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

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(created a brand new tutorial on how to properly render Unusual effects. will probably be editing this a ton in the following days)
 
(Getting Started)
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{{Help navbar}}
 
{{Help navbar}}
  
This '''Unusual Renders''' tutorial will show you how to render images of [[Unusual]] effects in [[Source Filmmaker]] for use in update or Unusual related pages. Only minimal Source Filmmaker knowledge is required.
+
This '''Unusual & Killstreak renders''' tutorial will show you how to render images of [[Unusual|Unusual effects]], [[Killstreak_Kit#Specialized_Killstreak_Kit|Killstreak Sheens]], and [[Killstreak_Kit#Professional_Killstreak_Kit|Killstreaker effects]] in [[Source Filmmaker]], for use in update, Unusual, and/or Killstreak related pages. Only minimal Source Filmmaker knowledge is required.
  
 
== Getting Started ==
 
== 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.
 
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.
  
# 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.
# Once SFM is installed, you'll first want to download the '''[https://cdn.discordapp.com/attachments/660954181619941377/660969593451315200/unusualdemo.dmx original project file]''' used for current renders. Place this file in {{code|\SourceFilmmaker\game\usermod\elements\sessions}}.
+
# Download [http://www.mediafire.com/file/gzxpcn0xtwabxz2/unusual.zip/file this ZIP file]. <small>Last updated 12/3/2020</small>
# Before you open the project file, you need to download all of the files it uses firsts. Currently, two SFM Workshop files are used to  [https://steamcommunity.com/sharedfiles/filedetails/?id=355333862 fix the Molten Mallard particle] and [https://steamcommunity.com/sharedfiles/filedetails/?id=1138601202 fix Weapon Unusuals].
+
# Open and extract it. You should have a folder called {{code|game}}.
#Open {{code|\Team Fortress 2\tf\tf2_misc_dir.vpk}} with GCFScape. Open the {{code|particles}} folder and extract every file ending in {{code|_unusuals.pcf}} to your desktop. As of the [[December 16, 2019 Patch]], this should leave you with:
+
# Drag this folder into the {{code|SourceFilmmaker}} folder, your main SFM folder. Say yes to replacing duplicate files.
#* {{code|halloween2015_unusuals.pcf}}
+
# Open SFM and right click on your viewport window. Select '''Render Settings''', and turn off '''Motion Blur''' and '''Ambient Occlusion'''.
#* {{code|halloween2016_unusuals.pcf}}
 
#* {{code|halloween2018_unusuals.pcf}}
 
#* {{code|halloween2019_unusuals.pcf}}
 
#* {{code|invasion_unusuals.pcf}}
 
#* {{code|smissmas2019_unusuals.pcf}}
 
#Move the particle files to {{code|\SourceFilmmaker\game\usermod\particles}}. If this filepath doesn't exist yet, create it.
 
#Open {{code|\Team Fortress 2\tf\tf2_misc_dir.vpk}} again. Extract the {{code|materials\effects}} folder to your desktop.
 
#Open {{code|\Team Fortress 2\tf\tf2_textures_dir.vpk}}. Extract the {{code|materials\effects}} folder to your desktop. This should merge it with the already existing folder and there should now be an assortment of .vtf and .vmt files.
 
#Delete {{code|\SourceFilmmaker\game\tf\materials\effects}} and replace it with the {{code|effects}} folder from your desktop.
 
#In your new effects folder, find the following files and do as instructed:
 
#* Find {{code|diamond_glow.vmt}} and replace it with [https://cdn.discordapp.com/attachments/660954181619941377/660958557159686162/diamond_glow.vmt this].
 
#* Find {{code|debris_chunk_add.vmt}} and replace it with [https://cdn.discordapp.com/attachments/660954181619941377/660959141438685204/debris_chunk_add.vmt this].
 
#* Find {{code|wispy_smoke_add.vmt}} and replace it with [https://cdn.discordapp.com/attachments/660954181619941377/660958493364322345/wispy_smoke_add.vmt this].
 
#Open {{code|\Team Fortress 2\tf\tf2_misc_dir.vpk}} once more. Extract the {{code|materials\unusual}} folder to your desktop.
 
#Open {{code|\Team Fortress 2\tf\tf2_textures_dir.vpk}}. Extract the {{code|materials\unusual}} folder to your desktop. This will merge it with the existing folder.
 
#Place the {{code|unusual}} folder in {{code|\SourceFilmmaker\game\tf\materials}}
 
  
Congratulations! Your SFM files should be ready to go for rendering Unusual effects.
+
Congratulations! You're now ready for rendering rendering Unusual effects, Killstreak Sheens, and Killstreaker effects.
  
== Rendering Cosmetic Unusual effects ==
+
== Rendering Unusual effects ==
Using the following process, you can render Cosmetic Unusual effects in the current TF Wiki format. For this tutorial, we'll be rendering the '''Sparkling Lights''' Unusual effect.
+
Below is the tutorial for rendering Unusual effects.
  
 
=== Adding the particle ===
 
=== Adding the particle ===
#If a new Unusual series 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.
+
#Set your camera to {{code|cam_cosmetic}}, {{code|cam_taunt}}, or {{code|cam_weapon}}, depending on the type.
#* New Unusual sets should normally be found with the suffix {{code|_unusuals.pcf}}.
+
#Click the '''+''' icon in the animation set editor. Create an animation set for a new particle system.
#* If there is a new Unusual set, extract it from GCFScape into {{code|\SourceFilmmaker\game\usermod\particles}}.
 
#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.
 
#There will be a few fields for you to fill out.
#* Set the definition file to the .pcf of your Unusual effect set.
+
#* Set '''Particle System Definition File''' to the .pcf of your Unusual effect set.
#* We'll ignore the definition for now.
+
#* We'll ignore '''Particle System Definition''' for now.
#* Set the start time to 0.
+
#* Set '''Start Time''' to {{code|0}}.
#* Set all other fields to 999.
+
#* Set all other fields to something big, like {{code|999}}.
<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 ===
 
=== 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:
#In the timeline window, move your current time from 0 to anything below 0, and then to 10 in that exact order.
+
#* '''FOR COSMETIC UNUSUAL EFFECTS:'''
 +
#** Find the '''pyro_cosmetic''' model, near the top of the animation set list. Collapse it, collapse '''Body''', and select '''bip_head'''. Now, go to your particle animation set. Collapse it, collapse '''all''', and select '''transform'''. Drag the Pyro's '''bip_head''' into the particle's '''transform'''. Now, select the entire particle, and drag the '''Zero''' slider all the way to the right.
 +
#* '''FOR TAUNT UNUSUAL EFFECTS:'''
 +
#** Find the '''pyro_taunt''' model, near the middle of the animation set list. Collapse it, collapse '''Body''', and select '''rootTransform'''. Now, go to your particle animation set. Collapse it, collapse '''all''', and select '''transform'''. Drag the Pyro's '''rootTransform''' into the particle's '''transform'''. Now, select the entire particle, and drag the '''Zero''' slider all the way to the right.
 +
#* '''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.
 
#* 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 on Unusual effect 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.
  
<gallery perrow="4">
+
=== Finalizing the particle ===
File:ParticleRender_positionParticle.png| Switching to motion editor
+
#Right click your particle in the animation set editor. Go to '''Show in Element Viewer''', and then '''Particle System'''.
File:ParticleRender_positionParticle2.png| transform - pos
+
#Replace the particleSystemType field with your particle's filename.
File:ParticleRender_positionParticle4.png| Moving your current frame correctly
+
#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.
File:ParticleRender_positionParticle5.png| What your particle should look like after doing everything correctly
+
#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>
+
 
 +
== Rendering Killstreak Sheens ==
 +
Below is the tutorial for rendering Killstreak Sheens.
 +
 
 +
=== Preparing the Sheen ===
 +
#Set your camera to {{code|cam_weapon}}.
 +
#Hide the '''shotgun''' model and show the '''shotgun_sheen''' model.
 +
#Right click '''shotgun_sheen''' in the animation set editor. Go to '''Show in Element Viewer''', and then '''Model'''.
 +
#Scroll down to '''materials''', and expand it.
 +
#Change '''$envmaptint''' to the color of the Sheen you're rendering.
  
 
=== Finalizing the particle ===
 
=== Finalizing the particle ===
#Right click your particle in the animation set editor. Go to {{code|Show in Element Viewer}} > {{code|Particle System}}
+
#Your Sheen should now be ready to export. Click on '''File''' at the top left, and export as a poster. The image size should be 1920x1080.
#Replace the particleSystemType field with your particle's filename. In the case of '''Sparkling Lights''', it would be {{code|unusual_sparkling_lights_parent02}}.
+
#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!
#Right click on your viewport window, and go to {{code|Render Settings}}. Your settings should match the picture's.
+
#Due to the nature of Killstreak Sheens, it may take multiple attempts to get a good render. You'll want to use [[:File:Killstreak_sheen_Agonizing_Emerald.png|existing images]] as reference.
#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!
+
== Rendering Killstreaker effects ==
 +
Below is the tutorial for rendering a Killstreaker effect.
 +
 
 +
=== Adding the particles ===
 +
#Set your camera to {{code|cam_cosmetic}}.
 +
#Click the '''+''' icon in 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 '''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 something big, like {{code|999}}.
 +
#* Do this again. This should leave you with 2 particles, one for each eye.
 +
 
 +
=== Positioning the particles ===
 +
#Switch to the motion editor in the timeline window.
 +
#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 {{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 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 {{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|-75.4402}}. 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.
 +
#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.
  
<gallery perrow="5">
+
=== Finalizing the particles ===
File:ParticleRender_renderParticle.png| Going to the Particle System in Element Viewer
+
#Right click your particles in the animation set editor. Go to '''Show in Element Viewer''', and then '''Particle System'''.
File:ParticleRender_renderParticle2.png| What particleSystemType should look like, replace with your particle filename
+
#Replace the particleSystemType field with your particle's filename.
File:ParticleRender_renderParticle3.png| '''YOUR SETTINGS MUST MATCH THESE'''
+
#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.
File:ParticleRender_renderParticle4.png| Exporting
+
#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!
File:ParticleRender_renderParticle5.png| The final product
 
</gallery>
 

Revision as of 02:18, 4 December 2020

This Unusual & Killstreak renders tutorial will show you how to render images of Unusual effects, Killstreak Sheens, and Killstreaker effects in Source Filmmaker, for use in update, Unusual, and/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.
  2. Download this ZIP file. Last updated 12/3/2020
  3. Open and extract it. You should have a folder called game.
  4. Drag this folder into the SourceFilmmaker folder, your main SFM folder. Say yes to replacing duplicate files.
  5. Open SFM and right click on your viewport window. Select Render Settings, and turn off Motion Blur and Ambient Occlusion.

Congratulations! You're now ready for rendering rendering Unusual effects, Killstreak Sheens, and Killstreaker effects.

Rendering Unusual effects

Below is the tutorial for rendering Unusual effects.

Adding the particle

  1. Set your camera to cam_cosmetic, cam_taunt, or cam_weapon, depending on the type.
  2. Click the + icon in the 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 something big, like 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 pyro_cosmetic model, near the top of the animation set list. Collapse it, collapse Body, and select bip_head. Now, go to your particle animation set. Collapse it, collapse all, and select transform. Drag the Pyro's bip_head into the particle's transform. Now, select the entire particle, and drag the Zero slider all the way to the right.
    • FOR TAUNT UNUSUAL EFFECTS:
      • Find the pyro_taunt model, near the middle of the animation set list. Collapse it, collapse Body, and select rootTransform. Now, go to your particle animation set. Collapse it, collapse all, and select transform. Drag the Pyro's rootTransform into the particle's transform. Now, select the entire particle, and drag the Zero slider all the way to the right.
    • 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 Killstreak Sheens

Below is the tutorial for rendering Killstreak Sheens.

Preparing the Sheen

  1. Set your camera to cam_weapon.
  2. Hide the shotgun model and show the shotgun_sheen model.
  3. Right click shotgun_sheen in the animation set editor. Go to Show in Element Viewer, and then Model.
  4. Scroll down to materials, and expand it.
  5. Change $envmaptint to the color of the Sheen you're rendering.

Finalizing the particle

  1. Your Sheen should now be ready to export. Click on File at the top left, and export as a poster. The image size should be 1920x1080.
  2. 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!
  3. Due to the nature of Killstreak Sheens, it may take multiple attempts to get a good render. You'll want to use existing images as reference.

Rendering Killstreaker effects

Below is the tutorial for rendering a Killstreaker effect.

Adding the particles

  1. Set your camera to cam_cosmetic.
  2. Click the + icon in the 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 something big, like 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!