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

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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 & 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.
  
 
== Getting Started ==
 
== Getting Started ==
Line 7: Line 7:
  
 
# 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]].
# Once SFM is installed, you'll first want to download the '''[https://www.mediafire.com/file/t8nmsnp97coch06/unusualdemo.dmx/file original project file]''' used for current renders. Place this file in {{code|\SourceFilmmaker\game\usermod\elements\sessions}}.
+
# Download [https://www.mediafire.com/file/42ed1bihntm1ixc/unusual.zip/file this ZIP file].
# 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 {{code|tf}} folder and a {{code|usermod}} folder.
#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 these 2 folders into {{code|SourceFilmmaker/game}}, your main SFM folder.
#* {{code|halloween2015_unusuals.pcf}}
+
# Open SFM and right click on your viewport window. Select '''Render Settings''', and turn off '''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://www.mediafire.com/file/xyeun1viz31jsnc/diamond_glow.vmt/file this].
 
#* Find {{code|debris_chunk_add.vmt}} and replace it with [https://www.mediafire.com/file/by2e5csxacwodic/debris_chunk_add.vmt/file this].
 
#* Find {{code|wispy_smoke_add.vmt}} and replace it with [https://www.mediafire.com/file/bsfihskgblblar5/wispy_smoke_add.vmt/file 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 and Killstreakers.
  
 
== Rendering Unusual effects ==
 
== Rendering Unusual effects ==
Below are three tutorials on how to render the different Unusual types: Cosmetic, Taunt, and Weapon Unusual effects.
+
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 TF Wiki format. For this tutorial, we'll be rendering the '''Sparkling Lights''' Unusual effect.
+
#Set your camera to {{code|cam_cosmetic}}.
 
+
#Click the '''+''' icon in animation set editor. Create an animation set for a new particle system.
==== 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. If it's an existing particle, find {{code|item_fx.pcf}} instead.
 
#* New Unusual sets should normally be found with the suffix {{code|_unusuals.pcf}}.
 
#* 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.
 
#* 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.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.
 
#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.
 
#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
 
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 '''Sparkling Lights''', it would be {{code|unusual_sparkling_lights_parent02}}.
 
#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>
 
 
 
=== Taunt Unusuals ===
 
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.
 
 
 
==== 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. If it's an existing particle, find {{code|taunt_fx.pcf}} instead.
 
#* New Unusual sets should normally be found with the suffix {{code|_unusuals.pcf}}.
 
#* 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_taunt}}.
 
#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 {{code|999}}.
<gallery perrow="4">
 
File:ParticleRender_positionParticle3_taunt.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|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 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 '''transform - pos''' field of your particle system. In respective order, change each 0 to {{code|-3.32202}} {{code|160.479}} {{code|1.57848}}. It should now be in the same position as the particle system named '''REGULAR'''. If not, manually move your particle system to be as close to '''REGULAR''' as possible.
 +
#* '''FOR TAUNT UNUSUAL EFFECTS:'''
 +
#** Find the '''transform - pos''' field of your particle system. In respective order, chhange each 0 to {{code|322.465}} {{code|-3.76758}} {{code|-64.2641}}. It should now be in the same position as the particle system named '''REGULAR_TAUNT'''. If not, manually move your particle system to be as close to '''REGULAR_TAUNT''' as possible.
 +
#* '''FOR WEAPON UNUSUAL EFFECTS WITH 1 CONTROL POINT:'''
 +
#** Find the '''transform - pos''' field of your particle system. In respective order, change each 0 to {{code|49}} {{code|20.5}} {{code|-23.25}}. Under this, find '''transform - rot'''. In respective order, change each 0 to {{code|-2.63369}} {{code|13.6412}} {{code|-127.413}}.  It should now be in the same position and rotation as the particle system named '''WEP_COOL'''. If not, manually move your particle system to be as close to '''WEP_COOL''' as possible.
 +
#* '''FOR WEAPON UNUSUAL EFFECTS WITH MORE THAN 1 CONTROL POINT:'''
 +
#** Find the '''transform - pos''' field of your particle system. In respective order, change each 0 to {{code|49}} {{code|20.5}} {{code|-23.25}}. Now, the '''controlPoint4 - pos''' field of your particle system. In respective order, change each 0 to {{code|15}} {{code|20}} {{code|0}}. It should now be in the same position and rotation as the particle system named '''WEP_ENERGY'''. If not, manually move your particle system to be as close to '''WEP_ENERGY''' as possible.
 +
#In the timeline window, move your current frame to anything below 0, and then to 10 in that exact order.
 
#* 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_taunt.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>
 
  
==== Finalizing the particle ====
+
== Rendering Killstreakers ==
#Right click your particle in the animation set editor. Go to {{code|Show in Element Viewer}} > {{code|Particle System}}
+
Below is the tutorial for rendering a Killstreaker.
#Replace the particleSystemType field with your particle's filename. In the case of '''Arctic Aurora''', it would be {{code|utaunt_snowring_space_parent}}.
 
#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">
+
=== Adding the particles ===
File:ParticleRender_renderParticle.png| Going to the Particle System in Element Viewer
+
#Set your camera to {{code|cam_cosmetic}}.
File:ParticleRender_renderParticle2.png| What particleSystemType should look like, replace with your particle filename
+
#Click the '''+''' icon in  animation set editor. Create an animation set for a new particle system.
File:ParticleRender_renderParticle3.png| Exporting
 
File:ParticleRender_renderParticle4.png| '''YOUR SETTINGS MUST MATCH THESE'''
 
File:ParticleRender_renderParticle5_taunt.png| The final product
 
</gallery>
 
 
 
=== 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.
 
#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 {{code|999}}.
<gallery perrow="4">
+
#* Do this again. This should leave you with 2 particles, one for each eye.
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 ====
+
=== 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, 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.
+
#Next, this will branch off depending on what eye you're adjusting:
#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.
+
#* '''FOR THE LEFT EYE:'''
#In the timeline window, move your current time from 0 to anything below 0, and then to 10 in that exact order.
+
#** 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.
 
#* 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">
 
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">
+
=== Finalizing the particles ===
File:ParticleRender_renderParticle3_weapon2.png| Exporting
+
#Right click your particles in the animation set editor. Go to '''Show in Element Viewer''', and then '''Particle System'''.
File:ParticleRender_renderParticle4.png| '''YOUR SETTINGS MUST MATCH THESE'''
+
#Replace the particleSystemType field with your particle's filename.
File:Unusual_Isotope.png| The final product
+
#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.
</gallery>
+
#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!

Revision as of 20:18, 17 April 2020

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

Getting Started

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

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

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

Rendering Unusual effects

Below 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!