Difference between revisions of "Help:Unusual and Killstreak renders"

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Below are tutorials on how to render different Unusual effect types.
 
Below are tutorials on how to render different Unusual effect types.
  
=== Cosmetic Unusuals ===
+
=== Adding the particle ===
Using the following process, you can render Cosmetic Unusual effects in the current format.
 
 
 
==== Adding the particle ====
 
 
#Set your camera to {{code|cam_cosmetic}}.
 
#Set your camera to {{code|cam_cosmetic}}.
 
#Click the '''+''' icon in  animation set editor. Create an animation set for a new particle system.
 
#Click the '''+''' icon in  animation set editor. Create an animation set for a new particle system.
Line 30: Line 27:
 
#* Set all other fields to {{code|999}}.
 
#* Set all other fields to {{code|999}}.
  
==== Positioning the particle ====
+
=== Positioning the particle ===
 
#Switch to the motion editor in the timeline window.
 
#Switch to the motion editor in the timeline window.
#Find the '''transform - pos''' field of your particle system. In respective order, change each 0 to {{code|-3.32202}} {{code|160.479}} {{code|1.57848}}. It should now be in the same position as the particle system named '''REGULAR'''. If not, manually move your particle system to be as close to '''REGULAR''' as possible.
+
#Next, this will branch off depending on what you're trying to render:
 +
#* '''FOR COSMETIC UNUSUAL EFFECTS:'''
 +
#** Find the '''transform - pos''' field of your particle system. In respective order, change each 0 to {{code|-3.32202}} {{code|160.479}} {{code|1.57848}}. It should now be in the same position as the particle system named '''REGULAR'''. If not, manually move your particle system to be as close to '''REGULAR''' as possible.
 +
#* '''FOR TAUNT UNUSUAL EFFECTS:'''
 +
#** Find the '''transform - pos''' field of your particle system. In respective order, chhange each 0 to {{code|322.465}} {{code|-3.76758}} {{code|-64.2641}}. It should now be in the same position as the particle system named '''REGULAR_TAUNT'''. If not, manually move your particle system to be as close to '''REGULAR_TAUNT''' as possible.
 +
#* '''FOR WEAPON UNUSUAL EFFECTS WITH 1 CONTROL POINT:'''
 +
#** Find the '''transform - pos''' field of your particle system. In respective order, change each 0 to {{code|49}} {{code|20.5}} {{code|-23.25}}. Under this, find '''transform - rot'''. In respective order, change each 0 to {{code|-2.63369}} {{code|13.6412}} {{code|-127.413}}.  It should now be in the same position and rotation as the particle system named '''WEP_COOL'''. If not, manually move your particle system to be as close to '''WEP_COOL''' as possible.
 +
#* '''FOR WEAPON UNUSUAL EFFECTS WITH MORE THAN 1 CONTROL POINT:'''
 +
#** Find the '''transform - pos''' field of your particle system. In respective order, change each 0 to {{code|49}} {{code|20.5}} {{code|-23.25}}. Now, the '''controlPoint4 - pos''' field of your particle system. In respective order, change each 0 to {{code|15}} {{code|20}} {{code|0}}. It should now be in the same position and rotation as the particle system named '''WEP_ENERGY'''. If not, manually move your particle system to be as close to '''WEP_ENERGY''' as possible.
 
#In the timeline window, move your current frame to anything below 0, and then to 10 in that exact order.
 
#In the timeline window, move your current frame to anything below 0, and then to 10 in that exact order.
 
#* You can get to 10 on the exact frame by using your arrow keys to navigate frame-by-frame through the timeline.
 
#* You can get to 10 on the exact frame by using your arrow keys to navigate frame-by-frame through the timeline.
 
#* 10 is the most used frame for images, but can be adjusted as needed if 10 isn't the best frame for your render.
 
#* 10 is the most used frame for images, but can be adjusted as needed if 10 isn't the best frame for your render.
  
==== Finalizing the particle ====
+
=== Finalizing the particle ===
#Right click your particle in the animation set editor. Go to '''Show in Element Viewer''', and then '''Particle System'''.
 
#Replace the particleSystemType field with your particle's filename.
 
#Your particle should now be ready to export. Click on '''File''' at the top left, and export as a poster. The image size should be 1920x1080.
 
#When your render exports, it can be found in {{code|\SourceFilmmaker\game\usermod\elements\renders}}. Use your favorite image editing software to crop the width to 1080. The image will now be 1080x1080 and is ready for use on the wiki!
 
 
 
=== Taunt Unusuals ===
 
Using the following process, you can render Taunt Unusual effects in the current TF Wiki format.
 
 
 
==== Adding the particle ====
 
#Set your camera to {{code|cam_cosmetic}}.
 
#Click the '''+''' icon in  animation set editor. Create an animation set for a new particle system.
 
#There will be a few fields for you to fill out.
 
#* Set '''Particle System Definition File''' to the .pcf of your Unusual effect set.
 
#* We'll ignore '''Particle System Definition''' for now.
 
#* Set '''Start Time''' to {{code|0}}.
 
#* Set all other fields to {{code|999}}.
 
 
 
==== Positioning the particle ====
 
#Switch to the motion editor in the timeline window.
 
#Find the '''transform - pos''' field of your particle system. In respective order, chhange each 0 to {{code|322.465}} {{code|-3.76758}} {{code|-64.2641}}. It should now be in the same position as the particle system named '''REGULAR_TAUNT'''. If not, manually move your particle system to be as close to '''REGULAR_TAUNT''' as possible.
 
#In the timeline window, move your current frame to anything below 0, and then to 10 in that exact order.
 
#* You can get to 10 on the exact frame by using your arrow keys to navigate frame-by-frame through the timeline.
 
#* 10 is the most used frame for images, but can be adjusted as needed if 10 isn't the best frame for your render.
 
 
 
==== Finalizing the particle ====
 
 
#Right click your particle in the animation set editor. Go to '''Show in Element Viewer''', and then '''Particle System'''.
 
#Right click your particle in the animation set editor. Go to '''Show in Element Viewer''', and then '''Particle System'''.
 
#Replace the particleSystemType field with your particle's filename.
 
#Replace the particleSystemType field with your particle's filename.
 
#Your particle should now be ready to export. Click on '''File''' at the top left, and export as a poster. The image size should be 1920x1080.
 
#Your particle should now be ready to export. Click on '''File''' at the top left, and export as a poster. The image size should be 1920x1080.
 
#When your render exports, it can be found in {{code|\SourceFilmmaker\game\usermod\elements\renders}}. Use your favorite image editing software to crop the width to 1080. The image will now be 1080x1080 and is ready for use on the wiki!
 
#When your render exports, it can be found in {{code|\SourceFilmmaker\game\usermod\elements\renders}}. Use your favorite image editing software to crop the width to 1080. The image will now be 1080x1080 and is ready for use on the wiki!
 
=== Weapon Unusuals ===
 
==== Normal Weapon Unusuals ====
 
Using the following process, you can render normal Weapon Unusual effects in the current TF Wiki format. Normal Weapon Unusuals only use 1 control point, and the effect does not "trail up" the weapon.
 
 
==== Adding the particle ====
 
#Set your camera to {{code|cam_cosmetic}}.
 
#Click the '''+''' icon in  animation set editor. Create an animation set for a new particle system.
 
#There will be a few fields for you to fill out.
 
#* Set '''Particle System Definition File''' to the .pcf of your Unusual effect set.
 
#* We'll ignore '''Particle System Definition''' for now.
 
#* Set '''Start Time''' to {{code|0}}.
 
#* Set all other fields to {{code|999}}.
 
 
==== Positioning the particle ====
 
#Switch to the motion editor in the timeline window.
 
#Find the '''transform - pos''' field of your particle system. In respective order, change each 0 to {{code|49}} {{code|20.5}} {{code|-23.25}}. Under this, find '''transform - rot'''. In respective order, change each 0 to {{code|-2.63369}} {{code|13.6412}} {{code|-127.413}}.  It should now be in the same position as the particle system named '''WEP_COOL'''. If not, manually move your particle system to be as close to '''WEP_COOL''' as possible.
 
#In the timeline window, move your current frame to anything below 0, and then to 10 in that exact order.
 
#* You can get to 10 on the exact frame by using your arrow keys to navigate frame-by-frame through the timeline.
 
#* 10 is the most used frame for images, but can be adjusted as needed if 10 isn't the best frame for your render.
 
 
===== Finalizing the particle =====
 
#Right click your particle in the animation set editor. Go to '''Show in Element Viewer''', and then '''Particle System'''.
 
#Replace the particleSystemType field with your particle's filename.
 
#Your particle should now be ready to export. Click on '''File''' at the top left, and export as a poster. The image size should be 1920x1080.
 
#When your render exports, it can be found in {{code|\SourceFilmmaker\game\usermod\elements\renders}}. Use your favorite image editing software to crop the width to 1080. The image will now be 1080x1080 and is ready for use on the wiki!
 
 
==== Dynamic Weapon Unusuals ====
 
Using the following process, you can render dynamic Weapon Unusual effects in the current TF Wiki format. Dynamic Weapon Unusuals normally use 4 control points, which allows the effect to "trail up" the weapon. For this tutorial, we'll be rendering the '''Isotope''' Unusual effect.
 
 
===== Adding the particle =====
 
#If a new Unusual has been added to the game, you'll first want to check the Unusual files by opening {{code|\Team Fortress 2\tf\tf2_misc_dir.vpk}} with GCFScape and then opening the {{code|particles}} folder.
 
#* New Unusual sets should normally be found with the prefix {{code|weapon_unusual_}}.
 
#* If there is a new Unusual, extract it from GCFScape into {{code|\SourceFilmmaker\game\usermod\particles}}.
 
#Switch over to SFM and set your camera to {{code|cam_weapon}}.
 
#Right click on the animation set editor. Create an animation set for a new particle system.
 
#There will be a few fields for you to fill out.
 
#* Set the definition file to the .pcf of your Unusual effect set.
 
#* Set the definition to {{code|weapon_unusual_(effect)_shotgun_vm}}. For this tutorial, we'll be doing {{code|weapon_unusual_isotope_shotgun_vm}}.
 
#* Set the start time to 0.
 
#* Set all other fields to 999.
 
<gallery perrow="4">
 
File:ParticleRender_positionParticle3_weapon.png| Switching the camera
 
File:ParticleRender_createParticle.png| Creating a new particle system
 
File:ParticleRender_createParticle2_weapon2.png| Customizing your new particle system
 
</gallery>
 
 
===== Positioning the particle =====
 
#Switch to the motion editor in the timeline window.
 
#Find the "transform - pos" field of your particle system. In respective order, change each 0 to {{code|49}} {{code|20.5}} {{code|-23.25}}. It should now be in the same position as the particle system named '''WEP_ENERGY'''. If not, manually move your particle system to be as close to '''WEP_ENERGY''' as possible.
 
#Find the "controlPoint4 - pos" field of your particle system. In respective order, change each 0 to {{code|15}} {{code|20}} {{code|0}}. It should now be in the same trail position as '''WEP_ENERGY'''. If not, manually move your particle system to be as close to '''WEP_ENERGY''' as possible.
 
#In the timeline window, move your current time from 0 to anything below 0, and then to 10 in that exact order.
 
#* You can get to 10 on the exact frame by using your arrow keys to navigate frame-by-frame through the timeline.
 
#* 10 is the most used on Unusual effect images, but can be adjusted as needed if 10 isn't the best frame for your render.
 
 
<gallery perrow="4">
 
File:ParticleRender_positionParticle.png| Switching to motion editor
 
File:ParticleRender_positionParticle2.png| transform - pos and transform - rot
 
File:ParticleRender_positionParticle4.png| Moving your current frame correctly
 
File:ParticleRender_positionParticle5_weapon2.png| What your particle should look like after doing everything correctly
 
</gallery>
 
 
===== Finalizing the particle =====
 
#Right click on your viewport window, and go to {{code|Render Settings}}. Your settings should match the picture's.
 
#Your particle should now be ready to export. Click on {{code|File}} at the top right, and export as a poster. The image size should be 1920x1080.
 
#When your render exports, it can be found in {{code|\SourceFilmmaker\game\usermod\elements\renders}}. Use your favorite image editing software to crop the width to 1080. The image will now be 1080x1080 and is ready for use on the Wiki!
 
 
<gallery perrow="5">
 
File:ParticleRender_renderParticle3_weapon2.png| Exporting
 
File:ParticleRender_renderParticle4.png| '''YOUR SETTINGS MUST MATCH THESE'''
 
File:Unusual_Isotope.png| The final product
 
</gallery>
 
 
== Rendering Killstreakers ==
 
Below is a tutorial on how to render Killstreakers. Using the following process, you can render Killstreakers in the current format. For this tutorial, we'll be rendering the '''Incinerator''' Killstreaker.
 
 
=== Adding the particle ===
 
#Switch over to SFM and set your camera to {{code|cam_cosmetic}}.
 
#Right click on the animation set editor. Create an animation set for a new particle system.
 
#There will be a few fields for you to fill out.
 
#* Set the definition file to the .pcf of your Killstreaker.
 
#* We'll ignore the definition for now.
 
#* Set the start time to 0.
 
#* Set all other fields to 999.
 
#* Repeat this, so you have 2 Killstreaker particle files.
 
<gallery perrow="4">
 
File:ParticleRender_positionParticle3.png| Switching the camera
 
File:ParticleRender_createParticle.png| Creating a new particle system
 
File:ParticleRender_createParticle2.png| Customizing your new particle system
 
</gallery>
 
 
=== Positioning the particle ===
 
#Switch to the motion editor in the timeline window.
 
#For the left eye:
 
#* Find the "transform - pos" field of your particle system. In respective order, change each 0 to {{code|-6.58228}} {{code|88.4583}} {{code|3.20387}}. Under this, find "transform - rot". In respective order, change each 0 to {{code|0}} {{code|0}} {{code|-139.361}}. It should now be in the same position as the particle system named '''REGULAR'''. If not, manually move your particle system to be as close to '''KS_EYE_L''' as possible.
 
#For the right eye:
 
#* Find the "transform - pos" field of your particle system. In respective order, change each 0 to {{code|-3.38623}} {{code|86.2521}} {{code|1.85855}}. Under this, find "transform - rot". In respective order, change each 0 to {{code|0}} {{code|0}} {{code|-75.4642}}. It should now be in the same position as the particle system named '''REGULAR'''. If not, manually move your particle system to be as close to '''KS_EYE_R''' as possible.
 
#In the timeline window, move your current time from 0 to anything below 0, and then to 10 in that exact order.
 
#* You can get to 10 on the exact frame by using your arrow keys to navigate frame-by-frame through the timeline.
 
#* 10 is the most used on Killstreaker images, but can be adjusted as needed if 10 isn't the best frame for your render.
 
 
<gallery perrow="4">
 
File:ParticleRender_positionParticle.png| Switching to motion editor
 
File:ParticleRender_positionParticle2.png| transform - pos
 
File:ParticleRender_positionParticle4.png| Moving your current frame correctly
 
File:ParticleRender_positionParticle5.png| What your particle should look like after doing everything correctly
 
</gallery>
 
 
=== Finalizing the particle ===
 
#Right click your particle in the animation set editor. Go to {{code|Show in Element Viewer}} > {{code|Particle System}}
 
#Replace the particleSystemType field with your particle's filename. In the case of '''Incinerator''', it would be {{code|killstreak_t6_lvl1}}.
 
#Right click on your viewport window, and go to {{code|Render Settings}}. Your settings should match the picture's.
 
#Your particle should now be ready to export. Click on {{code|File}} at the top right, and export as a poster. The image size should be 1920x1080.
 
#When your render exports, it can be found in {{code|\SourceFilmmaker\game\usermod\elements\renders}}. Use your favorite image editing software to crop the width to 1080. The image will now be 1080x1080 and is ready for use on the Wiki!
 
 
<gallery perrow="5">
 
File:ParticleRender_renderParticle.png| Going to the Particle System in Element Viewer
 
File:ParticleRender_renderParticle2.png| What particleSystemType should look like, replace with your particle filename
 
File:ParticleRender_renderParticle3.png| Exporting
 
File:ParticleRender_renderParticle4.png| '''YOUR SETTINGS MUST MATCH THESE'''
 
File:ParticleRender_renderParticle5.png| The final product
 
</gallery>
 

Revision as of 20:11, 17 April 2020


This Unusual & Killstreaker renders tutorial will show you how to render images of Unusual effects and Killstreakers in Source Filmmaker, for use in update, Unusual, or Killstreak related pages. Only minimal Source Filmmaker knowledge is required.

Getting Started

The following process will provide you with all of the tools you need to open the original project file use for renders from late 2019 and onward. Vanilla SFM is missing a lot of files required for the project to work, and also uses incorrect versions of other files. Following these instructions should fix all of that.

  1. First off, download SFM if you haven't already. You'll also want GCFScape and VTFEdit.
  2. Download this ZIP file.
  3. Open and extract it. You should have a tf folder and a usermod folder.
  4. Drag these 2 folders into SourceFilmmaker/game, your main SFM folder.
  5. Open SFM and right click on your viewport window. Select Render Settings, and turn off Ambient Occlusion.

Congratulations! You're now ready for rendering rendering Unusual effects and Killstreakers.

Rendering Unusual effects

Below are tutorials on how to render different Unusual effect types.

Adding the particle

  1. Set your camera to cam_cosmetic.
  2. Click the + icon in animation set editor. Create an animation set for a new particle system.
  3. There will be a few fields for you to fill out.
    • Set Particle System Definition File to the .pcf of your Unusual effect set.
    • We'll ignore Particle System Definition for now.
    • Set Start Time to 0.
    • Set all other fields to 999.

Positioning the particle

  1. Switch to the motion editor in the timeline window.
  2. Next, this will branch off depending on what you're trying to render:
    • FOR COSMETIC UNUSUAL EFFECTS:
      • Find the transform - pos field of your particle system. In respective order, change each 0 to -3.32202 160.479 1.57848. It should now be in the same position as the particle system named REGULAR. If not, manually move your particle system to be as close to REGULAR as possible.
    • FOR TAUNT UNUSUAL EFFECTS:
      • Find the transform - pos field of your particle system. In respective order, chhange each 0 to 322.465 -3.76758 -64.2641. It should now be in the same position as the particle system named REGULAR_TAUNT. If not, manually move your particle system to be as close to REGULAR_TAUNT as possible.
    • FOR WEAPON UNUSUAL EFFECTS WITH 1 CONTROL POINT:
      • Find the transform - pos field of your particle system. In respective order, change each 0 to 49 20.5 -23.25. Under this, find transform - rot. In respective order, change each 0 to -2.63369 13.6412 -127.413. It should now be in the same position and rotation as the particle system named WEP_COOL. If not, manually move your particle system to be as close to WEP_COOL as possible.
    • FOR WEAPON UNUSUAL EFFECTS WITH MORE THAN 1 CONTROL POINT:
      • Find the transform - pos field of your particle system. In respective order, change each 0 to 49 20.5 -23.25. Now, the controlPoint4 - pos field of your particle system. In respective order, change each 0 to 15 20 0. It should now be in the same position and rotation as the particle system named WEP_ENERGY. If not, manually move your particle system to be as close to WEP_ENERGY as possible.
  3. In the timeline window, move your current frame to anything below 0, and then to 10 in that exact order.
    • You can get to 10 on the exact frame by using your arrow keys to navigate frame-by-frame through the timeline.
    • 10 is the most used frame for images, but can be adjusted as needed if 10 isn't the best frame for your render.

Finalizing the particle

  1. Right click your particle in the animation set editor. Go to Show in Element Viewer, and then Particle System.
  2. Replace the particleSystemType field with your particle's filename.
  3. Your particle should now be ready to export. Click on File at the top left, and export as a poster. The image size should be 1920x1080.
  4. When your render exports, it can be found in \SourceFilmmaker\game\usermod\elements\renders. Use your favorite image editing software to crop the width to 1080. The image will now be 1080x1080 and is ready for use on the wiki!