Source Filmmaker

Source Filmmaker

Burning texture for models?
When you burn someonee in TF2, theres a burning kind of texture over them. How do I get that in SFM? http://wiki.teamfortress.com/w/images/3/30/Fire.png?t=20110623070232
< >
Viser 111 av 11 kommentarer
astral boop 15. feb. 2014 kl. 13.48 
I think it has something to do with particles.
R234 15. feb. 2014 kl. 15.06 
There is a particle system, but I think Lambda is talking about the animated fire overlay that's on models.

It's possible to control it in SFM, but it's a bit compex. You first have to find the material (.vmt) files that are associated with the model you want the overlay on, and open them in notepad. Say for instance I want to activate the fire overlay on the RED Sniper. I have to go to C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\tf_movies\materials\models\player\sniper\, and open sfm_sniper_red.vmt, sfm_sniper_skin.vmt and hwm\sniper_head_red.vmt.

In all of the .vmt's, you need to do two things: first, if "$detailblendfactor" isn't 0, change it to that. If it already is at zero, don't touch it. Second, you need to comment out the whole BurnLevel proxy, by adding two slashes (//) in front of all of its lines, like so:
// "BurnLevel" // { // "resultVar" "$detailblendfactor" // }
Save your changes. You can then launch SFM (if it was already, type mat_reloadallmaterials in the console to refresh the material definition).

Once you have the model you want to set ablaze, right-click its animation set > add override materials. Right-click it again > show in element viewer > model. Once in the element viewer, expand the materials array at the bottom, and look for the materials whose vmt's you messed with earlier.

Righ-click one of them > add attribute > float. Call it $detailblendfactor. Right-click the material again > create animationset for element. Click OK. Do the same for all the needed materials.

Back in the animation set editor, you should notice (a) new set(s) with the material name(s):
http://i.imgur.com/DS1bz7L.jpg
Which, when selected, give you a slider that controls the intensity of the fire overlay:
http://i.imgur.com/qO6Gvzd.jpg
raptornx01 15. feb. 2014 kl. 15.44 
can you do this kind of thing with any model?
R234 15. feb. 2014 kl. 15.52 
As long as all of those lines are present in the .vmt, it should work:
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf" "$detailscale" "5" "$detailblendfactor" 0 "$detailblendmode" 6 "Proxies" { "AnimatedTexture" { "animatedtexturevar" "$detail" "animatedtextureframenumvar" "$detailframe" "animatedtextureframerate" 30 } }
As we saw many times, some models don't like detailblendmode 6 in SFM, so that rules those out. As far as I know there's no other restriction though.
Sist redigert av R234; 15. feb. 2014 kl. 15.53
raptornx01 15. feb. 2014 kl. 16.12 
hmmm.... interesting.
0bsidianFire 29. juli 2014 kl. 14.37 
Thanks for this, it works like a charm. Just wanted to add that in the current version of SFM, making an animation set for the materials will not give you a $detailblendfactor variable. What you can do instead is edit the $detailblendfactor value right in the element viewer.
Nephrite Harmony 29. juli 2018 kl. 1.59 
i'm wondering if this is possible to use for the advanced particle controller in gmod
https://steamcommunity.com/sharedfiles/filedetails/?id=242776816&searchtext=particle+controller
Sist redigert av Nephrite Harmony; 29. juli 2018 kl. 2.00
Pyro On Drugs 18. jan. 2021 kl. 23.57 
Opprinnelig skrevet av R234:
There is a particle system, but I think Lambda is talking about the animated fire overlay that's on models.

It's possible to control it in SFM, but it's a bit compex. You first have to find the material (.vmt) files that are associated with the model you want the overlay on, and open them in notepad. Say for instance I want to activate the fire overlay on the RED Sniper. I have to go to C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\tf_movies\materials\models\player\sniper\, and open sfm_sniper_red.vmt, sfm_sniper_skin.vmt and hwm\sniper_head_red.vmt.

In all of the .vmt's, you need to do two things: first, if "$detailblendfactor" isn't 0, change it to that. If it already is at zero, don't touch it. Second, you need to comment out the whole BurnLevel proxy, by adding two slashes (//) in front of all of its lines, like so:
// "BurnLevel" // { // "resultVar" "$detailblendfactor" // }
Save your changes. You can then launch SFM (if it was already, type mat_reloadallmaterials in the console to refresh the material definition).

Once you have the model you want to set ablaze, right-click its animation set > add override materials. Right-click it again > show in element viewer > model. Once in the element viewer, expand the materials array at the bottom, and look for the materials whose vmt's you messed with earlier.

Righ-click one of them > add attribute > float. Call it $detailblendfactor. Right-click the material again > create animationset for element. Click OK. Do the same for all the needed materials.

Back in the animation set editor, you should notice (a) new set(s) with the material name(s):
http://i.imgur.com/DS1bz7L.jpg
Which, when selected, give you a slider that controls the intensity of the fire overlay:
http://i.imgur.com/qO6Gvzd.jpg
I am trying to do a burning blu spy, so I want to ask which vmt files do I use, and how to determine which ones I need for other classes.
Danny Devito M&M 25. feb. 2022 kl. 20.38 
Is there a way someone can make a script that is able to automate this? It seems very easy to make a mistake somewhere and not be able to figure out the reason why, or heck, even mess up the VMT file entirely.
Squintem 25. apr. 2022 kl. 10.56 
thanks
khallzone 2. sep. 2023 kl. 19.45 
Opprinnelig skrevet av Pyro On Drugs:
Opprinnelig skrevet av R234:
There is a particle system, but I think Lambda is talking about the animated fire overlay that's on models.

It's possible to control it in SFM, but it's a bit compex. You first have to find the material (.vmt) files that are associated with the model you want the overlay on, and open them in notepad. Say for instance I want to activate the fire overlay on the RED Sniper. I have to go to C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\tf_movies\materials\models\player\sniper\, and open sfm_sniper_red.vmt, sfm_sniper_skin.vmt and hwm\sniper_head_red.vmt.

In all of the .vmt's, you need to do two things: first, if "$detailblendfactor" isn't 0, change it to that. If it already is at zero, don't touch it. Second, you need to comment out the whole BurnLevel proxy, by adding two slashes (//) in front of all of its lines, like so:
// "BurnLevel" // { // "resultVar" "$detailblendfactor" // }
Save your changes. You can then launch SFM (if it was already, type mat_reloadallmaterials in the console to refresh the material definition).

Once you have the model you want to set ablaze, right-click its animation set > add override materials. Right-click it again > show in element viewer > model. Once in the element viewer, expand the materials array at the bottom, and look for the materials whose vmt's you messed with earlier.

Righ-click one of them > add attribute > float. Call it $detailblendfactor. Right-click the material again > create animationset for element. Click OK. Do the same for all the needed materials.

Back in the animation set editor, you should notice (a) new set(s) with the material name(s):
http://i.imgur.com/DS1bz7L.jpg
Which, when selected, give you a slider that controls the intensity of the fire overlay:
http://i.imgur.com/qO6Gvzd.jpg
I am trying to do a burning blu spy, so I want to ask which vmt files do I use, and how to determine which ones I need for other classes.
you have to copy all the needed vmt files from an working model (for example, copy the sniper's vmt files), and then drag them to spy's material folder, and rename the .vmt file AND refactor every "sniper" keyword inside every copied vmt file to "spy", it worked for me
< >
Viser 111 av 11 kommentarer
Per side: 1530 50

Dato lagt ut: 15. feb. 2014 kl. 11.52
Innlegg: 11