Source Filmmaker

Source Filmmaker

Paintable Slash wounds and improved bullet hole (NEW UPDATE of 08/10/2019)
123 Comments
Phobias  [author] Jun 27 @ 2:04pm 
@guybrush
Happy to help. :steamthumbsup:
guybrush Jun 27 @ 1:31pm 
thanks
Phobias  [author] Jun 27 @ 11:40am 
@guybrush
Sorry for the late reply I caught your message earlier and just now have the time.
To answer your question on colouring the model though just follow the first step of this guide here: https://steamcommunity.com/sharedfiles/filedetails/?id=2069967693&searchtext=color

:steamthumbsup:
guybrush Jun 26 @ 5:14am 
how do you color it I don't understand
dug Feb 10 @ 5:10am 
Thanks heaps nat! Those instructions were very easy to follow.
Mr Ant-Tenna Nov 25, 2023 @ 8:20pm 
If you want to remove the cloth, just use override materials, show in game explorer as a model, go to the material, add float and then just put $alpha, sorry if i got missunderstood english is not my main languaje.
Squidcraft@313 Sep 3, 2023 @ 5:12pm 
Why can’t the cloth be the same color as the skin?
AlexsTheCat(Spanko UwU) Jul 14, 2023 @ 2:58am 
How come its not showing up ?
holy-moly-macaroni Apr 16, 2023 @ 1:55pm 
it isn't showing up is this a model?
aaronp2az Mar 15, 2023 @ 6:13pm 
is this a model because it dosent show up
Warlord4Hikage Dec 29, 2022 @ 1:11pm 
I haven't anything after "fullpath" - what to do?
Peregrin Took Feb 6, 2022 @ 5:52am 
@[HF] Kap, I know how to make the bullet hole larger but I can't help you with the slash wounds. Okay, so what you wanna do is open the bullet hole in the animation set viewer and open "body" and then right click on "roottransform" and click on "Add scale control to transforms" and then you can resize it.
Crack Dec 15, 2021 @ 6:44pm 
thats so cool, good job man
Big_Tubber Jul 9, 2021 @ 11:56am 
how do you get them?
Kap May 17, 2021 @ 6:52pm 
is there anyway to make the slash wound wider and the bullet wound bigger?
israel100israel (o.W.n) Feb 2, 2021 @ 10:53pm 
i need scars models
Tuna_Tanu Mar 30, 2020 @ 7:32pm 
yay
Phobias  [author] Mar 30, 2020 @ 7:20pm 
@itunetonnam
Ha alright then well congratulations! glad something worked:steamhappy:
Tuna_Tanu Mar 30, 2020 @ 7:19pm 
only thing left is to try to match it with the character's clothing color
Tuna_Tanu Mar 30, 2020 @ 7:18pm 
IT WORKS!:steamhappy:
Tuna_Tanu Mar 30, 2020 @ 7:15pm 
ill try
Phobias  [author] Mar 30, 2020 @ 7:11pm 
@itunetonnam
The only last thing to test out would be to un-subscibe then re-subscribe.

If that don't work then I'm out of ideas as it's got to be some issue on your end. An issue I have not had myself so I wouldn't know how to sort it. So sorry I couldn't help yah. But just maybe someone on the discussions section might be able to help out.
Tuna_Tanu Mar 30, 2020 @ 5:45pm 
still not changing even after re-adding override materials
Phobias  [author] Mar 30, 2020 @ 7:13am 
@itunetonnam
Well assuming you didn't change skins did you make sure you went for the right "ragskin" in the materials as there are 3 of them, as well as making sure you're changing colour of the "$colortint_base" and not the "$cloakcolortint"

Some times I find that when the texture colour don't change I remove override materials and then add it back on as SFM can be dodgy for no apparent reason.
Tuna_Tanu Mar 29, 2020 @ 11:12pm 
i did as you told but the surrounding ring (the part with spikey stuff) doesnt change,only the skin and the blood color change
Phobias  [author] Mar 29, 2020 @ 3:58am 
@itunetonnam
Right click on the model in the "animation set editor" click on "override materials" at the bottom of the drop down list, right click on on the model again but go to "Show in element viewer" and click "model" then in the element viewer you should see "materials" near the bottom with a little plus next to it and click it to open all the materials. From there the 4th display pic should pretty much explain the rest.
Tuna_Tanu Mar 28, 2020 @ 11:47pm 
how do you paint it
the cavalry Dec 30, 2019 @ 6:51pm 
Yeah it still ain't working for some reason.
Phobias  [author] Dec 30, 2019 @ 6:32pm 
@BlazerBurner
Sorry for confusing you as I just noticed you were confusing bone names with the model's name.
Phobias  [author] Dec 30, 2019 @ 6:29pm 
@BlazerBurner
The "Root Transform" is the over all bone that moves the whole model as with all models. The "Root" bone usually the same purpose only it's useful for offsetting the model from the
"Root Transform" I personally always lock the "Root Transform" there is no bone named "bullethole" only the model's name.
the cavalry Dec 30, 2019 @ 5:34pm 
Which bone in the bullethole do I use, the only thing I see is the root transform
Phobias  [author] Dec 30, 2019 @ 12:01pm 
@BlazerBurner
Well like I said the model will follow the bone from where the model it is positioned with the "playhead" slid all the way. Also make sure you grab the hand to lock onto the bullethole not the other way around, and be sure the bullethole is selected before doing the preset slider, and on motion editor. Otherwise I don't know how else I can advise you.
the cavalry Dec 30, 2019 @ 11:37am 
I tried locking the rootTransform to the hand and then upped the playhead slider, nothing happened
I did the same with root, nothing happened, I did both at the same time, is there something else I need to lock for the bullethole?
Phobias  [author] Dec 30, 2019 @ 11:12am 
@BlazerBurner
Use the "playhead" preset instead of "zero" and it will follow what ever bone you locked it to from where you positioned it.
the cavalry Dec 30, 2019 @ 8:59am 
It's been a year since I've been here but, I know how to lock better, but is there any way to make the bullet holes lock outside of the heavy? Like say I lock a bullet hole to the hand, then I zero it, it goes inside the hand, is there anyway to lock it to the outside?
Phobias  [author] Oct 29, 2019 @ 6:24pm 
@E7ajamy
I noted them down in my recent announcement Here:
https://steamcommunity.com/groups/SFMWSS/announcements/detail/1583503191518448603
E7ajamy Oct 29, 2019 @ 6:09pm 
soo, what's the new updates for the slash wounds?

tho each update u publish on the workshop sfm, i prefer u leave notes of what u updated, so that we don't also have to rely too much on pictures tho they are good
Phobias  [author] Oct 8, 2019 @ 10:34am 
@everyone
All updated now go check it out
Spore Cannon Sep 16, 2019 @ 8:01pm 
Paintable blood? Homestuck time!
Eroつ Aug 21, 2019 @ 11:27am 
How do you paint them?
Half-Life Enthusiast Apr 18, 2019 @ 11:14am 
@Phobias

It wasn't that i found out it was just because i didn't color the rag and i instead did the skin
Phobias  [author] Apr 18, 2019 @ 6:30am 
@BombyLovesYou
Okay judging by what you've described it sounds like you're possibly dealing with the same issue as me. If it is then it's not the model its SFM itself. I get times where I go to change the color base tint and it refuses to change for some reason.

I sort it out by going back to animation set editor, right click the model and remove material overrides to then re-add them again and attempt to change the color. Some times I do it 1 or 2 other times and it usually always works but gets really annoying at times.
Half-Life Enthusiast Apr 18, 2019 @ 2:46am 
whenever i change the color tint base it will stay the same as the skin i chose
Mezzy Feb 9, 2019 @ 8:07am 
Might there be a way where we can bend them to fit better? :)
Phobias  [author] Jan 4, 2019 @ 1:44pm 
@I am present
That's what the 4th display pic is for.
the cavalry Jan 4, 2019 @ 1:04pm 
I did it and it worked, but one problem. Is there any way I can get it to match the colors of Heavy's vest, or spy's suit?
Phobias  [author] Jan 4, 2019 @ 9:48am 
@I am present
I assume you mean how to lock it to a character model in that case meet Jimer Lins here:
https://www.youtube.com/watch?v=QmgT8UcgBJg
the cavalry Jan 4, 2019 @ 8:50am 
Any videos to show me how you add this to the model?
Shahanshah Cyrus II Dec 19, 2018 @ 12:34am 
Very nice, but it won't lock for some reason...
Limouzine Dec 4, 2018 @ 9:03am 
Would be nice if there was a version without the "clothes rip" added to it. Like if it's just a slash on the skin, rather than on their clothing.