Vitezislav
BlazBro
Vitezislav
ClockworkBeast
USAgent
ClockworkBeast
Ganonmaster
"ClockworkBeast" said ...That is probably a hardware problem. SFM has known issues with several Intel graphics devices. Your screens going black might be an indication of that.
SFM never works as it should.Somethimes when I click on something (example:Animation set editor), every oder window just disappears.But somethimes not.Or I load a svae, and its all black.But naot always....WHAT THE FUCK?
Vitezislav
"USAgent" said ...It shows how to get the secondary viewport in the second screenshot.
While this tutorial is assisting me, I believe a few more screenshots here and there to better illustrate your guide will go a longer way. Took me around five minutes to find the "second viewport" option in the Windows droplist. Little junk like that can expedite the process.
ClockworkBeast
Vitezislav
ClockworkBeast
Eddie Riggs
Vitezislav
Vitezislav
Eddie Riggs
Eddie Riggs
USAgent
"Vitezislav" said ...For some utterly retarded reason the topic didn't load the screenies when I first viewed it. It's totally working now, though. Sorry for the confusion."USAgent" said ...It shows how to get the secondary viewport in the second screenshot.
While this tutorial is assisting me, I believe a few more screenshots here and there to better illustrate your guide will go a longer way. Took me around five minutes to find the "second viewport" option in the Windows droplist. Little junk like that can expedite the process.
Vitezislav
"USAgent" said ...No worries."Vitezislav" said ...For some utterly retarded reason the topic didn't load the screenies when I first viewed it. It's totally working now, though. Sorry for the confusion."USAgent" said ...It shows how to get the secondary viewport in the second screenshot.
While this tutorial is assisting me, I believe a few more screenshots here and there to better illustrate your guide will go a longer way. Took me around five minutes to find the "second viewport" option in the Windows droplist. Little junk like that can expedite the process.
USAgent
Ganonmaster
AyatollaOfRock
Vitezislav
Ape
Vitezislav
zhulikkulik
"Ape" said ...Isn't it because of "usermod/maps/femshep's quarters/maps"? Try to place map directly to "usermod/maps" so it looks like "usermod/maps/femshep_quarter_hdr.bsp"
First of all, this tutorial is very easy to follow and is a great start for any newbie like me. However, I stumble upon a problem early... I downloaded all three files and put them in the section as mentioned aka usermod section. I put the femshep_quarter in the maps section and the models in the model section. Now, when I follow the step to load map, which is easy and clear. SFM doesnt load the map and leaves it to no map loaded!. Here is a link to show that sfm does recognize the .bsp file. http://imgur.com/ddmKQwT
Ape
Too_Human
Vitezislav
Rastifan
DemonicLemon
Vitezislav
Mr_Tooth
Ganonmaster
Vitezislav
"Ganonmaster" said ...Yes I know.
You know, you can also enable light volumetrics in the Animation Set Editor by just right clicking the light's animationset and clicking "Enable Volumetrics"
kp0988
"Vitezislav" said ...I didn't... :D But, I know now, and it's way helpful. Thanks for that, and the tutorial on the whole."Ganonmaster" said ...Yes I know.
You know, you can also enable light volumetrics in the Animation Set Editor by just right clicking the light's animationset and clicking "Enable Volumetrics"
VagrantStomp
Ganonmaster
Selph80
"Ganonmaster" said ...Are you sure that's the name of the setting you need to change to improve that? Because when I move that slider it seems like it only increases the sharpness of the shadows cast by the light source.
Something else that might be helpful to add to the "Advanced lighting" part of this tutorial would be the ShadowFilterSize of scene lights. If you're unfamiliar with this property, it basically controls the softness of the shadows this light casts. In the example below, you can see shadow artifacts when using the default light settings. When raising the value, these artifacts disappear and the overal shadows and highlights look better. [spoiler:e15k3vqt][/spoiler:e15k3vqt]
Ganonmaster
"Selph80" said ...Pretty damn sure. Are you sure you're moving ShadowFilterSize and not ShadowAtten?"Ganonmaster" said ...Are you sure that's the name of the setting you need to change to improve that? Because when I move that slider it seems like it only increases the sharpness of the shadows cast by the light source.
Something else that might be helpful to add to the "Advanced lighting" part of this tutorial would be the ShadowFilterSize of scene lights. If you're unfamiliar with this property, it basically controls the softness of the shadows this light casts. In the example below, you can see shadow artifacts when using the default light settings. When raising the value, these artifacts disappear and the overal shadows and highlights look better. [spoiler:22p6c608][/spoiler:22p6c608]
kp0988
Selph80
"Ganonmaster" said ...Yeah I am. I also went to look up what it's actually supposed to do and they showed it in this video: http://www.youtube.com/watch?feature=player_embedded&v=4IzCAhNNOCU Now it might have the side effect that you're showing, but I'm not entirely sure that that is the intended goal of the slider."Selph80" said ...Pretty damn sure. Are you sure you're moving ShadowFilterSize and not ShadowAtten?"Ganonmaster" said ...Are you sure that's the name of the setting you need to change to improve that? Because when I move that slider it seems like it only increases the sharpness of the shadows cast by the light source.
Something else that might be helpful to add to the "Advanced lighting" part of this tutorial would be the ShadowFilterSize of scene lights. If you're unfamiliar with this property, it basically controls the softness of the shadows this light casts. In the example below, you can see shadow artifacts when using the default light settings. When raising the value, these artifacts disappear and the overal shadows and highlights look better. [spoiler:3amgraz2][/spoiler:3amgraz2]
Ganonmaster
"Selph80" said ...I guess it depends on the situation. I prefer the soft shadows it gives. As you can see in the picture I shared, by default it seems to give me really shitty sharp shadows around all the polygons of the model. This disappear when I slightly increase the filter size. When I decrease the filter size, the shadow silhouette, does indeed become sharper, but the artifacts also become more visible on the model itself. I think that, unless you're going for a certain style, it's best to avoid sharp silhouettes.
Yeah I am. I also went to look up what it's actually supposed to do and they showed it in this video: http://www.youtube.com/watch?feature=player_embedded&v=4IzCAhNNOCU Now it might have the side effect that you're showing, but I'm not entirely sure that that is the intended goal of the slider.
"kp0988" said ...This would be useful. A lot of people say to turn it off to "get rid of the grainy shadows", but it's a nice effect if you know how to use it.
If I could ask, can you add somethings about ambient occlusion? I've read about it, but I don't understand the practical effects behind it. I've look at Valve's notes on adjusting the options, but I just don't see the world of difference people have mentioned.
kp0988
"Ganonmaster" said ...I found this on the Valve wiki not too long after asking: If there's ugly black speckles frequenting the scene upon enabling AO, that is normal. All this means is that you are not looking through your scene camera with at least 8 samples of depth of field rendered in the viewport (you must be in the Clip Editor). Camera Settings: SSAO Bias: Determines the threshold for visible ambient occlusion SSAO Strength: Determines the intensity of the shadows cast by ambient occlusion SSAO Radius: Determines the filtersize (spread) of shadows cast by ambient occlusion Tip:In almost all situations, you will find that increasing your bias while restricting your radius will produce the most realistic ambient occlusion. In order to refine your AO to a precise level, go into your viewport render settings and check "Show AO". Your viewport will only show your ambient occlusion shading and you'll be able to know exactly where it's affecting your scene. I've been doing this and I've seen somewhat of difference in the shadows. It about doubles the rendering times, just as a note."kp0988" said ...This would be useful. A lot of people say to turn it off to "get rid of the grainy shadows", but it's a nice effect if you know how to use it.
If I could ask, can you add somethings about ambient occlusion? I've read about it, but I don't understand the practical effects behind it. I've look at Valve's notes on adjusting the options, but I just don't see the world of difference people have mentioned.
Horsey
USAgent
"Ganonmaster" said ...I have no idea why I didn't say thank you before. But thanks, man.
Make sure you load the map version that has HDR enabled. Without HDR, you can't use the map in Source Filmmaker.
USAgent
Ganonmaster
"USAgent" said ...Make sure you are in the Graph Editor like the tutorial says. (you can hit F4 to open it up) Then just select "ValveBiped.Pelvis" and you should see one of the transformation gizmos in the viewport. Use those to move the model around. I really suggest reading the instructions and looking at the screenshots. It's all in there.
Man. I have Miranda loaded and standing in front of me, right? But I totally can't move her. I navigate to Unknown, hit the droplist and go down to ValveBiped.Pelvis and there I see 'pos' and 'rot'. Hitting the droplist for those two gives me "x", "y", and "z". I'm not seeing an option to place her atop of the bed or...anything, really.
Blahsted
Vitezislav
USAgent
"Ganonmaster" said ...I have the reading comprehension of a grade schooler. Thanks, man."USAgent" said ...Make sure you are in the Graph Editor like the tutorial says. (you can hit F4 to open it up) Then just select "ValveBiped.Pelvis" and you should see one of the transformation gizmos in the viewport. Use those to move the model around. I really suggest reading the instructions and looking at the screenshots. It's all in there.
Man. I have Miranda loaded and standing in front of me, right? But I totally can't move her. I navigate to Unknown, hit the droplist and go down to ValveBiped.Pelvis and there I see 'pos' and 'rot'. Hitting the droplist for those two gives me "x", "y", and "z". I'm not seeing an option to place her atop of the bed or...anything, really.
kinetic
MrFluffles
Vitezislav
"MrFluffles" said ...Nice work, the lighting is really good.
Thanks for the tutorial. After a couple of hours, I made this: http://a.pomf.se/J9l9R6.jpg Got a weird problem with Leon not rendering properly, but it isn't very visible at that resolution. I don't think I have the patience for this kind of stuff though, so I doubt I'll try to make more pictures.
Vicious Shepard
spooky_kitty
spooky_kitty
Vitezislav
ozzy