Source Filmmaker

Source Filmmaker

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Weapon Sheen Guide
By Doud...
A Quick Guide To Show you how to make the sheens. Sadly It works only on normal weapons, Not The Austrlium ones.
 
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What will you need ?
GCFScape [nemesis.thewavelength.net] : To Extract The latest Tf2 Content.

VTFEdit[nemesis.thewavelength.net] : To Make The Magic.

The Sheen Proxy[www.dropbox.com] : To Change The Sheen Colour From Sfm!

A Friend Made a Guide, How To Make The Killstreaker Effects!, Check it out :D
http://steamcommunity.com/sharedfiles/filedetails/?id=261359148
The Steps
First, Load a Rocket Launcher


As You Can see, It Is the Default Rocket Launcher Without any sheens.

Second, Navigate To The Weapon's Material Files.


It Should be in materials\models\weapons\w_rocketlauncher

Third, Open The VMT One.


Then Copy All of This to the VMT But leave the $basetexture

What To Copy ?

"VertexlitGeneric"
{
"$baseTexture" "Add The Weapon's $BaseTexture Here "
//"$bumpmap" "Add The Weapon's $Bumpmap Here "



"$phong" "0"
"$phongexponent" "30"
"$phongboost" "4"
// "$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.25 .55 3]"
"$halflambert" "0"
// "$basemapalphaphongmask" "1"

"$rimlight" "1"
"$rimlightexponent" "3"
"$rimlightboost" ".2"
"$rimmask" "1"


"$glowcolor" "1"

// Cloaking
"$cloakPassEnabled" "1"
"$sheenPassEnabled" "1"

"$envmap" "cubemaps\cubemap_sheen001"
"$envmapmask" "Effects\AnimatedSheen\animatedsheen0"
"$envmaptint" "[0 0 0]"
"$envmapmaskframe" "60"
"$envindex" "1"

"Proxies"
{
"AnimatedTexture"
{
"animatedtexturevar" "$envmapmask"
"animatedtextureframenumvar" "$envmapmaskframe"
"animatedtextureframerate" "40"
}
"invis"
{
}
"ModelGlowColor"
{
"resultVar" "$glowcolor"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$selfillumtint"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$color2"
}
}
}

After Copying You should have something like this.



Replace The Top $basetexture with the lower one and remove the $bumpmap.

So, You should have something like this.


Now, Save and time to go to sfm again.


Go To Sfm's Console and Type mat_reloadallmaterials , To Refresh the material we just saved.


Then Right click on the Rocket Launcher Model and Click AddOverrideMaterials

Then Right Click Agian And choose Show i Element Viewer Then Click Model.

Expand The Yellow Materials Word.



And Expand the w_rocketlauncher01 And Copy The Mtlname.


Then Right Click On the Yellow materials Text, and click Import Element, Then Navigate To The Weapon Proxy.


It should look like this.

Right Click on the Weapon Sheen Proxy, And Click Make Root.


Then Paste The Mtlname you Copied Before To the place where it says "Place Material Here"

Finally, Change The Color Of The White Box To any color you want.

*This Sheen Become Less visable when you have too many lights on the Weapon.

< >
68 Comments
a3 #rustyfor10months Jun 11 @ 7:39am 
:/
a3 #rustyfor10months Jun 11 @ 7:39am 
bone access not allowed
LaiLaiっぽい Apr 21 @ 5:37am 
There is no w_models for reserve shooter. Does that means it is not possible to make a sheen for the reserve shooter?
Axel_DOC Mar 29 @ 12:38am 
If only I could light up more the sheen...
Bread Mar 25 @ 11:44am 
Only Stock weapons exist ? Can't find the AWPer Hand...
Misterboy Mar 19 @ 1:03pm 
Hey guys! I made a video tutorial for this, hope it helps.

Link: https://www.youtube.com/watch?v=x5HxMjMwb6M
[TRGTC]_n\⏅/o_[Trade.tf] Mar 11 @ 4:35pm 
You can use the v model too I guess
Potato. | Gone Till 8/13 Mar 9 @ 5:06pm 
Errrr, Flamethrower doesn't have w_model?
Axel_DOC Feb 29 @ 9:55am 
This is a good guide but we need a video tutorial about it because too much confused! XD
Maybe a video tutorial will help me understanding it more, like how to edit hat textures.