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You're using the default scope overlay included with Source Filmmaker, instead of the one in this workshop submission. See the description for how to use it.
Ah, thank you.
Only if you use it as a shot overlay. The description explains how to use it as a material overlay instead.
Poster exports are known to have some issues, including post-processing (such as bloom and material overlays ) not being applied and decaying flexes not "settling" fully, so if possible, you should do an image export instead.
To do a proper image export:
- Right-click the/a viewport, choose "Render Settings" , and set it up as you want.
- Switch to the Clip Editor, and have the scene (non-"work") camera active.
- Stay still in time, and wait for the bottom-right sample counter to loop back to "Sample 1 of X" .
- Click "File" > "Export" > "Image..." , and save it somewhere with the filename ending in ".png", or alternatively click "File" > "Export" > "Image to Clipboard" , open an image editor, paste it, and save it from there.
This will export what's currently in the viewport (thusly why you should wait for it to sample first), at the resolution set in "File" > "Export" > "Movie..." .
The last bit means that to use a resolution beyond 1280x720, you should follow these instructions:
- Right-click Source Filmmaker in your Steam library.
- Choose "Properties" > "General" > "Set Launch Options..." .
- Make sure that "-sfm_resolution X" is present (without quotes), with X being 720 (the default) for exports up to 1280x720, 1080 for up to 1920x1080, or 2160 for up to 3840x2160. (I don't think that you can go above 3840x2160 for this, sadly.)
- Reboot Source Filmmaker (ignore any "window too small" warnings) and load the session.
- Click "File" > "Export" > "Movie..." , choose the resolution that you want, and click "Cancel" .
- Save the session, and then reload the session (to avoid a possible crash).
- Follow the above instructions to do an image export.
- Optionally change the "movie" resolution back to 1280x720 and save the session.
- Change the "-sfm_resolution X" launch option to have 720 as the number, as higher values can impact performance a lot while working on sessions. (You can also just remove it, but if you keep it in with the value set to 720, it'll be easier/faster to change it to 1080 or 2160 again in the future.)
It may sound like a lot, but that's only because that it takes many words to explain few things.
There's no need for that. It's simple enough to work as just a short text-based tutorial.
i meant a video tutorial.
There is. It's actually right in the description of this workshop submission.
Make sure that the image itself that you're importing is transparent. JP(E)G image files do not support transparency, for example, and Paint (the image editor included with many versions of Windows) does not support transparency itself.
Make sure that you set the import format to something that supports transparency/translucency. DXT5, RGBA8888, et cetera. (Note that it may be a good idea to have both the "normal" format and the "alpha" format be set to the same setting when importing.)
See the bottom of the description. Those paths are relative to -/steamapps/common/
/SourceFilmmaker/game/workshop/materials/.
In what way does it not work? And how are you trying to apply it? And what do you mean by "but bug the game"?
In what way does it not work? And how are you trying to apply it?
In the Clip Editor in Source FilmMaker, there are three main track groups. The blue strip for the time-line, the green sounds, and the orange/brown "effects" part. At the bottom, right-click it as if to add a sound, and instead add a "Material Overlay Effect". Right-click the resulting sound-clip-like track, go to Show in Element Viewer > Clip or something, and click the three dots beside the material name attribute thingie.
In the Material Overlay Effect's material browser.
my prob xP
Please see the "NOTE:" section of the description.
2.hud/scope_sfm_refract.vmt
---------------------------------------------
1. didnt worked | whats the difference
2. did worked | between this 2 things ?
Make a Material Overlay effect, then search for "scope_sfm_refract".
i cri