Hi I wanted to try out depth of field (want to record/edit tf2) but i quickly found out that it isn't working.I've looked through other forums and it seems i'm not the only one. Do you have any idea why ?
make sure you're not playing demo, he only has one eye
Are you using HLAE or any other tools/plugins to achieve this? you might have to render multiple passes and do some post processing/editing in your video creation software to get an affect that resembles DoF
reshade has a custom DOF but idk how well it works with TF2, might as well try it
you can simulate static depth of field by rendering a depth overlay (r_depthoverlay 1) and using an appropriate effect that can use the depth data. however i've only ever used this in SFM and have no idea if that command works in game.
Reshade is probably your best bet for a really clean DOF implementation for a video
WiethoofdAre you using HLAE or any other tools/plugins to achieve this? you might have to render multiple passes and do some post processing/editing in your video creation software to get an affect that resembles DoF
pretty sure hlae cant record tf2 like csgo
pretty sure hlae cant record tf2 like csgo
stackore39WiethoofdAre you using HLAE or any other tools/plugins to achieve this? you might have to render multiple passes and do some post processing/editing in your video creation software to get an affect that resembles DoFpretty sure hlae cant record tf2 like csgo
you are mistaken. the only thing tf2 doesn't have is mirv_streams so we can't get certain stuff out of an AGR. additionally to my knowledge there isn't a clean way to implement DOF in tf2, you will need to use SFM unless some form of external plugin exists to inject post processing effects into the game that can ALSO be captured by recording software.
pretty sure hlae cant record tf2 like csgo[/quote]
you are mistaken. the only thing tf2 doesn't have is mirv_streams so we can't get certain stuff out of an AGR. additionally to my knowledge there isn't a clean way to implement DOF in tf2, you will need to use SFM unless some form of external plugin exists to inject post processing effects into the game that can ALSO be captured by recording software.