Source Filmmaker

Source Filmmaker

999Pawel999 Mar 22, 2014 @ 6:24am
Ubercharge Texture
Could someone tell me how to put Ubercharge texture on hat, weapon & character like in "Meet the Rabid Heavy Taming Engineer"?
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Showing 1-6 of 6 comments
phillippi2 Mar 22, 2014 @ 7:31am 
I believe you have to set the "skin" in the element viewer. Skins are how an object appears. Most player models have 4. 0, for red team, 1 for red team uber, 2 for Blue team and 3 for Blue team uber.

If you already have the object in the scene, show it in the element viewer. If not, you can set the skin when you load the model in by clicking on the "skins" tab and then finding the skin you want from there.
R234 Mar 22, 2014 @ 9:11am 
Hey Pawel, nice to finally see one of my viewers asking here :P
I feel it's a much better place to answer complex questions like that.

As you saw in my last comment on Youtube, I used this texture pack for Ubers:
They have the advantage of looking pretty neat on weapons and hats as well. To install them, just drop the .rar's contents (the tf and tf_movies folders) into your SourceFilmmaker\game\ folder, and say yes to merge.

Now what you'll have to do to get it working on a hat or a weapon model is to temporarily override one of its skins. This means for the time you're using the Uber texture, one of the item's skins will be unavailable. You may have noticed there is no RED medigun in the video, that's the reason for it; when rendering MtRHTE, the RED medigun skin (0) was using the BLU Ubercharged texture.

With that in mind, here's how to do it: first you need to find what materials (.vmt) your model uses, and copy the one you want to replace. As an example I'll use the RED medigun material, which is SourceFilmmaker\game\tf\materials\models\weapons\w_medigun\w_medigun01.vmt. Select the file, and hit Ctrl+C.

We now need to copy that in a higher priority mod folder. You can use usermod, but I personally have a folder called proj that I use for temporary overrides for the current project (if you want to know how to do that, there's a good tutorial: ). So I go to SourceFilmmaker\game\tf\materials\models\weapons\w_medigun\ (creating the missing folders as I go), and hit Ctrl+V. I now have a copy of the RED medigun material which will override the other one.

Next step is to modify it to use the Uber texture, so open w_medigun01.vmt in Notepad. Copy all of this code:
"VertexLitGeneric" { "$basetexture" "effects\invuln_anim_blue" <dx90 { "$bumpmap" "water/dx80_tfwater001_normal" } "$bumpmap" "water/tfwater001_normal" "$envmap" "effects\invun_blue_hdr" "$envmaptint" "[0 1 5]" "$surfaceprop" "metal" "$halflambert" "1" "$selfillum" "1" // "$selfIllumFresnel" "1" // "$selfIllumFresnelMinMaxExp" "[0 18 13]" // 0.0 1.0 1.0 is the default "$invulnlevel" "0" "$invulnexponent" "1" "$invulnfmax" "18" "$invulnscale" "0" "$invulnphong" "1" "$half" "0.5" "$invulnphongfading" "0" "$invulnphongfull" "1" "$invulnphongoutput" "1" "$invulnexponentfading" "1" "$invulnexponentfull" "13" "$invulnexponentoutput" "1" "$invulnfmaxfading" "-31" "$invulnfmaxfull" "18" "$invulnfmaxoutput" "1" "$phong" "1" "$phongexponent" "65" "$phongboost" "[.5]" "$lightwarptexture" "models/player/pyro/pyro_lightwarp" "$phongfresnelranges" "[4 1 8]" // Rim lighting parameters "$rimlight" "1" "$rimlightexponent" "11" "$rimlightboost" "5" "Proxies" { "AnimatedTexture" { "animatedtexturevar" "$basetexture" "animatedtextureframenumvar" "$frame" "animatedtextureframerate" 15 } // "AnimatedTexture" // { // "animatedtexturevar" "$bumpmap" // "animatedtextureframenumvar" "$frame" // "animatedtextureframerate" 30 // } "Sine" { "sineperiod" "10.5" "sinemin" ".8" "sinemax" "10" "resultVar" "$selfillumtint[0]" } "Sine" { "sineperiod" "10.5" "sinemin" ".2" "sinemax" "10" "resultVar" "$selfillumtint[1]" } "Sine" { "sineperiod" "10.5" "sinemin" ".2" "sinemax" "10" "resultVar" "$selfillumtint[2]" } } }
...and replace all the file's contents with it. Save it.

If you had SFM running while doing this, go to the developer console and type "reloadallmaterials" to refresh the textures. If all went well, your RED medigun should now be using the BLU Uber texture.

You might also notice I managed to Uber the Heavy Thinker, which only has one skin. Since I render as image sequences I was able to do it in two passes, one not Ubered and then rerender the frames with the Uber hair, but there's actually a way to create a copy of the item that uses the Uber textures and can be used along with the non-Ubered model. This is done through hexing. If you want to try your hand at that, you can follow this tutorial:

And if you want precisions or have another question, don't hesitate. I understand this is a failry complex process, and things can go wrong a number of ways.
Last edited by R234; Mar 22, 2014 @ 9:13am
999Pawel999 Mar 22, 2014 @ 10:48am 
Thx :)
Wheatley9001 Nov 7, 2014 @ 11:22am 
Your link to the texture is down. Please fix it. That texture is awesome.
sombrez Nov 7, 2014 @ 1:29pm 
Originally posted by Wheatley:
Your link to the texture is down. Please fix it. That texture is awesome.
i wanna smash you with my necro smasher really hard right now
it's in my other account so i dont have it now but i will get it and smash you
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Date Posted: Mar 22, 2014 @ 6:24am
Posts: 6