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

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{{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.
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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. You'll also want [[vdc:GCFScape|GCFScape]] and [[vdc:VTFEdit|VTFEdit]].
+
# First off, [steam://install/1840 download and install SFM] if you haven't already.
# Download [https://www.mediafire.com/file/42ed1bihntm1ixc/unusual.zip/file this ZIP file].
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# Download [https://www.mediafire.com/file/56qgjtjf859z231/unusual.zip/file this .zip file], containing the project file and other required materials. <small>(Version 25; last updated September 2, 2024)</small>
# Open and extract it. You should have a {{code|tf}} folder and a {{code|usermod}} folder.
+
# Open and extract the .zip file. 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, and replace any duplicate files.
# Open SFM and right click on your viewport window. Select '''Render Settings''', and turn off '''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 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.
+
[[File:UnusualTutorial AnimationSetEditor.png|thumb|450px|right|A section of the Animation Set Editor. The '''+''' icon creates a new Animation Set.]]
  
==== Adding the particle ====
+
# If you are rendering a brand new set of Unusual effects, you will need to grab their files from TF2. To do this:
#Set your camera to {{code|cam_cosmetic}}.
+
## Download [https://nemstools.github.io/pages/GCFScape-Download.html GCFScape] if you do not have it.
#Click the '''+''' icon in animation set editor. Create an animation set for a new particle system.
+
## 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.
#There will be a few fields for you to fill out.
+
## Open {{code|Team Fortress 2\tf\tf2_textures_dir.vpk}}. Grab your textures from the {{code|materials\effects}} folder.
#* Set '''Particle System Definition File''' to the .pcf of your Unusual effect set. For '''Sparkling Lights''', this would be {{code|smissmas2019_unusuals}}.
+
## You should now have a {{code|particles}} and {{code|materials}} folder. Drag these into {{code|SourceFilmmaker\game\tf}} and replace any duplicate files.
#* We'll ignore '''Particle System Definition''' for now.
+
# Set your camera to {{code|cam_cosmetic}}, {{code|cam_taunt}}, or {{code|cam_weapon}}, depending on the type of effect you want to render.
#* Set '''Start Time''' to {{code|0}}.
+
# Click the '''+''' icon in the Animation Set Editor window. Create an Animation Set for a new particle system.
#* Set all other fields to {{code|999}}.
+
# 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}}.
  
==== Positioning the particle ====
+
You should now have your particle file added into the session.
#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 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 ====
+
=== Positioning the particle ===
#Right click your particle in the animation set editor. Go to '''Show in Element Viewer''', and then '''Particle System'''.
+
[[File:UnusualTutorial MotionEditor.png|thumb|450px|right|The button to switch to the Motion Editor.]]
#Replace the particleSystemType field with your particle's filename. For '''Sparkling Lights''', this would be {{code|unusual_sparkling_lights_parent02}}.
 
#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!
 
  
=== Taunt Unusuals ===
+
#Switch to the '''Motion Editor''' in the timeline window.
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.
+
#Next, this will branch off depending on what you're trying to render:
  
==== Adding the particle ====
+
#* '''For COSMETIC Unusual Effects:'''
#Set your camera to {{code|cam_cosmetic}}.
+
## Find your particle's Animation Set. Expand it, then expand the '''all''' field.
#Click the '''+''' icon in  animation set editor. Create an animation set for a new particle system.
+
## Find the '''PYRO_COSMETIC''' model near the top of the Animation Set list. Expand it, expand the '''Body''' field, and select '''bip_head'''.
#There will be a few fields for you to fill out.
+
## Drag PYRO_COSMETIC's '''bip_head''' field into the particle's '''transform''' field.
#* Set '''Particle System Definition File''' to the .pcf of your Unusual effect set. For '''Arctic Aurora''', this would be {{code|smissmas2019_unusuals}}.
+
## Select the main particle, and find the '''Zero''' slider near the top of your slider list. Drag it all the way to the right.
#* We'll ignore '''Particle System Definition''' for now.
 
#* Set '''Start Time''' to {{code|0}}.
 
#* Set all other fields to {{code|999}}.
 
  
==== Positioning the particle ====
+
[[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.]]
#Switch to the motion editor in the timeline window.
+
#* '''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.
+
## Find your particle's Animation Set. Expand it, then expand the '''all''' field.
#In the timeline window, move your current frame to anything below 0, and then to 10 in that exact order.
+
## Find the '''PYRO_TAUNT''' model near the top of the Animation Set list. Expand it, expand the '''Body''' field, and select '''rootTransform'''.
#* You can get to 10 on the exact frame by using your arrow keys to navigate frame-by-frame through the timeline.
+
## Drag PYRO_TAUNT's '''rootTransform''' field into the particle's '''transform''' 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.
+
## 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'''.
  
==== Finalizing the particle ====
+
#* '''For WEAPON Unusual Effects with 2 control points:'''
#Right click your particle in the animation set editor. Go to '''Show in Element Viewer''', and then '''Particle System'''.
+
## Find the '''transform - pos''' field of your particle system. In respective order, change each 0 to {{code|50}} {{code|20}} {{code|-23}}.
#Replace the particleSystemType field with your particle's filename. For '''Arctic Aurora''', this would be {{code|utaunt_snowring_space_parent}}.
+
## Find the '''transform - rot''' field. In respective order, change each value to {{code|0}} {{code|0}} {{code|-125}}.
#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.
+
## If the effect is still not positioned properly, adjust manually as needed.
#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!
 
  
=== Weapon Unusuals ===
+
#* '''For WEAPON Unusual Effects with more than 2 control points:'''
==== Normal Weapon Unusuals ====
+
## Find the '''transform - pos''' field of your particle system. In respective order, change each 0 to {{code|50}} {{code|20}} {{code|-23}}.
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.
+
## 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.
  
===== Adding the particle =====
+
# 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.
#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 =====
+
=== Finalizing the particle ===
#Switch to the motion editor in the timeline window.
+
# Right click your particle in the Animation Set Editor. Go to '''Show in Element Viewer''', and then '''Particle System'''.
#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.
+
# Replace what's in the '''particleSystemType''' field with your desired particle's filename.
#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.
+
# 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'''.
#In the timeline window, move your current time from 0 to anything below 0, and then to 10 in that exact order.
+
# 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!
#* 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">
+
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'''.
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 =====
+
== Rendering Killstreak Sheens ==
#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 Killstreak Sheens.
#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">
+
=== Preparing the Sheen ===
File:ParticleRender_renderParticle_weapon.png| Going to the Particle System in Element Viewer
+
# Set your camera to {{code|cam_weapon}}.
File:ParticleRender_renderParticle2_weapon.png| What particleSystemType should look like, replace with your particle filename
+
# Hide the '''SHOTGUN''' model and show the '''SHOTGUN_SHEEN''' model.
File:ParticleRender_renderParticle3_weapon.png| Exporting
+
# Right click '''SHOTGUN_SHEEN''' in the Animation Set Editor. Go to '''Show in Element Viewer''', and click '''Model'''.
File:ParticleRender_renderParticle4.png| '''YOUR SETTINGS MUST MATCH THESE'''
+
# Scroll down to '''materials''', and expand it.
File:Unusual_Cool.png| The final product
+
# Change '''$envmaptint''' to the color of the Sheen you're rendering.
</gallery>
 
  
==== Dynamic Weapon Unusuals ====
+
=== Finalizing the particle ===
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.
+
# 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!
===== Adding the particle =====
+
# 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.
#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 =====
+
Repeat these finalization steps for each effect you plan to render. Congratulations! You have now rendered out wiki-ready Killstreak Sheens.
#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">
+
== Rendering Killstreaker effects ==
File:ParticleRender_positionParticle.png| Switching to motion editor
+
Below is the tutorial for rendering a Killstreaker effect.
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 =====
+
=== Adding the particles ===
#Right click on your viewport window, and go to {{code|Render Settings}}. Your settings should match the picture's.
+
# Set your camera to {{code|cam_cosmetic}}.
#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.
+
# Click the '''+''' icon in the Animation Set Editor window. Create an Animation Set for a new particle system.
#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!
+
# 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}}.
  
<gallery perrow="5">
+
You should now have your 2 particle files added into the session one for each eye.
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 ==
+
=== Positioning the particles ===
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.
+
#Switch to the '''Motion Editor''' in the timeline window.
 +
#Next, this will branch off depending on what eye you're adjusting:
  
=== Adding the particle ===
+
#* '''For the LEFT eye:'''
#Switch over to SFM and set your camera to {{code|cam_cosmetic}}.
+
## 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}}.
#Right click on the animation set editor. Create an animation set for a new particle system.
+
## Find the '''transform - rot''' field. In respective order, change each value to {{code|0}} {{code|0}} {{code|-139.361}}.
#There will be a few fields for you to fill out.
+
## If the effect is still not positioned properly, adjust manually as needed.
#* 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 ===
+
#* '''For the RIGHT eye:'''
#Switch to the motion editor in the timeline window.
+
## 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}}.
#For the left eye:
+
## Find the '''transform - rot''' field. In respective order, change each value to {{code|0}} {{code|0}} {{code|-75.4402}}.
#* 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.
+
## If the effect is still not positioned properly, adjust manually as needed.
#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">
+
# 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.
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 ===
+
=== 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 '''Incinerator''', it would be {{code|killstreak_t6_lvl1}}.
+
# Replace what's in the '''particleSystemType''' field with your desired particles' filenames.
#Right click on your viewport window, and go to {{code|Render Settings}}. Your settings should match the picture's.
+
# 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'''.
#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">
+
Repeat these finalization steps for each effect you plan to render. Congratulations! You have now rendered out wiki-ready Killstreak effects.
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>
 

Latest revision as of 06:42, 2 September 2024

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 25; last updated September 2, 2024)
  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.