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Докладване на проблем с превода
http://free-loops.com/audio.php?term=instrument&page=6
Preview the Long Organ Riff
I think you just click the name of the file and it downloads in the format specified in the title.
finished vid in case you were wondering.
http://youtu.be/i8ugMpo-g0w
Thanks a million for bringing this to my attention raptor!
it takes alot of trial and error to get the effect you want (i had to do that hit 50 or more times to get it to look right. tweaking things each time). but as this was my first time using it i suppose after awhile you can kind of gauge what it'll do.
also one issue is that it can't detect the floor of a map (any map), so everything just falls into infinity. but that is easily overcome. there are a couple of invisible combine walls just below ground level and one across the barn wall (that one is angled and moves forward a fraction to push the bales over just after the hit).
couple more vids on it,
http://www.youtube.com/watch?v=jen_cGIsrm8
http://www.youtube.com/watch?v=zY2TTc0GKh4
And thanks for the creds, Always looking to help out where I can.
Now I have to ask the question, how did you render this in such toony form? Must be 3rd party video render software; Vegas??
But No. Activate ambient occlusion and select outline only in render settings. I did use vegas, but for cutting the clips together and sound editing only, no visual effects. Thats all done in sfm.
I actually like the cel-shading, but honestly, I think i'm the only one thats ever actually used it. I know I've never seen another video with it. and certainly not pony ones. in my previous effort i got a couple comments on how did i get the outlines/cel-shading. one guy was so convinced i hadn't used SFM but another program he started arguing over it. XD
http://www.youtube.com/watch?v=wAbp_A1ETyM
Black outlines and cel shading are two different things. Cel shading is when lighting is drawn as two or more distinct shadow tints, instead of a smooth transition. Zelda Wind Waker is a good example of a game that's cel shaded, yet has not black outlines:
http://www.blondenerd.com/wp-content/uploads/2011/01/link-windwaker.jpg
Cel shading can be simulated in Source games (including SFM) by giving the model a "lightwarp" texture with a hard transition instead of its usual gradient. This is the result:
http://tf2.gamebanana.com/skins/109382
... yeah. Don't mind lil' old terminology nutjob R234 ;P
not really much to tell. just right-click on the viewport, select render settings, make sure ambient occlusion is checked and select outline only from the dropdown menu. the same for the export setting. that's it.
I found that in the export settings my very first day using sfm. Honestly, i thought the only reason it wasn't used was cause no one liked it. it never occurred to me anyone familiar with SFM wouldn't know about it.
then again. thinking about it, most videos I see everyone uses the default field of view setting. So, fisheye lenses everywhere. Guess that should have been a clue. lol