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

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{{Help navbar}}
 
{{Help navbar}}
  
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.
+
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 Unusual, Killstreak, and/or update related pages. Average Source Filmmaker and particle system 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 used to make renders consistent with all current Unusual and Killstreak image renders. Standard installs of SFM lack a lot of files required for the project file to work, and also use incorrect versions of other files. Following these instructions should fix all of that.
  
# First off, download SFM if you haven't already.
+
# First off, [steam://install/1840 download and install SFM] if you haven't already.
# Download [http://www.mediafire.com/file/gzxpcn0xtwabxz2/unusual.zip/file this ZIP file]. <small>Last updated 12/3/2020</small>
+
# Download [https://www.mediafire.com/file/q2v6bagd11gcmzc/unusual.zip/file this .zip file], containing the project file and other required materials. <small>(Version 24; last updated December 9, 2023)</small>
# Open and extract it. You should have a folder called {{code|game}}.
+
# Open and extract the .zip file. You should have a folder called {{code|game}}.
# Drag this folder into the {{code|SourceFilmmaker}} folder, your main SFM folder. Say yes to replacing duplicate files.
+
# Drag this folder into the {{code|SourceFilmmaker}} folder, your main SFM folder, and replace any duplicate files.
# Open SFM and right click on your viewport window. Select '''Render Settings''', and turn off '''Motion Blur''' and '''Ambient Occlusion'''.
+
# Launch SFM. Open the {{code|unusualdemo.dmx}} project file and wait for it to load.
 +
# Once loaded, 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.
 
Congratulations! You're now ready for rendering rendering Unusual effects, Killstreak Sheens, and Killstreaker effects.
Line 18: Line 19:
  
 
=== Adding the particle ===
 
=== Adding the particle ===
#Set your camera to {{code|cam_cosmetic}}, {{code|cam_taunt}}, or {{code|cam_weapon}}, depending on the type.
+
[[File:UnusualTutorial AnimationSetEditor.png|thumb|450px|right|A section of the Animation Set Editor. The '''+''' icon creates a new Animation Set.]]
#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.
+
# If you are rendering a brand new set of Unusual effects, you will need to grab their files from TF2. To do this:
#* Set '''Particle System Definition File''' to the .pcf of your Unusual effect set.
+
## Download [https://nemstools.github.io/pages/GCFScape-Download.html GCFScape] if you do not have it.
#* We'll ignore '''Particle System Definition''' for now.
+
## Open {{code|Team Fortress 2\tf\tf2_misc_dir.vpk}}. Grab your .pcf from the {{code|particles}} folder, and your materials from the {{code|materials\effects}} folder.
#* Set '''Start Time''' to {{code|0}}.
+
## Open {{code|Team Fortress 2\tf\tf2_textures_dir.vpk}}. Grab your textures from the {{code|materials\effects}} folder.
#* Set all other fields to something big, like {{code|999}}.
+
## You should now have a {{code|particles}} and {{code|materials}} folder. Drag these into {{code|SourceFilmmaker\game\tf}} and replace any duplicate files.
 +
# Set your camera to {{code|cam_cosmetic}}, {{code|cam_taunt}}, or {{code|cam_weapon}}, depending on the type of effect you want to render.
 +
# Click the '''+''' icon in the Animation Set Editor window. 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 your Unusual effect is contained in.
 +
## We'll ignore '''Particle System Definition''' for now.
 +
## Set '''Start Time''' to {{code|0}}.
 +
## Set the '''Emission Duration''' and '''Particle System Lifetime''' fields to something big, like {{code|999}}.
 +
 
 +
You should now have your particle file added into the session.
  
 
=== Positioning the particle ===
 
=== Positioning the particle ===
#Switch to the motion editor in the timeline window.
+
[[File:UnusualTutorial MotionEditor.png|thumb|450px|right|The button to switch to the Motion Editor.]]
 +
 
 +
#Switch to the '''Motion Editor''' in the timeline window.
 
#Next, this will branch off depending on what you're trying to render:
 
#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. Expand it, expand '''Body''', and select '''bip_head'''. Now, go to your particle animation set. Expand it, expand '''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 COSMETIC Unusual Effects:'''
#* '''FOR TAUNT UNUSUAL EFFECTS:'''
+
## Find your particle's Animation Set. Expand it, then expand the '''all''' field.
#** Find the '''pyro_taunt''' model, near the middle of the animation set list. Expand it, expand '''Body''', and select '''rootTransform'''. Now, go to your particle animation set. Expand it, expand '''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.
+
## Find the '''PYRO_COSMETIC''' model near the top of the Animation Set list. Expand it, expand the '''Body''' field, and select '''bip_head'''.
#* '''FOR WEAPON UNUSUAL EFFECTS WITH 1 CONTROL POINT:'''
+
## Drag PYRO_COSMETIC's '''bip_head''' field into the particle's '''transform''' field.
#** 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.
+
## Select the main particle, and find the '''Zero''' slider near the top of your slider list. Drag it all the way to the right.
#* '''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.
+
[[File:UnusualTutorial TreeArrow.png|thumb|450px|right|A '''Model''' being viewed in the Animation Set Editor. The '''⮤''' icon goes up the Animation Set's tree.]]
#In the timeline window, move your current frame to anything below 0, and then to 10 in that exact order.
+
#* '''For TAUNT Unusual Effects:'''
#* You can get to 10 on the exact frame by using your arrow keys to navigate frame-by-frame through the timeline.
+
## Find your particle's Animation Set. Expand it, then expand the '''all''' field.
#* 10 is the most used frame for images, but can be adjusted as needed if 10 isn't the best frame for your render.
+
## Find the '''PYRO_TAUNT''' model near the top of the Animation Set list. Expand it, expand the '''Body''' field, and select '''rootTransform'''.
 +
## Drag PYRO_TAUNT's '''rootTransform''' field into the particle's '''transform''' field.
 +
## Select the main particle, and find the '''Zero''' slider near the top of your slider list. Drag it all the way to the right.
 +
## Right click PYRO_TAUNT. Go to '''Show in Element Viewer''', and click '''Model'''.
 +
## Click the '''⮤''' icon at the top left, and then select the '''children''' field. Right click '''pyro_GameModel''', and copy it.
 +
## Go back to your Animation Set editor and right click your particle. Go to '''Show in Element Viewer''', and click '''Particle System'''.
 +
## At the bottom of the list, right click on '''controlModels''', click '''Paste Special''', then '''Paste as Reference'''.
 +
 
 +
#* '''For WEAPON Unusual Effects with 2 control points:'''
 +
## Find the '''transform - pos''' field of your particle system. In respective order, change each 0 to {{code|50}} {{code|20}} {{code|-23}}.
 +
## Find the '''transform - rot''' field. In respective order, change each value to {{code|0}} {{code|0}} {{code|-125}}.
 +
## If the effect is still not positioned properly, adjust manually as needed.
 +
 
 +
#* '''For WEAPON Unusual Effects with more than 2 control points:'''
 +
## Find the '''transform - pos''' field of your particle system. In respective order, change each 0 to {{code|50}} {{code|20}} {{code|-23}}.
 +
## Find the '''controlPoint4 - pos''' field. In respective order, change each value to {{code|15}} {{code|20}} {{code|0}}.
 +
## If the effect is still not positioned properly, adjust manually as needed.
 +
 
 +
# Now that you've done all that, in the timeline window, move your current frame position to something negative and then back out to positive to refresh the particle.
  
 
=== 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.
+
# Replace what's in the '''particleSystemType''' field with your desired 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 show up properly and 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!
 +
 
 +
Repeat these finalization steps for each effect you plan to render. Congratulations! You have now rendered out wiki-ready Unusual effects. Please note that SFM and TF2 do not share the same codebase, and effects may differ in appearance or just plain not work in SFM. Adjust them as necessary by right clicking the particle, clicking '''Instance Particle System''', and then editing the particle through '''Edit Particle System Definition'''.
  
 
== Rendering Killstreak Sheens ==
 
== Rendering Killstreak Sheens ==
Line 51: Line 83:
  
 
=== Preparing the Sheen ===
 
=== Preparing the Sheen ===
#Set your camera to {{code|cam_weapon}}.
+
# Set your camera to {{code|cam_weapon}}.
#Hide the '''shotgun''' model and show the '''shotgun_sheen''' model.
+
# 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'''.
+
# Right click '''SHOTGUN_SHEEN''' in the Animation Set Editor. Go to '''Show in Element Viewer''', and click '''Model'''.
#Scroll down to '''materials''', and expand it.
+
# Scroll down to '''materials''', and expand it.
#Change '''$envmaptint''' to the color of the Sheen you're rendering.
+
# Change '''$envmaptint''' to the color of the Sheen you're rendering.
  
 
=== Finalizing 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.
+
# 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!
+
# 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.
+
# 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.
 +
 
 +
Repeat these finalization steps for each effect you plan to render. Congratulations! You have now rendered out wiki-ready Killstreak Sheens.
  
 
== Rendering Killstreaker effects ==
 
== Rendering Killstreaker effects ==
Line 66: Line 100:
  
 
=== Adding the particles ===
 
=== Adding the particles ===
#Set your camera to {{code|cam_cosmetic}}.
+
# Set your camera to {{code|cam_cosmetic}}.
#Click the '''+''' icon in the animation set editor. Create an animation set for a new particle system.
+
# Click the '''+''' icon in the Animation Set Editor window. 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.
+
## Set '''Particle System Definition File''' to the .pcf your Unusual effect is contained in.
#* 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 something big, like {{code|999}}.
+
## Set the '''Emission Duration''' and '''Particle System Lifetime''' fields to something big, like {{code|999}}.
#* Do this again. This should leave you with 2 particles, one for each eye.
+
 
 +
You should now have your 2 particle files added into the session one for each eye.
  
 
=== Positioning the particles ===
 
=== Positioning the particles ===
#Switch to the motion editor in the timeline window.
+
#Switch to the '''Motion Editor''' in the timeline window.
 
#Next, this will branch off depending on what eye you're adjusting:
 
#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 LEFT eye:'''
#* '''FOR THE RIGHT EYE:'''
+
## Find the '''transform - pos''' field of your particle system. In respective order, change each value to {{code|-6.58228}} {{code|88.4583}} {{code|3.20387}}.
#** 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.
+
## Find the '''transform - rot''' field. In respective order, change each value to {{code|0}} {{code|0}} {{code|-139.361}}.
#In the timeline window, move your current frame to anything below 0, and then to 10 in that exact order.
+
## If the effect is still not positioned properly, adjust manually as needed.
#* 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.
+
#* '''For the RIGHT eye:'''
 +
## Find the '''transform - pos''' field of your particle system. In respective order, change each value to {{code|-3.38623}} {{code|86.2521}} {{code|1.85855}}.
 +
## Find the '''transform - rot''' field. In respective order, change each value to {{code|0}} {{code|0}} {{code|-75.4402}}.
 +
## If the effect is still not positioned properly, adjust manually as needed.
 +
 
 +
# Now that you've done all that, in the timeline window, move your current frame position to something negative and then back out to positive to refresh the particles.
  
 
=== Finalizing the particles ===
 
=== Finalizing the particles ===
#Right click your particles in the animation set editor. Go to '''Show in Element Viewer''', and then '''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.
+
# Replace what's in the '''particleSystemType''' field with your desired particles' filenames.
#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 particles should now show up properly and 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!
 +
 
 +
Repeat these finalization steps for each effect you plan to render. Congratulations! You have now rendered out wiki-ready Killstreak effects.

Latest revision as of 18:29, 9 December 2023

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 Unusual, Killstreak, and/or update related pages. Average Source Filmmaker and particle system knowledge is required.

Getting Started

The following process will provide you with all of the tools you need to open the original project file used to make renders consistent with all current Unusual and Killstreak image renders. Standard installs of SFM lack a lot of files required for the project file to work, and also use incorrect versions of other files. Following these instructions should fix all of that.

  1. First off, download and install SFM if you haven't already.
  2. Download this .zip file, containing the project file and other required materials. (Version 24; last updated December 9, 2023)
  3. Open and extract the .zip file. You should have a folder called game.
  4. Drag this folder into the SourceFilmmaker folder, your main SFM folder, and replace any duplicate files.
  5. Launch SFM. Open the unusualdemo.dmx project file and wait for it to load.
  6. Once loaded, 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

A section of the Animation Set Editor. The + icon creates a new Animation Set.
  1. If you are rendering a brand new set of Unusual effects, you will need to grab their files from TF2. To do this:
    1. Download GCFScape if you do not have it.
    2. Open Team Fortress 2\tf\tf2_misc_dir.vpk. Grab your .pcf from the particles folder, and your materials from the materials\effects folder.
    3. Open Team Fortress 2\tf\tf2_textures_dir.vpk. Grab your textures from the materials\effects folder.
    4. You should now have a particles and materials folder. Drag these into SourceFilmmaker\game\tf and replace any duplicate files.
  2. Set your camera to cam_cosmetic, cam_taunt, or cam_weapon, depending on the type of effect you want to render.
  3. Click the + icon in the Animation Set Editor window. Create an Animation Set for a new particle system.
  4. There will be a few fields for you to fill out:
    1. Set Particle System Definition File to the .pcf your Unusual effect is contained in.
    2. We'll ignore Particle System Definition for now.
    3. Set Start Time to 0.
    4. Set the Emission Duration and Particle System Lifetime fields to something big, like 999.

You should now have your particle file added into the session.

Positioning the particle

The button to switch to the Motion Editor.
  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:
    1. Find your particle's Animation Set. Expand it, then expand the all field.
    2. Find the PYRO_COSMETIC model near the top of the Animation Set list. Expand it, expand the Body field, and select bip_head.
    3. Drag PYRO_COSMETIC's bip_head field into the particle's transform field.
    4. Select the main particle, and find the Zero slider near the top of your slider list. Drag it all the way to the right.
A Model being viewed in the Animation Set Editor. The icon goes up the Animation Set's tree.
    • For TAUNT Unusual Effects:
    1. Find your particle's Animation Set. Expand it, then expand the all field.
    2. Find the PYRO_TAUNT model near the top of the Animation Set list. Expand it, expand the Body field, and select rootTransform.
    3. Drag PYRO_TAUNT's rootTransform field into the particle's transform field.
    4. Select the main particle, and find the Zero slider near the top of your slider list. Drag it all the way to the right.
    5. Right click PYRO_TAUNT. Go to Show in Element Viewer, and click Model.
    6. Click the icon at the top left, and then select the children field. Right click pyro_GameModel, and copy it.
    7. Go back to your Animation Set editor and right click your particle. Go to Show in Element Viewer, and click Particle System.
    8. At the bottom of the list, right click on controlModels, click Paste Special, then Paste as Reference.
    • For WEAPON Unusual Effects with 2 control points:
    1. Find the transform - pos field of your particle system. In respective order, change each 0 to 50 20 -23.
    2. Find the transform - rot field. In respective order, change each value to 0 0 -125.
    3. If the effect is still not positioned properly, adjust manually as needed.
    • For WEAPON Unusual Effects with more than 2 control points:
    1. Find the transform - pos field of your particle system. In respective order, change each 0 to 50 20 -23.
    2. Find the controlPoint4 - pos field. In respective order, change each value to 15 20 0.
    3. If the effect is still not positioned properly, adjust manually as needed.
  1. Now that you've done all that, in the timeline window, move your current frame position to something negative and then back out to positive to refresh the particle.

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 what's in the particleSystemType field with your desired particle's filename.
  3. Your particle should now show up properly and 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!

Repeat these finalization steps for each effect you plan to render. Congratulations! You have now rendered out wiki-ready Unusual effects. Please note that SFM and TF2 do not share the same codebase, and effects may differ in appearance or just plain not work in SFM. Adjust them as necessary by right clicking the particle, clicking Instance Particle System, and then editing the particle through Edit Particle System Definition.

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 click 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.

Repeat these finalization steps for each effect you plan to render. Congratulations! You have now rendered out wiki-ready Killstreak Sheens.

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 window. Create an Animation Set for a new particle system.
  3. There will be a few fields for you to fill out:
    1. Set Particle System Definition File to the .pcf your Unusual effect is contained in.
    2. We'll ignore Particle System Definition for now.
    3. Set Start Time to 0.
    4. Set the Emission Duration and Particle System Lifetime fields to something big, like 999.

You should now have your 2 particle files added into the session 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:
    1. Find the transform - pos field of your particle system. In respective order, change each value to -6.58228 88.4583 3.20387.
    2. Find the transform - rot field. In respective order, change each value to 0 0 -139.361.
    3. If the effect is still not positioned properly, adjust manually as needed.
    • For the RIGHT eye:
    1. Find the transform - pos field of your particle system. In respective order, change each value to -3.38623 86.2521 1.85855.
    2. Find the transform - rot field. In respective order, change each value to 0 0 -75.4402.
    3. If the effect is still not positioned properly, adjust manually as needed.
  1. Now that you've done all that, in the timeline window, move your current frame position to something negative and then back out to positive to refresh the particles.

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 what's in the particleSystemType field with your desired particles' filenames.
  3. Your particles should now show up properly and 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!

Repeat these finalization steps for each effect you plan to render. Congratulations! You have now rendered out wiki-ready Killstreak effects.