Difference between revisions of "Team Fortress Wiki:Weapon Demonstration"

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(Finished demonstration)
m (Remove defunct link + misc. updates)
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===Requirements===
 
===Requirements===
* Being able to run TF2 at a resolution of 1920x1080 or higher (must be 16:9 ratio), at more than 60 frames per second, on medium settings or higher, with DirectX 9, and at least 2x antialiasing, and recording with any [[#Useful information|screen recording programs]] at the same time.
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* Being able to run TF2 at a resolution of 1920x1080 or higher (must be 16:9 ratio), at more than 60 frames per second, on medium settings or higher, with DirectX 9, and at least 2x multisample anti-aliasing, and recording with any [[#Useful information|screen recording programs]] at the same time.
 
* Having the item you want to demonstrate. No name tag, no description tag, no craft number, no gifted item, and no Community quality. Item quality preference will be Normal > Unique > Vintage or Genuine > Other quality. Exceptions can be made for items that cannot exist in any of these qualities. If an item is more abundant or more easily obtainable in a different quality than these (e.g. Haunted quality for Halloween items), that alternate quality is also acceptable. If the item can be sprayed on, don't spray anything on it.
 
* Having the item you want to demonstrate. No name tag, no description tag, no craft number, no gifted item, and no Community quality. Item quality preference will be Normal > Unique > Vintage or Genuine > Other quality. Exceptions can be made for items that cannot exist in any of these qualities. If an item is more abundant or more easily obtainable in a different quality than these (e.g. Haunted quality for Halloween items), that alternate quality is also acceptable. If the item can be sprayed on, don't spray anything on it.
 
:{{c|Note:}} If you edit your game's files there must not be any way for viewers to tell that you did so (identical item level, plausible quality, same attributes, non-visibly-edited loadout screen). This guide will not provide any help on doing that.
 
:{{c|Note:}} If you edit your game's files there must not be any way for viewers to tell that you did so (identical item level, plausible quality, same attributes, non-visibly-edited loadout screen). This guide will not provide any help on doing that.
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#Download necessary custom files: [http://weaponref.wiki.tf/weaponref.7z weaponref.7z]. This can be extracted using [http://www.7-zip.org/download.html 7zip] or [https://www.win-rar.com/ WinRAR]. The <code>weaponref</code> folder and 2 VPK files go into <code><your team fortress 2 folder>/tf/custom</code>.
 
#Download necessary custom files: [http://weaponref.wiki.tf/weaponref.7z weaponref.7z]. This can be extracted using [http://www.7-zip.org/download.html 7zip] or [https://www.win-rar.com/ WinRAR]. The <code>weaponref</code> folder and 2 VPK files go into <code><your team fortress 2 folder>/tf/custom</code>.
 
#Disable any custom files you may have, such as custom HUDs, sounds, models; the included <code>demonstration.vpk</code> will override custom HUDs. Set your game to appropriate graphic settings.
 
#Disable any custom files you may have, such as custom HUDs, sounds, models; the included <code>demonstration.vpk</code> will override custom HUDs. Set your game to appropriate graphic settings.
#Disable the Steam overlay or go offline; quiet or quit all background applications that may interfere with the recording.
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#Do not use any game configs such as mastercomfig, chris config etc., as they may interfere and disable some game elements, like gibs, blood, ragdolls, damage numbers and so on.
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#Disable the Steam overlay or go offline; quiet or quit all background applications that may interfere with the recording, specially ones that have overlays (like Discord).
 
#The video should be recorded on <code>tr_karma</code> (preferred), <code>tr_karma_event</code> (for Halloween-related weapons only), or <code>tr_target_weaponref_hdr</code> (legacy, still acceptable if reusing <code>.dem</code> replays recorded on it or if you have performance issues with the other maps). Open TF2, open the console, and then type: <code>map tr_karma</code>, <code>map tr_karma_event</code>, or <code>map tr_target_weaponref_hdr</code>. Wait for the map to load.
 
#The video should be recorded on <code>tr_karma</code> (preferred), <code>tr_karma_event</code> (for Halloween-related weapons only), or <code>tr_target_weaponref_hdr</code> (legacy, still acceptable if reusing <code>.dem</code> replays recorded on it or if you have performance issues with the other maps). Open TF2, open the console, and then type: <code>map tr_karma</code>, <code>map tr_karma_event</code>, or <code>map tr_target_weaponref_hdr</code>. Wait for the map to load.
 
#Once the map has loaded, pick the class corresponding to the item you want to demonstrate.
 
#Once the map has loaded, pick the class corresponding to the item you want to demonstrate.
#In the Backpack, select <code>Show quality color borders</code>.
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#In the Backpack, select <code>Show quality color borders</code>, or use the command <code>cl_showbackpackrarities 1</code>.
 
#Before doing the demonstration, use the <code>A</code> loadout. Make sure the only thing equipped is the item that you want to demonstrate (possible exceptions are item that are meant to be demonstrated together, for example, Jarate + Bushwacka). Leave all other item slots with the default item that comes in these slots or empty. If you are demonstrating a taunt, equip it in the first slot and leave all others spaces empty. If you are demonstrating an item set, only equip the pertinent items.
 
#Before doing the demonstration, use the <code>A</code> loadout. Make sure the only thing equipped is the item that you want to demonstrate (possible exceptions are item that are meant to be demonstrated together, for example, Jarate + Bushwacka). Leave all other item slots with the default item that comes in these slots or empty. If you are demonstrating a taunt, equip it in the first slot and leave all others spaces empty. If you are demonstrating an item set, only equip the pertinent items.
 
#Wait for the setup time to finish and verify that your new loadout has been equipped (by taunting).
 
#Wait for the setup time to finish and verify that your new loadout has been equipped (by taunting).
 
#Open the console (press {{Key|`}}) and type <code>exec <configfilename></code>. The config file will change some of your settings to meet recording standard, such as fov, key binds, and also spawn bots and bind keys for recording. If you are demonstrating taunts and cosmetics, you possibly don't need the bots, you may skip doing this and change the appropriate settings according to the config file by yourself.  
 
#Open the console (press {{Key|`}}) and type <code>exec <configfilename></code>. The config file will change some of your settings to meet recording standard, such as fov, key binds, and also spawn bots and bind keys for recording. If you are demonstrating taunts and cosmetics, you possibly don't need the bots, you may skip doing this and change the appropriate settings according to the config file by yourself.  
#If you do executed the config file, four bots should spawn: A Pyro in front of you, a Soldier on the right side at mid-range, a Medic on the left side at long-range, and a Spy behind the crates on the left side (not visible by default). Re-executing the file will respawn all the bots at the correct location, in case you mess up. Pressing {{Key|F}} makes the bots fire. Pressing {{Key|N}} toggles "noclip".
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#If you do executed the config file, four bots should spawn: A Pyro in front of you, a Soldier on the right side at mid-range, a Medic on the left side at long-range, and a Spy behind the crates on the left side (not visible by default). Re-executing the file will respawn all the bots at the correct location, in case you mess up. Pressing {{Key|F}} makes the bots fire. Pressing {{Key|N}} toggles noclip (to fly around the map).
 
#Check the class icon for all items that will be equipped. If any of them are glitched, use the <code>no3d</code> console command to use the old icons. You can use <code>go3d</code> to undo this change.
 
#Check the class icon for all items that will be equipped. If any of them are glitched, use the <code>no3d</code> console command to use the old icons. You can use <code>go3d</code> to undo this change.
 
#Open your Backpack, click the item you want to demonstrate, and press "Keep" so that your avatar equips it in the loadout preview. Rotate the loadout preview to show off the item.
 
#Open your Backpack, click the item you want to demonstrate, and press "Keep" so that your avatar equips it in the loadout preview. Rotate the loadout preview to show off the item.
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* Add one of the <code>training_vid_*.mp3</code> files extracted from <code>.../steam/steamapps/common/Team Fortress 2/tf/tf2_sound_misc_dir.vpk → sound → misc</code>. If necessary, adjust the relative volumes between music and in-game sounds to match the ratio of the reference video. The default volume should be okay though. You can also use [http://www.mediafire.com/download/y0gjm9yekjj6zzx/Demonstration+Music+v2.rar this] set of pre-lengthened music files by [[User:Karmacharger|Karmacharger]].
 
* Add one of the <code>training_vid_*.mp3</code> files extracted from <code>.../steam/steamapps/common/Team Fortress 2/tf/tf2_sound_misc_dir.vpk → sound → misc</code>. If necessary, adjust the relative volumes between music and in-game sounds to match the ratio of the reference video. The default volume should be okay though. You can also use [http://www.mediafire.com/download/y0gjm9yekjj6zzx/Demonstration+Music+v2.rar this] set of pre-lengthened music files by [[User:Karmacharger|Karmacharger]].
 
* Edit your video so it's just like the video already on the channel. Add fade out effects to the end of the video, at the start of the video, and before and after every scene transition.
 
* Edit your video so it's just like the video already on the channel. Add fade out effects to the end of the video, at the start of the video, and before and after every scene transition.
* Export/Convert your video to a web-friendly format: It is recommended that you use [http://sourceforge.net/projects/x264vfw/ x264vfw], single-pass, quantizer-based with q being '''smaller than or equal to 20'''. Only 60fps videos are accepted.
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* Export/Convert your video to a web-friendly format: It is recommended that you use [http://sourceforge.net/projects/x264vfw/ x264vfw], single-pass, quantizer-based with q being '''smaller than or equal to 20'''. Only 60 FPS videos are accepted.
  
 
===Submission===
 
===Submission===
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*<code>r_cleardecals</code> - Clears all decals (blood and bullet holes) from the map.
 
*<code>r_cleardecals</code> - Clears all decals (blood and bullet holes) from the map.
 
*<code>addcond 35</code> - Places the player under a permanent crit boost. Use <code>removecond 35</code> to get rid of it.
 
*<code>addcond 35</code> - Places the player under a permanent crit boost. Use <code>removecond 35</code> to get rid of it.
*<code>cl_jiggle_bone_framerate_cutoff</code> - the minimum framerate at which the item's jigglebones still work. It is set to 45 fps by default, lower it to the desired value if you're rendering at low FPS.
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*<code>cl_jiggle_bone_framerate_cutoff</code> - the minimum framerate at which the item's jigglebones still work. It is set to 20 FPS by default, lower it to the desired value if you're rendering at low FPS.
 
*<code>ent_fire team_round_timer addtime ''<number>''</code> - Adds time to the timer of the round. Can be used with a negative number to remove time instead.
 
*<code>ent_fire team_round_timer addtime ''<number>''</code> - Adds time to the timer of the round. Can be used with a negative number to remove time instead.
 
*<code>cl_yawspeed</code> - Adjusts left/right turning (yaw) speed.
 
*<code>cl_yawspeed</code> - Adjusts left/right turning (yaw) speed.
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:Example:
 
:Example:
 
:<code>bind p "bot_teleport Friendly Spy x y z x1 y1 z1"</code> - Wrong.
 
:<code>bind p "bot_teleport Friendly Spy x y z x1 y1 z1"</code> - Wrong.
:<code>bind p "exec action.cfg"</code> while the file <code>action.cfg</code> contains <code>bot_teleport Friendly Spy x y z x1 y1 z1</code> - Correct.
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:<code>bind p "exec action.cfg"</code> while the file <code>action.cfg</code> contains <code>bot_teleport "Friendly Spy" x y z x1 y1 z1</code> - Correct.
  
 
===List of screen recording programs===
 
===List of screen recording programs===
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** Although not required, '''[https://code.google.com/archive/p/srcdemo2/ SrcDemo²]''' can be used with it to make it less painful to record smooth high-framerate footage.
 
** Although not required, '''[https://code.google.com/archive/p/srcdemo2/ SrcDemo²]''' can be used with it to make it less painful to record smooth high-framerate footage.
 
* '''[https://fraps.com Fraps]''' (full version only, require purchase)
 
* '''[https://fraps.com Fraps]''' (full version only, require purchase)
* '''[https://www.google.com/?#q=wegame WeGame (Google Search)]''' (defunct)
 
 
* '''[https://obsproject.com/ Open Broadcaster Software]'''
 
* '''[https://obsproject.com/ Open Broadcaster Software]'''
 
* '''[https://www.nvidia.com/en-us/geforce/geforce-experience/shadowplay/ Nvidia ShadowPlay]''' (Nvidia graphics card required)
 
* '''[https://www.nvidia.com/en-us/geforce/geforce-experience/shadowplay/ Nvidia ShadowPlay]''' (Nvidia graphics card required)

Revision as of 22:15, 19 August 2022

Weapon Demonstration Project

Thats a wrap.png

The Weapon Demonstration project's goal is to build a complete library of videos demonstrating the various aspects of all weapons, game mechanics, tools, and taunts in Team Fortress 2.

  • The idea: To have one consistent video style demonstrating how weapons, game mechanics, tools and taunts work.
  • The objective: To demonstrate how everything works: viewmodels, animations, special abilities, etc.
  • The benefits: Consistent, one video per page, looks good.

Anyone who meets the requirements can make a demonstration video that is needed for an item and submit the video for review, if the video meets the standard and is approved by Wiki administrators, your video will be uploaded to the Official TF2 Wiki Channel on YouTube and Bilibili. Check the section below for detailed requirements and a guide on how to make a demonstration video. You may also find the demonstration video that is needed or needs to be redone on this page. Feel free to ask any questions before starting making the demonstration on the talk page.

Reference video

Following the structure of the following videos should give you a basic idea of what is expected. Visit the Official TF2 Wiki YouTube Channel for more videos.

Weapon

Taunt

Tool

Key

  • T (Talk): Link to talk page section
  • D (thumbnail Download): Direct link to the thumbnail image. Turns red when there is no thumbnail uploaded. How to make thumbnails.
  • U (thumbnail Upload): Link to thumbnail upload page. The file name and description are automatically populated; only the image file needs to be selected from the user's computer.

Due to MediaWiki limitations, D and U need to be both displayed at all times, even though they are mutually exclusive.

Needed Demonstrations

Tools

Mechanics

Taunts

Demonstrations that need to be redone

Done