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also, i've noticed that some of the gmod's entities seem to work better with the "virtual key" activations if they are not toggleable ones, so you can just use press keyframe as a start of some action thing and release to make it stop. i mostly recall thrusters being very weird if they were toggleable ones. also as a convenience i guess you always can press release keys in your very first frame just so if you happen to restart playback and you happened to be at a moment when a key was pressed but didn't reach the release keyframe, it'll release and stop doing whatever anyway.
i probably could make this whole thing a bit more simple in the future
I do remember it being gone over in the video tutorial, but I figured I would make a text post just in case. (Also it completely slipped my mind :P)
Yeah, after I posted this, I started having some issues with the toggle-able emitter. I was doing an animation of someone jumping into water and it didn't capture correctly when I did the smh_makejpeg command. But it worked fine when I captured it live on OBS. It's a bit fiddly, but its not your fault. It's just the nature of the beast. Realtime effects with stop motion animation just doesn't work unless you go in and time the animation correctly.
I love the tool so far, though! As an aside, I noticed that there's a makejpeg command and a makescreenshot command, mentioning that makescreenshot outputs a .tga file. Is there any reason why there isn't an option for PNGs? Mainly because both of the options are two sides of the extreme when it comes to compression. JPEGs end up looking really compressed while TGAs are super nice, but one image is like 6mb. Just curious.
(If I had to hazard a guess, it has to come down to the way GMOD processes screenshots. Such as if you used the camera tool vs taking a steam screenshot? idk ¯\_(ツ)_/¯)
i've also happened to mess around with lua and made quite quick screenshotter thing, it is possible to get it currently on my github, although i was also thinking to put it into smh in the future either way.
just in case https://youtu.be/YQUmgGY1Pds
Oh yo, no way? I'll give that a try next time, thanks for the tip!
That looks awesome! I think that would provide significant value to a future version of SMH. Not only to improve render times, but also to use stuff like soft lamps or emitters as you demonstrated.
Also I see that secret Komeiji
does console give any errors?
Thanks for pointing that out. I enabled it and the world keyframes work now. I should have checked that sooner.