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

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(basically fixed now)
(new zip)
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# First off, download SFM if you haven't already. You'll also want [[vdc:GCFScape|GCFScape]] and [[vdc:VTFEdit|VTFEdit]].
 
# First off, download SFM if you haven't already. You'll also want [[vdc:GCFScape|GCFScape]] and [[vdc:VTFEdit|VTFEdit]].
# Download [https://www.mediafire.com/file/42ed1bihntm1ixc/unusual.zip/file this ZIP file].
+
# Download [https://www.mediafire.com/file/thnhko39jznpv40/unusual.zip/file this ZIP file]. <small>Last updated 6/20/2020</small>
 
# Open and extract it. You should have a {{code|tf}} folder and a {{code|usermod}} folder.
 
# Open and extract it. You should have a {{code|tf}} folder and a {{code|usermod}} folder.
 
# Drag these 2 folders into {{code|SourceFilmmaker/game}}, your main SFM folder.
 
# Drag these 2 folders into {{code|SourceFilmmaker/game}}, your main SFM folder.

Revision as of 05:02, 20 June 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. Last updated 6/20/2020
  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 is the tutorial for rendering Unusual effects.

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!

Rendering Killstreakers

Below is the tutorial for rendering a Killstreaker.

Adding the particles

  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.
    • Do this again. This should leave you with 2 particles, one for each eye.

Positioning the particles

  1. Switch to the motion editor in the timeline window.
  2. Next, this will branch off depending on what eye you're adjusting:
    • FOR THE LEFT EYE:
      • Find the transform - pos field of your particle system. In respective order, change each 0 to -6.58228 88.4583 3.20387. Under this, find transform - rot. In respective order, change each 0 to 0 0 -139.361. It should now be in the same position and rotation as the particle system named KS_EYE_L. 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 -3.38623 86.2521 1.85855. Under this, find transform - rot. In respective order, change each 0 to 0 0 -75.4402. It should now be in the same position and rotation as the particle system named KS_EYE_R. If not, manually move your particle system to be as close to KS_EYE_R 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 particles

  1. Right click your particles 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 particles 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!