Author Topic: Source Filmmaker Mega/Media Thread  (Read 77959 times)

Finally got around to working on my Dead Island picture again

http://www.youtube.com/watch?v=tQN4SdwQg6Q


Gonna see about what i can do for trees and background stuff, oh, and disable specular because of the hideous reflection...



Alright, I'm having quite a problem.

I can't record myself properly. I have the clip selected, both in the shot editor and the motion editor. Whenever I record myself doing something and go back into SFM, the camera snaps to where I was last positioned when I stopped recording. When I go back into the shot, none of my motions have actually been recorded.

Let's say I start at point A. I record myself going to point B. When I go back into the motion/clip editor, the camera is at point B (where I left off) and no trace of the actual transportation from point A to point B exists. My class just stands there.


okay it decided to work now
« Last Edit: September 17, 2012, 02:49:28 PM by Flubbman »

Sorry for double post, but rendering's pretty broken for me. When I export my video, no matter what file format, nothing is created but a .txt file which contains some kind of console log. No actual video file's created.

AVI does create a video file, but it lags as forget and the video's not synched with the audio.

Sorry for double post, but rendering's pretty broken for me. When I export my video, no matter what file format, nothing is created but a .txt file which contains some kind of console log. No actual video file's created.

AVI does create a video file, but it lags as forget and the video's not synched with the audio.
You can always try this method
Quote from: MaxOfS2D
Software you will require:

• Source Filmmaker (bet you didn't see this one coming)
• Any editing software capable of interpreting PNG sequences together (VirtualDub, Vegas, Premiere, After Effects, etc.)
• UT Video Codec suite, an excellent lossless AVI-based codec (grab the latest one here)
MediaCoder — it's one of those softwares that seem kind of shady but actually aren't, it's a really well-made universal transcoder and the best MP4 encoding GUI imho

If you want the benefits of H.264's great compression without the godawful implementation made by Valve, here's what you gotta do.

Export as Image Sequence > PNG. This will allow lossless export. AVI files are also lossless, but unlike PNG, they're slow, huge, and unreliable, because they're uncompressed (and Valve hasn't implemented OpenDML so they corrupt real fast)



VirtualDub is easy enough to use, drag-and-dropping the first frame of the PNG sequence will automatically open the whole thing as a clip. You will need to go adjust the framerate (Video > Frame rate) and choose UTVCS RGB (Video > Compression).



If you decided to stitch the PNGs together using VirtualDub, you can then edit that in any application of your choice. But if I were you, I'd then reexport from that application with UTVCS RGB too.

Let's say you're gonna use the PNGs directly in Sony Vegas (warning: make sure to be in 8-bit color, the gamma of PNG files isn't interpreted correctly in 32-bit modes). Go to File > Import Media.



Select the first frame of your PNG sequence, and make sure to tick that checkbox at the bottom. It says "open still image sequence".



Make sure the framerate is set correctly! And more importantly — it's the number one mistake I see made with Vegas — make sure the framerate of the project (File > Properties) matches with the footage you're using. Otherwise you get super ugly frame-blending.

Example of 25 fps video being interpreted at 24 (incorrect), and at 25 (correct):



You see that ghosting effect? That's frameblending. And that's goddamn ugly. It makes kitties weep at night. Don't do it. :(

Anyway, once you're done with whatever you want to do (or not do) with your footage, grab your final lossless AVI and drag and drop it into the MediaCoder window.

A general guideline for H.264 compression is to look at bits per pixel. Here's a calculator. Either way, x264 (the best H.264 encoder) has made enough advancements to have one of the best visual qualities at around 0.20 only.



Set the rate mode to 2pass. THIS IS IMPORTANT. In a nutshell, 2pass encoding allows the encoder to "look" at the video before encoding, so that it will know which parts of it need more bitrate, and which parts of it can do fine with less.

For 720p video, set the video bitrate to between 3000 and 6000 kbps. This is the sweet spot, in my experience. Go more towards 3000 if your video doesn't really need it (lots of still shots, etc.), or go more towards 6000 for lots of shaky camera, etc.

For 1080p, replace the above numbers by 5000 and 9000. For 360/480p, 1500/3000.

To the right, under the x264 tab, make sure the preset is set to "slower". Once again, what I feel is the best compromise between a good final encode and speed. If you've got the horsepower or the time, you can pick "very slow". "placebo" is however appopriately named, and you should stay away from it unless you've got one of these NASA super computers. You can set B-frames to 2 too.

Under audio, pick this. 160kbps is more than enough for AAC — audiophiles (or 48/96kHz audio enthusiasts) may want to jack this up to 192 or 256.



And hit "start" at the top of the MediaCoder window!

In about half an hour on average gaming PCs and for short movies, you'll get a higher-quality-for-smaller-size file than any other encoder would ever give you.

Here's a comparison between x264 and MainConcept (Sony Vegas' default H.264 encoder).



Enjoy.

Bump, someone made this


I saw a Zombie hitting his head on glass too, i thought either the Headcrab wanted to have some fun and hit the scientist's head on the wall, or it was Monday

Is there a way I can use some custom tf2 weapons, like a huntsman for the sniper when i'm filming?

Yet another post by me...



Marcem's bedroom map has a tonemap but is still full bright (lamp's lights were added by me), is it because i'm using v3 and the most recent version can not be found?

Also, i exported all of Blockland's sound the same way and yet five of them don't work no matter what i do to fix them, the rest work just fine and the error i get is not helpful at all
Quote
S_StartSound: Failed to load sound 'blockland\clicksupermove.wav', file probably missing from disk/repository
S_StartSound: Failed to load sound 'blockland\clickchange.wav', file probably missing from disk/repository
S_StartSound: Failed to load sound 'blockland\clickmove.wav', file probably missing from disk/repository
S_StartSound: Failed to load sound 'blockland\playermount.wav', file probably missing from disk/repository
S_StartSound: Failed to load sound 'blockland\weaponswitch.wav', file probably missing from disk/repository

They're in the same 16 Bit 44100 Khz WAV format just like the rest and yet those refuse to work...

Yet another post by me...



Marcem's bedroom map has a tonemap but is still full bright (lamp's lights were added by me), is it because i'm using v3 and the most recent version can not be found?

Also, i exported all of Blockland's sound the same way and yet five of them don't work no matter what i do to fix them, the rest work just fine and the error i get is not helpful at all
They're in the same 16 Bit 44100 Khz WAV format just like the rest and yet those refuse to work...
try the version that's on the GMod 13 workshop.

try the version that's on the GMod 13 workshop.
Can't, no way to extract the map from the addons file, and i can't even access the maps toybox via Garry's Mod to obtain the map from the toybox folder

By the way, how come your Bedroom was deleted from garrysmod.org?
« Last Edit: September 30, 2012, 09:05:07 PM by Masterlegodude »

Can't, no way to extract the map from the addons file, and i can't even access the maps toybox via Garry's Mod to obtain the map from the toybox folder

By the way, how come your Bedroom was deleted from garrysmod.org?
I deleted it because it was obsolete.  And for the fullbright issue: I don't know.  I think the normal maps are screwing up.  I'm going to see if I can figure it out.  Is it possible to delete a normal map from a bsp?

I realize now that this is indeed an outdated version of the map, it looks fine in Garry's Mod so it's probably some issue the SFM is having with it (unless you've unknowingly fixed this in the final version despite the SFM not being for public use at that time)

Is it possible to delete a normal map from a bsp?
Just remove the normal map's data from the VMT file i suppose