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

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{{Help navbar}}
 
{{Help navbar}}
{{todo|This is all WIP! Bear with me.}}
 
  
This '''Unusual & Killstreaker renders''' tutorial will show you how to render images of [[Template:Unusual effects|Unusual effects]] and [[Template:Killstreakers|Killstreakers]] in [[Source Filmmaker]], for use in update, Unusual, or Killstreak 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.
# Download [https://www.mediafire.com/file/42ed1bihntm1ixc/unusual.zip/file this ZIP file].
+
# Download [http://www.mediafire.com/file/gzxpcn0xtwabxz2/unusual.zip/file this ZIP file]. <small>Last updated 12/3/2020</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 folder called {{code|game}}.
# Drag these 2 folders into {{code|SourceFilmmaker/game}}, your main SFM folder.
+
# Drag this folder into the {{code|SourceFilmmaker}} folder, your main SFM folder. Say yes to replacing duplicate files.
# Open SFM and right click on your viewport window. Select '''Render Settings''', and turn off '''Ambient Occlusion'''.
+
# 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 and Killstreakers.
+
Congratulations! You're now ready for rendering rendering Unusual effects, Killstreak Sheens, and Killstreaker effects.
  
 
== Rendering Unusual effects ==
 
== Rendering Unusual effects ==
Below are tutorials on how to render different Unusual effect types.
+
Below is the tutorial for rendering Unusual effects.
  
=== Cosmetic Unusuals ===
+
=== Adding the particle ===
Using the following process, you can render Cosmetic Unusual effects in the current format. For this tutorial, we'll be rendering the '''Sparkling Lights''' Unusual effect.
+
#Set your camera to {{code|cam_cosmetic}}, {{code|cam_taunt}}, or {{code|cam_weapon}}, depending on the type.
 
+
#Click the '''+''' icon in the animation set editor. Create an animation set for a new particle system.
==== 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.
 
#There will be a few fields for you to fill out.
#* Set '''Particle System Definition File''' to the .pcf of your Unusual effect set. For '''Sparkling Lights''', this would be {{code|smissmas2019_unusuals}}.
+
#* Set '''Particle System Definition File''' to the .pcf of your Unusual effect set.
 
#* We'll ignore '''Particle System Definition''' for now.
 
#* We'll ignore '''Particle System Definition''' for now.
 
#* Set '''Start Time''' to {{code|0}}.
 
#* Set '''Start Time''' to {{code|0}}.
#* Set all other fields to {{code|999}}.
+
#* Set all other fields to something big, like {{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 '''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.
 
#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'''.
 
#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. For '''Sparkling Lights''', this would be {{code|unusual_sparkling_lights_parent02}}.
+
#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!
 +
 
 +
== Rendering Killstreak Sheens ==
 +
Below is the tutorial for rendering Killstreak Sheens.
  
=== Taunt Unusuals ===
+
=== Preparing the Sheen ===
Using the following process, you can render Taunt Unusual effects in the current TF Wiki format. For this tutorial, we'll be rendering the '''Arctic Aurora''' Unusual effect.
+
#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.
  
==== Adding the particle ====
+
=== Finalizing the particle ===
 +
#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.
 +
#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!
 +
#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.
 +
 
 +
== Rendering Killstreaker effects ==
 +
Below is the tutorial for rendering a Killstreaker effect.
 +
 
 +
=== Adding the particles ===
 
#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 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 '''Particle System Definition File''' to the .pcf of your Unusual effect set. For '''Arctic Aurora''', this would be {{code|smissmas2019_unusuals}}.
+
#* Set '''Particle System Definition File''' to the .pcf of your Unusual effect set.
 
#* We'll ignore '''Particle System Definition''' for now.
 
#* We'll ignore '''Particle System Definition''' for now.
 
#* Set '''Start Time''' to {{code|0}}.
 
#* Set '''Start Time''' to {{code|0}}.
#* Set all other fields to {{code|999}}.
+
#* 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 particle ====
+
=== Positioning the particles ===
 
#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, 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.
+
#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.
 
#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 particles ===
#Right click your particle in the animation set editor. Go to {{code|Show in Element Viewer}} > {{code|Particle System}}
+
#Right click your particles in the animation set editor. Go to '''Show in Element Viewer''', and then '''Particle System'''.
#Replace the particleSystemType field with your particle's filename. In the case of '''Arctic Aurora''', it would be {{code|utaunt_snowring_space_parent}}.
+
#Replace the particleSystemType field with your particle's filename.
#Right click on your viewport window, and go to {{code|Render Settings}}. Your settings should match the picture's.
+
#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.
#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!
#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_taunt.png| The final product
 
</gallery>
 
 
 
=== 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. For this tutorial, we'll be rendering the '''Cool''' 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.
 
#* We'll ignore the definition for now.
 
#* 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_weapon.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_HOT'''. If not, manually move your particle system to be as close to '''WEP_HOT''' as possible.
 
#Find the "transform - rot" field of your particle system. In respective order, change each 0 to {{code|-2.63369}} {{code|13.6412}} {{code|-127.413}}. It should now be in the same angle as '''WEP_HOT'''. If not, manually move your particle system to be as close to '''WEP_HOT''' 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_weapon.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 '''Cool''', it would be {{code|weapon_unusual_cool_shotgun_vm}}.
 
#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_weapon.png| Going to the Particle System in Element Viewer
 
File:ParticleRender_renderParticle2_weapon.png| What particleSystemType should look like, replace with your particle filename
 
File:ParticleRender_renderParticle3_weapon.png| Exporting
 
File:ParticleRender_renderParticle4.png| '''YOUR SETTINGS MUST MATCH THESE'''
 
File:Unusual_Cool.png| The final product
 
</gallery>
 
 
 
==== 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 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!