ConfederateJoe Aug 8, 2014 @ 3:59pm
My hunble vision for SFM 1.0+
I HAVE A DREAM!
That one day I will be able to import assets with ease directly from my various 3D software packages!
I HAVE A DREAM!
That SFM's already sweet graph and motion editor will be improved with the addition of onionskins and various shortcuts for moving and modifying keyframes!
I HAVE A DREAM!
That the renderer will have a pause button, and will also look at least a little better than its already great results!
I HAVE A DREAM!
That SFM will be able to handle moar polys, moar lights, moar moar MOAR! (64 bit baby!)
I HAVE A DREAM!
That SFM will be improved with some options for dynamics, and better/integrated reflections and reflective materials!
I HAVE A DREAM!
That I will be able to use SFM in an effective animation pipeline as my animation/rendering keystone!
I HAVE A DREAM!
That all this will come before the year 2069 when HL3 comes out!

Discuss.

Last edited by ConfederateJoe; Aug 8, 2014 @ 4:01pm
Showing 1-13 of 13 comments
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raptornx01 Aug 8, 2014 @ 4:02pm 
some of that will be a reality soon with source 2. :3

possibly just after the saxxys. I was considering with the dota 2 source 2 roll out that that could be why the saxxys was moved up.
ConfederateJoe Aug 8, 2014 @ 4:14pm 
GET HYPED. I think we can all agree that something BIG is coming that SFM will benefit from.
Vintage Aug 9, 2014 @ 12:43am 
...Isn't there a pause button? I mean, sure, my laptop screen size is 1366x768, so the bottom-most thing I can see on the rendering screen when rendering at 720p is the progress bar thing, but I seem to remember rendering at lower resolutions before, and there was a pause button.

Also, why would you want a pause button for rendering? Typically, people would want to render quickly, not pause a render.

But yeah, one of the things I really want is dynamic reflections. In Source, only the Water shader can dynamically reflect stuff, and that shader has to be used for, well, Water brushes when compiling maps.
raptornx01 Aug 9, 2014 @ 12:58am 
the practice map from bladesymphony has a reflective floor. does a good job of it. only AO can be a little wonky. https://www.dropbox.com/s/fmt1fgo4gyon8p8/pink.jpeg

I want more light options. dynamic map lighting, and/or 360 lights.

for the pause, i don't remember seeing one. only cancel. as for why. well, when you have rnders that can go for 8, 10, 12 hours or more, and the render is severely cutting into you comp usage sometimes you might want to pause to do something.
Vintage Aug 9, 2014 @ 1:08am 
Then just hit cancel. I mean, who renders non-image-sequences? Depending on models used (specifically those with a decay on flexes, like Heavy (though no other class) or most pony models (not including the ones I make), actually most community-made models in general with flexes), one may have to re-render the whole latest shot from start instead of just picking up from where one cancelled. But yeah, can be a problem with rendering as non-image-sequence, though.

Oh, and also, are you sure it isn't technically water? Or possibly a "mirror"? I don't know. But I do remember this nice-looking thing... http://youtu.be/rkz_DwFDzgA Though I have no idea if it uses the Water shader or what it does.

Edit: Also, maps aren't included with the Blade Symphony content pack, for anyone wondering why they don't have the maps. They probably have to be extracted from Blade Symphony itself.
Last edited by Vintage; Aug 9, 2014 @ 1:10am
raptornx01 Aug 9, 2014 @ 1:49am 
they posted the maps and a bunch of models for early download in their topic here. thats where I got that map.
LightmappedGeneric
{
$baseTexture "concrete/com_conctile04"
$surfaceprop metal
$bumpmap "concrete/com_conctile01_ssnrm"
$ssbump 1
$reflectivity "[ .75 .75 .75 ]"
"$envmapsaturation" 1
"$envmapcontrast" 1
"$envmaptint" "[ .28 .28 .28 ]"
$envmapmask "concrete/com_conctile01_spec"
$envmap env_cubemap


//$scale .5
//$detail "detail/chevron1_SSBump"
//$detailscale 20
//$detailblendfactor .5
//$detailblendmode 10
"%keywords" "berimbau"
}


Last edited by raptornx01; Aug 9, 2014 @ 1:52am
Vintage Aug 9, 2014 @ 1:51am 
Originally posted by raptornx01:
they posted the maps and a bunch of models for early download in their topic here. thats where I got that map.
Oh. Off to find that topic again, then.

Originally posted by raptornx01:
the textures on the map use $reflectivity
wat
raptornx01 Aug 9, 2014 @ 1:57am 
dunno what "berimbau" is
Vintage Aug 9, 2014 @ 1:59am 
Originally posted by raptornx01:
dunno what "berimbau" is
...Wrong topic?
Edit: Oh, $keywords is for the search function when searching for materials in Hammer.
Last edited by Vintage; Aug 9, 2014 @ 2:00am
raptornx01 Aug 9, 2014 @ 2:17am 
i edited above
Vintage Aug 9, 2014 @ 2:20am 
Thus the edit.
ConfederateJoe Aug 9, 2014 @ 7:17am 
Wut, I didn't know you could bootleg reflections in SFM like that!?
raptornx01 Aug 9, 2014 @ 11:39am 
like I said the AO is wonky. just AO makes the reflection darker, and outline is borked. the reflection on that floor shows the outline right side up and mirrored.

I do wonder if it was because its on the floor. possibly if it was a wall it would be fine.
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Date Posted: Aug 8, 2014 @ 3:59pm
Posts: 13