size even the video is a few seconds long. If you render a long video, the file size will exceed 4GB of memory which results in a horrible color and sound distortion on the second half of the rendered video. In addition to that, SFM would crash most of the time during rendering resulting in unfinished and/or corrupted video.

    Secondly, using MP4 and MOV options is also a bad idea as the render would create a video with mediocre quality at best like desaturated colors and darker look, and the Quicktime app which is required for MP4 render option is no longer updated for Windows and is a security risk to your PC[www.us-cert.gov]. Itโ€™s best to remove it once and for all for your PC's sake.

    If you really insist, install Quicktime Essentials component only as I'd discovered that it's the Quicktime Player itself that is problematic while the component itself is fine.
    -->Read this PDF to know how to install Quicktime Essentials<--[www.bitefx.com]
    Though, I wonโ€™t recommend it either especially if you want to render long video with no video quality compromised whatsoever and a low chance of crashing.

    The most recommended method is using the IMAGE SEQUENCES option for best video quality, faster render speed and far less chance of corruption and crash, and use software like Blender, Sony Vegas Pro, Adobe Premiere, OpenShot or VirtualDub to compile them into a video format you want. http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=375229570
    Image sequence Cheat Sheet for Blender 2.8x

    Although rendering and encoding in different stages might sound like more work, image sequences are the standard for experienced artists (for pretty much any rendering program), as saving out frames to individual files to assemble later (rather than trying to encode the entire video at once) is much more stable and cannot completely pooch an entire time-consuming export if the program crashes mid-render.

    Note that it is (probably) fine to export as AVI, MP4, or MOV from your video editor of choice, as the problem is with how SFM handles these formats, not the formats themselves.

  2. ๐‡๐Ž๐– ๐“๐Ž ๐”๐’๐„ ๐†๐Œ๐Ž๐ƒ ๐–๐Ž๐‘๐Š๐’๐‡๐Ž๐ ๐Œ๐Ž๐ƒ๐„๐‹๐’ ๐ˆ๐ ๐’๐…๐Œ
    After you have subscribed to the models, you need a Gmad extractor to extract the models so you can port them into SFM. http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=782484437
    PS:You need to own Gmod first. If you don't own the game, you can use {LINK REMOVED}

  3. ๐”๐๐€๐๐‹๐„ ๐“๐Ž ๐…๐ˆ๐๐ƒ ๐†๐€๐Œ๐„๐ˆ๐๐…๐Ž.๐“๐—๐“
    Launch SFM from your Steam Software Library. Instead of going straight into SFM, select Launch SDK. Once that opens, select Reset Game Configurations and click OK to the prompts. Close the SDK Close Steam, Reboot your computer and try SFM again.

  4. ๐“๐‡๐„ ๐’๐‡๐€๐ƒ๐Ž๐– ๐Ž๐ ๐Œ๐˜ ๐Œ๐Ž๐ƒ๐„๐‹ ๐ˆ๐’ ๐†๐‘๐€๐ˆ๐๐˜/ ๐“๐‡๐„ ๐€๐Œ๐๐ˆ๐„๐๐“ ๐Ž๐‚๐‚๐‹๐”๐’๐ˆ๐Ž๐ (๐€๐Ž) ๐ˆ๐’ ๐†๐‘๐€๐ˆ๐๐˜
    The grainy look of the unrendered AO is expected during editing to save some performance. Furthermore, it requires a quite high rendering power to make it look good with proper settings. So, you can only see the full effect after rendering.

    Right-click the main viewport, render settings, and set the Depth of Field sample to 128 minimum and the AO will smoothen out but only in CLIP EDITOR to see the actual effect.
    It's best to temporarily disable the AO for better performance during editing and re-enable it before rendering.

    NOTE: You can only see the full effect along with motion blur and more at CLIP editor and stay still.

  5. ๐Œ๐˜ ๐Œ๐Ž๐ƒ๐„๐‹ ๐ƒ๐ˆ๐’๐“๐Ž๐‘๐“๐„๐ƒ ๐‹๐ˆ๐Š๐„ ๐“๐‡๐„ ๐‹๐ˆ๐Œ๐๐’ ๐’๐“๐‘๐„๐“๐‚๐‡๐„๐ƒ ๐Ž๐”๐“ ๐“๐Ž ๐‘๐€๐๐ƒ๐Ž๐Œ ๐๐‹๐€๐‚๐„๐’
    You can only move ONE bone at a time in the graph editor. To move the whole model, use rootTransform or the main bone-like prop_static, bip_pelvis or root bone.

  6. ๐ˆ ๐‚๐€๐'๐“ ๐Œ๐Ž๐•๐„ ๐Œ๐˜ ๐Œ๐Ž๐ƒ๐„๐‹
    It's either:
    1. You're in the wrong shot. When you're in motion or graph editor, a light grey area on the timeline is the active shot you selected and you can't edit anything outside of said area. Go back to the clip editor and select the right shot.
    2. Make sure you're in motion or graph editor. If you hold Ctrl and see only the name of the model instead of bones, you're in the wrong editor.
    3. If you're stuck at 65 seconds or above, and can't move anything at all, you need to double-click the active shot(in clip editor), extends the channel clips (yellow bars that represent the animation sets) over the whole shot and click the return button (L-shaped arrow above) to return. โ€”>Picture<โ€”
      โ€”>Guide<โ€”-

      TIPS: After creating a new session, it's best to extend the shot to 300 seconds or above the estimate length of your project before you get started. You can remove the excess shot later on.

  7. ๐–๐‡๐„๐‘๐„ ๐€๐‘๐„ ๐“๐‡๐„ ๐‹๐€๐“๐„๐’๐“ ๐“๐…๐Ÿ ๐‚๐Ž๐’๐Œ๐„๐“๐ˆ๐‚๐’, ๐Œ๐€๐๐’, ๐“๐€๐”๐๐“๐’, ๐’๐Š๐ˆ๐๐’, ๐๐‘๐Ž๐๐’ ๐€๐๐ƒ ๐Œ๐Ž๐‘๐„?
    From the previous point, SFM is no longer updated since early 2015 which includes TF2 content. So you have to manually import them from TF2 to SFM to get the latest stuff, https://www.youtube.com/watch?v=zbfQ5_6kyuM
    If you want to update the "Add Team Fortress Item" dialog, copy and replace
    steam/steamapps/common/Team Fortress 2/tf/scripts/items/items_game.txt
    to
    steam/steamapps/common/SourceFilmmaker/game/tf/scripts/items/items_game.txt
    but even after doing that, not all Team Fortress 2 items will appear in the "Add Team Fortress Item" dialog, due to some items using a model filename format that Source Filmmaker doesn't understand.

    As for the maps especially the ones from TF2 Operation update and onwards, you need to decompress them to avoid a crash, https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=480267373

    Also, most of the models' names are not exactly as same as the in-game names like "short2014_all_mercs_mask_spy" instead of Bruiser's Bandana (Spy version). Refer to this guide,
    https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=395367659
    TIPS: While in the guide, press Ctrl+F and search the cosmetic name.

  8. ๐‡๐Ž๐– ๐ƒ๐Ž ๐ˆ ๐€๐๐๐‹๐˜/๐‹๐Ž๐‚๐Š ๐‚๐Ž๐’๐Œ๐„๐“๐ˆ๐‚ ๐Ž๐๐“๐Ž ๐“๐…๐Ÿ ๐Œ๐Ž๐ƒ๐„๐‹? ๐‡๐Ž๐– ๐ƒ๐Ž ๐ˆ ๐‹๐Ž๐‚๐Š ๐Œ๐Ž๐ƒ๐„๐‹ ๐Ž๐๐“๐Ž ๐€๐๐Ž๐“๐‡๐„๐‘ ๐Œ๐Ž๐ƒ๐„๐‹?
    --->How to Add a Misc Item to a Model<---
    --->Locking Items To A Character<---

  9. ๐ˆ ๐‚๐€๐'๐“ ๐’๐„๐„ ๐Œ๐˜ ๐–๐Ž๐‘๐Š๐’๐‡๐Ž๐ ๐Œ๐Ž๐ƒ๐„๐‹๐’ ๐Ž๐‘ ๐Ž๐“๐‡๐„๐‘ ๐Œ๐Ž๐ƒ ๐€๐…๐“๐„๐‘ ๐ƒ๐Ž๐–๐๐‹๐Ž๐€๐ƒ๐ˆ๐๐†/๐“๐‡๐„ ๐–๐Ž๐‘๐Š๐’๐‡๐Ž๐ ๐…๐Ž๐‹๐ƒ๐„๐‘ ๐ˆ๐’ ๐Œ๐ˆ๐’๐’๐ˆ๐๐†
    You need to enable the workshop folder. Close SFM, go to the library, open SFM SDK, select "Edit search path for selected mod", tick the "workshop" folder and OK.

  10. ๐“๐‡๐„๐‘๐„'๐’ ๐๐Ž ๐๐€๐‘๐“๐ˆ๐‚๐‹๐„ ๐…๐ˆ๐‹๐„ ๐€๐๐˜๐–๐‡๐„๐‘๐„ ๐–๐‡๐„๐ ๐ˆ'๐Œ ๐€๐๐Ž๐”๐“ ๐“๐Ž ๐ˆ๐Œ๐๐Ž๐‘๐“
    By default, you'll be in game/usermod/particles folder where there is nothing in there. You have to click the up button above until you get to game folder and go to tf/particles folder.
    Please refer back to Particle Effects tutorial video from SFM official tutorials (PART1, #1).

โ– โ–‚ โ–„ โ–… โ–† โ–‡ โ–ˆ PART 3 โ–ˆ โ–‡ โ–† โ–… โ–„ โ–‚ โ–
  1. ๐ˆ ๐–๐€๐๐“ ๐Œ๐Ž๐‘๐„ ๐‚๐”๐’๐“๐Ž๐Œ ๐Œ๐Ž๐ƒ๐„๐‹๐’, ๐Œ๐€๐๐’ ๐€๐๐ƒ ๐Œ๐Ž๐‘๐„/๐‡๐Ž๐– ๐“๐Ž ๐ˆ๐Œ๐๐Ž๐‘๐“ ๐‚๐”๐’๐“๐Ž๐Œ ๐Œ๐Ž๐ƒ๐„๐‹
    The SFM Workshop has tons of them.
    This guide shows all known SFM resources websites.

    To import the custom models (except from SFM workshop), follow this guide, -->HOW TO INSTALL A MODEL IN SFM<--


  2. ๐’๐…๐Œ ๐ˆ๐’ ๐‚๐Ž๐‘๐‘๐”๐๐“๐„๐ƒ/๐‡๐Ž๐– ๐ƒ๐Ž ๐ˆ ๐•๐€๐‹๐ˆ๐ƒ๐€๐“๐„ ๐…๐ˆ๐‹๐„ ๐‚๐€๐‚๐‡๐„?
    CLICK HERE

  3. "๐‚๐”๐“๐ˆ๐‘๐๐“๐‘๐„๐„ ๐Ž๐•๐„๐‘๐…๐‹๐Ž๐– ๐‘๐„๐๐ƒ๐„๐‘๐ˆ๐๐† ๐„๐‘๐‘๐Ž๐‘"
    Though this can have several causes, the most common one is that you have too many assets being cached into SFM and eating up its rather limited memory allocation.
    Try disabling the folders (mods) that you are not using for your specific project.

    1. Open your Steam Library and set the filter at the top to 'Software'. SFM won't show up under 'Games'.
    2. Right-click on Source Filmmaker and select Launch SDK.
    3. Click Edit Search Paths for Selected Mod.
    4. Another window will open with a list of folders with checkboxes next to them.
    5. Uncheck the folders that do not have any assets that you are using for your current project.
    6. Close it and boot up SFM.

    If you've got this error and tried everything else to fix it with little or no luck, try checking how many workshop subs you have, I'd bet that if you have around 1100 subs, give or take a few, that this is probably your issue as well.
    How to Make a Backup of your Workshop Folder and follow this guide to learn how to back up the workshop folder. Finally, unsubscribe most of the mods to remove them from SFM.

  4. ๐Œ๐˜ ๐–๐Ž๐‘๐Š๐’๐‡๐Ž๐ ๐Œ๐Ž๐ƒ ๐‡๐€๐’ ๐Œ๐ˆ๐’๐’๐ˆ๐๐† ๐“๐„๐—๐“๐”๐‘๐„/๐ˆ๐๐•๐ˆ๐’๐ˆ๐๐‹๐„
    Usually, when downloading a newly subscribed mod, a window pops up telling the user to want to override existing materials. This is a workshop bug. In the best case, just press "Yes to all" instead of other options.

  5. ๐Œ๐˜ ๐Œ๐Ž๐ƒ๐„๐‹/๐Œ๐€๐ ๐•๐ˆ๐„๐–๐„๐‘ ๐–๐ˆ๐๐ƒ๐Ž๐– ๐ˆ๐’ ๐„๐Œ๐๐“๐˜ ๐Ž๐‘ ๐Œ๐ˆ๐’๐’๐ˆ๐๐† ๐’๐Ž๐Œ๐„ ๐๐€๐‘๐“๐’
    Go to My PC, your hard drive (C:/ or D:/) where Steam files are located and go to Steam\steamapps\common\SourceFilmmaker\game\platform\config and delete 'ingamedialogconfig.vdf' and restart SFM.

  6. ๐ˆ๐Œ๐๐Ž๐‘๐“๐ˆ๐๐† ๐‚๐”๐’๐“๐Ž๐Œ ๐’๐Ž๐”๐๐ƒ๐’ ๐๐‘๐Ž๐๐„๐‘๐‹๐˜ ๐ˆ๐๐“๐Ž ๐’๐…๐Œ
    โ€”>Import Custom Sound Guide<โ€”
    Music can be imported into SFM but... again, SFM is finicky with how long you can feed it so simply try and chop it into small segments and then just fiddle around in SFM to connect the segments together or... just use a video editing software to manually place in the song.

  7. ๐‡๐Ž๐– ๐“๐Ž ๐…๐ˆ๐๐ƒ ๐€ ๐’๐๐„๐‚๐ˆ๐…๐ˆ๐‚ ๐“๐…๐Ÿ ๐•๐Ž๐ˆ๐‚๐„ ๐‚๐‹๐ˆ๐ ๐…๐ˆ๐‹๐„ ๐„๐€๐’๐ˆ๐„๐‘?
    Go to TF2 Wiki Voice Commands or TF2 Wiki Responses and select the class such as Scout. Then, press Ctrl+F and type in a specific word you want such as "schematic" and search for the voice clip's line with the highlighted word you typed. Hover your mouse on it and see the link shows up at the bottom LIKE THIS[imgur.com] and you'll see the filename of the voice clip you're looking for.

  8. ๐–๐ˆ๐‹๐‹ ๐“๐‡๐„๐‘๐„ ๐๐„ ๐Œ๐€๐‚ ๐Ž๐‘ ๐‹๐ˆ๐๐”๐— ๐•๐„๐‘๐’๐ˆ๐Ž๐?
    Short answer: Not gonna happen. Don't bother.
    Long answer:
    • Valve made SFM as a promotional tool for their own use. They make no profit out of the public version.
    • The public version of SFM hasn't been updated since February 2015.
    • It's built on a version of Source that only works on Windows.
    • Mac makes up only about 3% of Steam's user base (compared to ~96% on Windows)
    • Source 1 is now largely out of date.
    • Tools exist to emulate Windows programs on Mac.

    Basically, a Mac version would entail re-building SFM from the ground up, on an obsolete engine, to convenience only a very small number of people, with no financial return. Better get a Windows emulator like Wine or Bootcamp.

  9. ๐€๐๐˜ ๐“๐ˆ๐๐’ ๐Ž๐ ๐๐Ž๐’๐ˆ๐๐†?
    Originally posted by Pte Jack:
    Things to remember about posing:

    1) Think of your body when you pose something. Bones in arms and legs ROTATE, they don't stretch (Move).
    2) Shoulder bones MOVE more than they rotate. But they don't move far.
    3) Spine bones can stretch, but only a minute amount, they ROTATE more.
    4) Set your Rotation mode to Local mode and select bones in a path and rotate them together. Especially finger bones
    like this...
    https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1197181363
    5) To get good poses, do the pose you're looking for yourself, in front of a mirror, study it, then make it happen on your model in SFM.
    6) Sometimes a pose needs a little exaggeration to look good, a little offset in the bones.
    7) If your model allows facial expressions, use them. There's nothing worse than having a model all posed out and having the face in its deadpan expression. Even a snide sneer is better.
    8) and most of all, Just have fun with it.

    When it comes to rendering time, map settings, map tone, lighting, camera angle, camera distance, the field of view, depth of field, aperture, motion blur all play a part in your finished result.

    https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=266412611
โ– โ–‚ โ–„ โ–… โ–† โ–‡ โ–ˆ PART 4 โ–ˆ โ–‡ โ–† โ–… โ–„ โ–‚ โ–
  1. ๐ˆ'๐Œ ๐‘๐„๐€๐ƒ๐˜ ๐“๐Ž ๐‹๐„๐€๐‘๐ ๐€๐ƒ๐•๐€๐๐‚๐„๐ƒ ๐’๐“๐”๐…๐… ๐๐Ž๐–
    Good. I suggest you go the SFM guides section and everything you need to know are there. Also, check those channels out:
  2. ๐ˆ ๐–๐€๐๐“ ๐“๐Ž ๐Œ๐€๐Š๐„ ๐€๐–๐„๐’๐Ž๐Œ๐„ ๐€๐๐ˆ๐Œ๐€๐“๐ˆ๐Ž๐ ๐‘๐ˆ๐†๐‡๐“ ๐๐Ž๐–!/ ๐‡๐Ž๐– ๐ƒ๐Ž ๐ˆ ๐Œ๐€๐Š๐„ ๐†๐Ž๐Ž๐ƒ ๐€๐๐ˆ๐Œ๐€๐“๐ˆ๐Ž๐
    WOAH! Hold your horses, Your Majesty. You can't just make a decent animation right after you learn SFM a bit. Making an animation, in general, is hard and tedious as many criteria other than pose to pose need to be considered when making a decent animation. It may take months or years to master the art of animation but it would be worth it as you can actually make an awesome SFM video like Winglet in the future.

    First of all, go back to watching the official tutorials "Pose to pose animation" consists of three parts for basic steps required to make an animation. Go back to PART 1, #1 for the links.

    Secondly, you need to learn and understands the 12 principles of animation. Then, look for tutorials that specialized in SFM animation such as Thomas Larson, Jesse Baumgartner, and Steam Guides like Basic Animation in Source Filmmaker and Animate my d;ck - the animation guide.
    Watch cartoon or anime, observe and study their movements and try to replicate the movements yourself. Start from simple bouncing ball to mildly complicated walk cycle.

    **BONUS STUFF FOR EXTRA KNOWLEDGE**
  3. ๐’๐…๐Œ ๐ˆ๐’ ๐“๐Ž๐Ž ๐‡๐€๐‘๐ƒ!
    Well DUH!! Nobody says it's gonna be so easy that you can make Pixar quality animation with a simple press of a button. The professional and amateur SFM users took years or months to master rather than being a born with such skill. Focus on mastering the basics first, understand most of the interface and tools like motion editor, and be patient. If you refuse to invest lots of hours to learn and practice, uninstall SFM and forget all your dreams of making poster or animation.

  4. ๐’๐‡๐Ž๐”๐‹๐ƒ ๐ˆ ๐Œ๐€๐Š๐„ ๐๐Ž๐’๐“๐„๐‘ ๐Ž๐‘ ๐•๐ˆ๐ƒ๐„๐Ž ๐…๐ˆ๐‘๐’๐“?
    Many recommend the newbies to make poster first before doing animation. This is pretty great advice as you can focus more on posing, scene building, lightings, particles and basic cinematography like the rule of third. These are essential in the animation process. If you mastered the art of poster making, I'm sure you have no problem migrating to animation.

  5. ๐ˆ ๐‡๐€๐•๐„ ๐๐Ž ๐ˆ๐ƒ๐„๐€ ๐–๐‡๐€๐“ ๐“๐Ž ๐Œ๐€๐Š๐„
    Once in the while, our imagination juice would run out and couldn't think of an idea to make. Don't worry, it's pretty common for everyone including the pros. The best tips are watching your favorite movie, shows, anime, or cartoon for inspirations. Secondly, take a stroll outside like at the park because it actually helps our brain to think better and more clearly. Go look at the scenery, people, buildings, or props for inspiration. Thirdly, you can collaborate with your friends and brainstorm together.

  6. ๐‡๐Ž๐– ๐ƒ๐Ž ๐ˆ ๐†๐„๐“ ๐๐„๐“๐“๐„๐‘ ๐€๐“ ๐’๐…๐Œ?
    Simple. Practice and practice. Seek some guidance, help, and tips at the SFM forum. Please browse the guides section often. Who knows that some of the guides you'd find could be helpful in the future.

  7. ๐ˆ ๐๐„๐„๐ƒ ๐Œ๐Ž๐‘๐„ ๐‡๐„๐‹๐
    Don't be shy to seek help here in SFM discussion forum. This forum is one of the least toxic of all the Steam forums in my experience. So, you'll get help and assistance in no time. Also, when making a thread, make sure you explain your problem thoroughly and clearly and it's highly recommended to include screenshots(use imgur.com), a step-by-step process where you'd encounter the problem, PC specs and/or video. Don't forget to be cooperative, patient and basically not being a d*ckhead to anyone who wants to lend a hand.

    DO:
    My SFM crashed. I was trying to open ctf_2fort map, then SFM was suddenly not responding for 5 minutes and crashes. I have 8GB RAM, GTX 960 and Windows 10. Please help
    DON'T:
    Muh SFM crashed. HELP ME PLZ FAM!!!!
    ->Get Quicker Help On SFM Discussion Boards<-


  8. ๐ˆ ๐…๐Ž๐”๐๐ƒ ๐’๐Ž๐Œ๐„๐“๐‡๐ˆ๐๐† ๐ˆ ๐ƒ๐Ž๐'๐“ ๐‹๐ˆ๐Š๐„ ๐Ž๐ ๐“๐‡๐„ ๐–๐Ž๐‘๐Š๐’๐‡๐Ž๐. ๐–๐‡๐€๐“ ๐’๐‡๐Ž๐”๐‹๐ƒ ๐ˆ ๐ƒ๐Ž?
    People that bash others for the content uploaded are rude and immature. If you as an individual don't have use for a model, just pass over it, don't download it, no one is forcing you to. Just because you have no need for it or you think it's useless, doesn't give you the right to bash something. You are not the only one in the community. The SFM community is comprised of people who have different tastes and requirements. Valve offered us a tool in SFM to animate models and did not put any restriction on what that animated content could contain other than using "their" game content for personal gain.

    When an author uploads a model, it is no different than what other people have uploaded, for example MLP, FNAF, any of the anime/MMD stuff, Mortal Kombat, Bioshock, XNALARA theme models, ports from Garrys Mod, and the thousands of NSFW models that are currently out there, or any of the other custom content that you might not have a need for. It is intended for use by people that want it.If an author has permission from the original model creator or permission is written into an EUA to use it, or an author goes to the asset source and gets permission to use it then the model is fair game here (for a port).

    Long story, short or TLDR: @Content Bashers: Suck it in and grow up!!!! If you don't like what others are uploading, buy out Valve/Steam and put up restrictions for uploaded content!

โ– โ–‚ โ–„ โ–… โ–† โ–‡ โ–ˆ PART 5 โ–ˆ โ–‡ โ–† โ–… โ–„ โ–‚ โ–
SFM GUIDES COMPILATION 1
  1. HOW TO COLOR COSMETICS?
    (Painting Items)
    (Override Material method gif version)[i.imgur.com]

  2. HOW TO EDIT TEXTURE OF AN EXISTING MODEL?
    (Changing Texture With Override Materials)

  3. HOW TO SCALE A MODEL/HOW TO MAKE A MODEL LARGER OR SMALLER?
    (How to add and use scale controls)

  4. MY CUSTOM MODEL IS INVISIBLE/MISSING A TEXTURE/PINK AND BLACK CHECKERBOARD TEXTURE
    (My Model is nothing but Bones -- HELP IS HERE!!!)
    (My Model has CheckerBoarded Textures, How Do I Fix It???)

  5. HOW TO MAKE A BETTER-LOOKING POSTER?
    (Checklist to Make Sure Your Poster Looks Good)
    (SFM Do's And Don'ts)

  6. I WANT TO LEARN MORE ABOUT LIGHTING AND CAMERA
    (The Meaning Of Light)
    (Advanced Guide To Lights And Cameras)
    (How to Light Characters from the Ground Up (or something))

  7. HOW TO MAKE MY POSTER/VIDEO LOOKS MORE CINEMATIC?
    (Source Filmmaker: Cinematic Looks)

  8. HOW TO CREATE TRANSPARENT IMAGE PROPERLY?
    (How to make transparent renders without chroma-keying)

  9. SOME TF2 MODELS BECOME TRANSLUCENT OR TRANSPARENT WHEN AO IS ENABLED
    (Repairing Translucent Models That Should Be Opaque)

  10. CAN I MAKE GOOD LOOKING POSTER EVEN IF MY PC DOESN'T HAVE A GPU INSTEAD OF INTEL HD GRAPHIC CHIP?
    (Rendering Ambient Occlusion WITH an Intel HD Chipset!)

โ– โ–‚ โ–„ โ–… โ–† โ–‡ โ–ˆ PART 6 โ–ˆ โ–‡ โ–† โ–… โ–„ โ–‚ โ–
SFM GUIDES COMPILATION 2
  1. HOW TO FREEZE A SEQUENCE/HOW TO FREEZE AT A SPECIFIC PART OF THE SEQUENCE?
    (How to 'freeze' sequences in Source Filmmaker)

  2. HOW TO MAKE SFM WORKS WITH 4K MONITOR?/ MY SFM WINDOW IS TOO SMALL BECAUSE I HAVE 4K MONITOR
    (4K SFM IS POSSIBLE)

  3. HOW TO MAKE MY MODEL LESS SHINY?
    (How to fix Model Skin too Shiny error)

Any suggestion, feedback or question are welcomed.
Last edited by EmperorFaiz.rar; 7 Jun @ 9:54pm
< >
Showing 1-15 of 2,639 comments
EmperorFaiz.rar 12 May, 2017 @ 8:11am 
This is my personal comments compilation like a diary of some sort. You can read if you want
  1. https://imgur.com/a/bJvkU73 = How to search model correctly.
  2. Source ComicMaker: https://gtm.steamproxy.vip/app/1840/discussions/0/864977564253899282/
  3. Model posting: Vertice and material limits - https://gtm.steamproxy.vip/app/1840/discussions/0/2552901289735610062/
  4. Blender shading issue - https://gtm.steamproxy.vip/app/365670/discussions/0/1636417554420049878/
  5. Someone is making an SFM successor: https://gtm.steamproxy.vip/app/1840/discussions/0/1813170373225373386/#c1813170373226493091

Originally posted by Zappy:
What CPU, GPU(s), amount of RAM, and operating system does your computer have?

To find out what CPU, amount of RAM, and operating system your computer has, press the Windows key, search for and open "dxdiag", and look at exactly what it says besides "Processor", "Memory", and "Operating System" in the "System" tab.

To find out what GPU(s) your computer has, open the Control Panel, change the drop-down "View by" selection list to "Large icons" or "Small icons", click "Device Manager", expand the "Display Adapters" list/group, and look at the exact names of all items in that list/group.

Originally posted by TheNCourt:
To be straight forward, there are so many things about lights to learn, that it's really not practical to explain how to get good effects without just saying "learn what all the buttons do and experiment."

I'll just say the following;

Tip1) Radius slider. This is your friend, and makes shadows look smooth and sexy.

Tip2) Colors and negative intensity. Remapping the slider range of your intensity on your light with a negative value (like -100) will wield negative light. You can use negative lights to create colors not only in the SRGB (White, Red, Green, Blue) Scale, but also in the CMYK (Magenta, Cyan, Yellow, Black) scale.

To be accurate, CMYK isn't really CMYK, but rather a negative RGB space (Instead of White it's Black). However you can combine two lights, one positive and one negative to create psuedo CMYK. Doing so yields possibilities to create wonderful gradients like this https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1260045912

Tip3) Angles...are one of the most important, and basically define the features of your subject. Lights from below the subject will accentuate shadows from the mouth and nose, cast upon the forehead, while shadows from above, will accentuate shadows of the brow,nose and upper cheeck bones onto the lips and neck.

Tip4) change the light of models : Look at this image. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1225567166

Most of the light coming from this image is not from an actual light, but rather the models themselves. I add a Vector based element in the element viewer $color2 to a models texture, and then up the colors from 1, 1, 1 to say 100, 200, 300, and the model will glow very bright in a Cyan colored tint.

Now take a look at this GIF: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1448237042

What i did here, was to up the tonemapscale of this map by a lot, to increase the bloom in the sky and mountains which has a very nice teal color. Then, i added the $color2 to both the car and the character and decreased their natural lighting (from 1, 1 ,1 to .5 .5 .5). This image features NO animation set lights whatsoever, just manipulation of the tonemap and the model colors.

Hopefully these tips were some-what useful, and maybe get you going. The key thought is to learn what the buttons do and experiment as much as you can.

Originally posted by EmperorFaiz.vmt:
According to all known laws
of aviation,

there is no way a bee
should be able to fly.

Its wings are too small to get
its fat little body off the ground.

The bee, of course, flies anyway

because bees don't care
what humans think is impossible.

Yellow, black. Yellow, black.
Yellow, black. Yellow, black.

Originally posted by Marco Skoll:
This is the BAT file I use for 4K rendering:

sfm.exe -nosteam -nop4 -dxlevel 95 -num_edicts 8192 -sfm_resolution 2160 -sfm_shadowmapres 8192 -monitortexturesize 1024 -reflectiontexturesize 1024 +mat_envmapsize 256 +mat_forceaniso 16 +r_waterforceexpensive 1 +r_waterforcereflectentities 1 +mat_wateroverlaysize 1024 +r_hunkalloclightmaps 0 +flex_smooth 0

Breaking it down:

sfm.exe = It's a BAT file, it needs to call SFM.

-nosteam = For performance, I only use this combination of settings for when I'm doing the final render, so I don't want SFM wasting time connecting to the workshop.

-nop4 = Disables Valve's PerForce development tools that really shouldn't be running in SFM anyway and slow it down.

-dxlevel 95 = Shouldn't do anything, as SFM should be running in DirectX 9 Shader Model 3 anyway, but this ensures it is.

-num_edicts 8192 = Turns up the number of entities that SFM can handle in a map.

-sfm_resolution 2160 = Enables 3840x2160 ("4K") resolution as an image/video export setting (as posters have all kinds of bugs, you want to use these modes). This one is a serious hit to performance, so don't use it until you're ready to perform the final render.

-sfm_shadowmapres 8192 = Increases SFM's shadow quality. This is also very performance hungry, albeit somewhat less so. It can actually be worth turning to 1024 (from the default of 2048) down for general editing, as it will improve your frame rates. (Although this does slightly change the effect of the shadowmapfilter slider on the softness of lights, so bear that in mind).

-monitortexturesize 1024 = Increases SFM's rt_camera quality.
-reflectiontexturesize 1024 = Increases SFM's reflection quality.
+mat_envmapsize 256 = Increases SFM's cubemap quality.

+mat_forceaniso 16 = Forces anisotropic filtering to the maximum. Very little performance loss, huge improvement in texture quality on angled surfaces.

+r_waterforceexpensive 1 = Forces SFM to not take shortcuts when rendering water.
+r_waterforcereflectentities 1 = Forces SFM to reflect objects in water.
+mat_wateroverlaysize 1024 = Increases resolution of water distortion effects.

+r_hunkalloclightmaps 0 = Prevents crashes on some larger maps by not loading lightmaps into the engine hunk.

+flex_smooth 0 = Should disable flex decay, which avoids problems with flexes resetting and resettling, but I'm not sure it works properly in SFM. Still, I've put it in there.

Originally posted by TheNCourt:
Best possible quality... There's so many different things one can do that can increase the quality of your image/movie, and the level at which you want this quality can range from elementary to complex...

So i'll just start you out with the most basic basic;

before rendering ANYTHING, everyone should use these console commands :

mat_mipmaptextures 0
mat_forceaniso 16

Startup option
-sfm_shadowmapres 8192

These commands will automatically make your crappy poster into amazing quality wise.
Forceaniso makes textures that would otherwise depricate with distance from the camera, not depricate... and mip map textures forces all textures to use the highest pixel version of the texture available.

Originally posted by EmperorFaiz.vmt:
Here are the list of things that would be a great addition to SFM plus improvements:
  • 64-bit upgrade
  • Get rid the infamous "Can't animate over 60 seconds" problem.
  • More lighting options such as half-spherical light, full-area ambient light, and Source 2-like lighting quality.
  • A better manipulator tool such as the ability to move or rotate at a specific distance or angle respectively like the one in Unreal 4 engine.
  • A better animation set grouping system.
  • Able to set skin and bodygroup inside import model window before spawning the model.
  • Hide the little "x" on every layout. No more "accidental" problem.
  • Upgrade the import particle effect window to looks more like in SF2M.
  • Improved video export option such as compressed AVI export and built-in encoder for MP4 export.
  • Native 1080p, 1440p and 4K option in export settings, and the viewport resolution can be adjusted to 1440p maximum for performance sake.
  • Advanced sound editor such a pitch, tempo, left-right pan, basic EQ, reverb and more. Those settings can be animated per sound clip.
  • Update the in-game mode that allows using different weapons, wearing cosmetics and using bots.
  • Native and decent physic simulator.
  • Scale control with specific axis option.
  • A decal emitter of some sort that you can automatically "stick" the decal on a specific part of the model or map regardless the surface shape.
  • MP3 and FLAC support that actually works well and can be used to extract phonemes.
  • Able to save custom bodygroups and merged models so you can reuse them on other shot and session.
  • Always up to date "Add Team Fortress Item" tool.
  • Add jigglebone tool to use on a specific bone(s) with pre-existing presets such as "soft rubber", "spring" and "hair", and along with advanced settings including making your own presets.
  • A special map that you can export a video or poster with a transparent background.
  • Far more efficient rendering process.
  • A more efficient way to transfer animation sets from one session to another.
  • Cloud-system where the session can be shared and edited by multiple people easier ala Google Doc.
  • Native TF2 painting system plus support sheens.
  • Material/shade editor that is close with more modern system.
  • A better override material tool such as able to edit, paint or draw an existing texture ala Photoshop (doesn't have to be as complicated) inside SFM and save the custom texture separately. Plus, able to save edited material attributes
  • Able to save the animation as a custom sequence.
  • Theme support.
  • Customizable keyboard inputs and shortcuts.
  • Upgraded engine that allow custom models to use more than 32 materials, 32 items per bodygroup, and 100,000 vertices per bodygroup.
  • Multi-monitor support
  • Better bone constraint options and able to save bone constraint settings per model.
  • Valve could sell their own assets or add a donation button if they want monetary support and continue the software support longer.
That's all I could think of right now.

Originally posted by Pte Jack:
Each body group (Blender Object) should only be 9000 - 11000 verts (closer to 9000 and even then, depending on the complexity of the model, this limit may have to be decreased.) You have to watch for Model splitting or the dreaded Exception ACCESS (1) error, when you compile. If these occur, then the objects causing the split or fatal error have to be decreased in vert counts.

If your model has shapekeys/blendshapes (flexes) all flexes should be contained in one body group (blender object), it doesn't matter where they are on the model, they should be confined to one bodygroup.

As for MATERIALS (VMTs), a model can only have up to 32 (?? I think it is) materials. This includes all Texture groups (skins) you add to the QC.

A VMT may call multiple elemental Textures (VTFs like Basetexture, Bump./normal maps, environmental/phong masks, detail textures, etc..) and textures are limited to the textures required by the elemental calls from the VMTs.

All Textures must be to the power of 2 in dimensions, like 64x64, 128x256, 4096x2048, 2048x512, etc, The width and the height must be to the power (2,4,8,16,32,64,128,256,512,1024,2048,4096) and I'm not sure if a Valve model or the Valve programs support 8K textures (8192) pixels (but why would anyone want to use a monster like that in a model anyway, LOL!)

Originally posted by EmperorFaiz.vmt:
I still remembered my very first and last attempt being an SFM tutor. What a mess I was. Firstly, the "student" I tutored with lives in an opposite timezone so the schedule is messed up like forcefully stay up way too late just to teach him. Then, little to no free time such as even I go outside, I have to chat with him on Steam mobile to know his progress and I ended up spending most of the time on the phone because of that. Plus, delaying my SFM projects and other projects. Maybe it's the reason I start losing my passion to make an SFM video besides Youtube's adpocalypse bullsh*ts, got cheated on (not related with romantic relationship) and pressure from my studying.

In the end, I glad he's doing fine and getting better without me. He even thanked me for helping him out even though I feel I didn't teach him enough but oh well. I also glad he understands me when I decided to bail out from the tutoring stuff. Maybe it's just me so I can't say for every SFM tutors out there. Take my experience with a grain of salt.

Still, your idea is noble I have to admit that but as Capt said, it's unpractical.

Originally posted by EmperorFaiz. jpg:
Yeah. I use https://lingojam.com/FancyTextGenerator

Originally posted by Zappy:
Depending on several factors, the following guide on GameBanana might be relevant to your issue: Fixing the 5% Weight Bone Link Cull on Models[gamebanana.com]

Originally posted by R234:
It's not that hard, when you know how to do it:

1) You're first going to need the position data of where you want the sound to come from. I usually do that by importing a model (I like to use axis_helper.mdl for that) and put it where the sound effect will originate from. Then, right-click that model's animation set, and click "Show in Element Viewer" > "AnimationSet" (if you're making a character talk, you can use the character's model instead of a helper). Once in the Element Viewer, expand the "controls" group, then the "rootTransform" group. Select the field to the right of "valuePosition", and copy it (Ctrl+C). The field is likely to be pretty wide with lots of digits in it, make sure you copy the whole thing.
http://i.imgur.com/5jqResU.jpg

2) Now we have to paste this data onto the sound effect. In Clip Editor mode (F2), add the sound clip to an audio track, if it isn't done already. right-click it, and click "Show in Element Viewer". Expand the "sound" group. Paste (Ctrl+V) the numbers we copied earlier in the field besides "origin". You also have to set the "level" variable to 100, if you leave it at 0 the sound will not play in stereo.
http://i.imgur.com/LHPaONn.jpg

It should work now, I know it does for me :)

Originally posted by illegal mexican birb engineer:
This disgussion is from 2014 or before, and the conversation is probably over, but I recommend Audacity and Levelator. Audacity for mixing lines. And Levelator to make it sound nice.

Originally posted by episoder:
that is correct. it's basicly an image format. what do you need help with? finding the plugins? or i gotta have another trouble shoot chat today, really?


Photoshop: here[nemesis.thewavelength.net]
Gimp: here[www.tophattwaffle.com]

basic material right there (c/p to notepad if it's hard to read :)
vertexlitgeneric { $basetexture "path to texture" // diffuse and alpha transparency or selfillummask if needed $bumpmap "path to texture" // normalmap and specular intensity in the alpha channel $selfillum 0 // basicly emission without emission. just glow $selfillummask "path to texture" // if the bsaetexture alpha is occupied, try this. may work. $phong 1 $phongboost 4 $phongexponent 4 // sharpness (inverted roughness) of the highlight $phongfresnelranges "[.2 1 1]" $phongexponenttexture "path to texture" // phongexponent (see above) in Red, metallic in Green $phongtint "[1 1 1]" // additional specular color control $phongalbedotint 1 // if set, enables "metallic" color reflections from the base color $envmap env_cubemap // this imprecise reflection should be avoided as much as possible $envmaptint "[.2 .2 .2]" // color controls to dim it $normalmapalphaenvmapmask 1 // additional flag to select the source for it $basemapalphaenvmapmask 0 // $rimlight 0 // who likes it from the back? fresnel did? $rimlightboost .1 // can all be avoided when using proper stage lighting $rimlightexponent 32 // it's hard to get a good contrast }
try it and tweak the numbers until it looks good. for quick refreshing i'd recommend hlmv.

if you need help gettin the visuals right you could maybe ask the pbr guru anyway.


Originally posted by Bop:
Attaching particles onto the whole model like burning effectFirst, you need controlPoint0 of wraith_king_ambient, from hero_skeletonking.pcf, to be locked on the rootTransform of the model.

Next, show the model (as model) in the element viewer. You want to right click the root (wraith_king_GameModel) and copy it.

Finally, open the particle system (as particle system) in the element viewer. Right click the element array "controlModels" and Paste Special -> Paste as Reference.

Enjoy. http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=537086984

-----

For advanced users reading this thread, the particle used a Position on Model Random initialiser. This initialiser is used for burning players and many trail effects in TF2. Particle systems with this property places an emitter on the roots (can be offsetted) of each hitbox of a model.

Last edited by EmperorFaiz.rar; 18 Apr @ 9:25pm
episoder 12 May, 2017 @ 8:39am 
good guide. i guess it'll not be pinned. you a day to late, maybe. there won't be mod here for the next couple weeks. checking once in a while. :steamhappy:
EmperorFaiz.rar 12 May, 2017 @ 8:44am 
Originally posted by episoder:
good guide. i guess it'll not be pinned. you a day to late, maybe. there won't be mod here for the next couple weeks. checking once in a while. :steamhappy:
We need to keep talking here to let it stay on top of the page for as long as we want.
Originally posted by EmperorFaiz.iso:
Originally posted by episoder:
good guide. i guess it'll not be pinned. you a day to late, maybe. there won't be mod here for the next couple weeks. checking once in a while. :steamhappy:
We need to keep talking here to let it stay on top of the page for as long as we want.
Really nice job dude!! Very well made
surfer171 12 May, 2017 @ 9:17am 
You know what got me thinking suddenly, remember history form 3? Or was it form 4? When Malaysia is infested with communist back then, there's this pacifist guy who used this method of sending out letter of apologies through air. Heh, think that'll work in this era as in sending out to all the sfm users about this thread's existence
Originally posted by surfer171:
You know what got me thinking suddenly, remember history form 3? Or was it form 4? When Malaysia is infested with communist back then, there's this pacifist guy who used this method of sending out letter of apologies through air. Heh, think that'll work in this era as in sending out to all the sfm users about this thread's existence
Well at least its not communism anymore
EmperorFaiz.rar 12 May, 2017 @ 9:25am 
Originally posted by surfer171:
You know what got me thinking suddenly, remember history form 3? Or was it form 4? When Malaysia is infested with communist back then, there's this pacifist guy who used this method of sending out letter of apologies through air. Heh, think that'll work in this era as in sending out to all the sfm users about this thread's existence
Are you it isn't a reward posters to any communist guerillas who surrender themselve?
surfer171 12 May, 2017 @ 9:27am 
Originally posted by EmperorFaiz.iso:
Originally posted by surfer171:
You know what got me thinking suddenly, remember history form 3? Or was it form 4? When Malaysia is infested with communist back then, there's this pacifist guy who used this method of sending out letter of apologies through air. Heh, think that'll work in this era as in sending out to all the sfm users about this thread's existence
Are you it isn't a reward posters to any communist guerillas who surrender themselve?
I vaguely remember, I remember something was being let loose from a plane. Let me go look up on that lol

Edit: they were risalahโ€ฆ
Last edited by surfer171; 12 May, 2017 @ 9:29am
Leitmotif 12 May, 2017 @ 9:31am 
This is really helpful m8. Hope this gets pinned for other newbies out there.
Last edited by Leitmotif; 12 May, 2017 @ 9:32am
Kumquat [Velbud] 12 May, 2017 @ 7:15pm 
lol Lovely guide mate
Capt Fuzzy 12 May, 2017 @ 9:27pm 
The GMOD tutorial will work, it's a bit outdated though, just something to think about.
Also, you might want to point out that if they run into a situation where they need to request help on the forums, that they should be specific as possible as to what the problem is and include screenshots, videos or gifs of the issue whenever possible...

Other than that, it's pretty good! Nice work!!
surfer171 12 May, 2017 @ 10:30pm 
Should include the common mistake of using the graph editor to move a model where it should have been the motion editor.
Russell Goonington 12 May, 2017 @ 10:38pm 
You should also link to JimerLins (praise be) SFM tips of the day playlist

https://www.youtube.com/watch?v=XRSZE8Rqaw8&list=PL835902EACBFEE65F
surfer171 13 May, 2017 @ 2:43am 
This should include not only for sfm but discussion tab etiquette like be specific and if there's technical issue then supply your computer spec or if it's hard to explain then give a screenshot
raptornx01 13 May, 2017 @ 3:46am 
should also add links to tutorials. the jimer lins (all hail) ones mentioned above

the official valve ones
https://www.youtube.com/playlist?list=PL2B46DEB4157E67C4

pte jack's
https://www.youtube.com/user/PteJack1/featured

more

Argodaemon. tons of general, basics tutorials
https://www.youtube.com/playlist?list=PLmx5NIR6PO5t2vfHIX6GNkpXiFODM_6KJ

Mine, a mix of basic and advanced
https://www.youtube.com/playlist?list=PLG73r2e2nPQXZ69QGj5l6QstFN3QfANHO

Zach Scott. alot of advanced stuff, the particle ones are very useful
https://www.youtube.com/playlist?list=PLjJ449_hYG-8licS1z_VmypD08--lwfx7

Kungfubellydancer. a couple advanced/moderate tuts, though mostly tests and things
https://www.youtube.com/playlist?list=PLPTBpLHYcSEejiY68O34xyXRPSWQ9jWPK
Last edited by raptornx01; 13 May, 2017 @ 3:51am
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