Source Filmmaker

Source Filmmaker

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Tendrils
   
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Universe: Team Fortress
Model
Models: Creature
Tags: SFM
File Size
Posted
69.815 MB
15 Mar, 2023 @ 8:28am
1 Change Note ( view )

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Tendrils

Description
Felt like we could finally use one of these. Nothing like a classic nightmare fuel appendage. I might give it the odd animation update in future.



Helpful Note

For those who can't be asked to move a bunch of individual bones to curve the tendrils well here's a useful link to a YouTube tutorial that will even take you to the moment in the video where you can curve them individually together all at once here: https://youtu.be/Osu9exFpBdU?t=157

Also to work the tip bone I tend to select the tip bone then the next bone down from it and use that second selected bone to rotate the tip with. I then unselect the tip and correct the second bone if it looks off. I only did this with the bones because there are a lot of polygons near the tip which I would have needed to add a fair more bones when I'd rather shave off the numbers with how I've done it.



Possible bug if you can call it that?
So I noticed when I use a certain shape key I think the one named "flatten" maybe just the longest tendril but the shiny effect looks kind of strange when the slider is most the way across. It could just be a mesh problem I have no idea what's causing it or how to fix it.




My suggestions group

You can read more info on the group discussion posts I made to address group rules and address my capabilities with making items for SFM workshop.

List of types of items I'll cover in the workshop and my capabilities here:
https://gtm.steamproxy.vip/groups/SFMWSS/discussions/0/1696043263496400078/
After reading at least the sections to do with what you want to suggest there is a separate suggestion box in the discussions section post for you to drop your suggestions into.

If you follow me on my suggestions group I started here: http://gtm.steamproxy.vip/groups/SFMWSS

Make suggestions here:
https://gtm.steamproxy.vip/groups/SFMWSS/discussions/0/3288067088127417241/

Includes:
Phobias\General\Nightmare_fuel\Other\Tendrils\Extra_long\extralongtendril.mdl
Phobias\General\Nightmare_fuel\Other\Tendrils\Long\longtendril.mdl
Phobias\General\Nightmare_fuel\Other\Tendrils\Medium\mediumtendril.mdl
Phobias\General\Nightmare_fuel\Other\Tendrils\Short\shorttendril.mdl
Phobias\General\Nightmare_fuel\Other\Tendrils\Extra_short\extrashorttendril.mdl
91 Comments
Horridussss 21 Jul @ 11:15pm 
@Phobias
OH I DIDN'T NOTICE THAT, thanks for pointing it out
Phobias  [author] 16 Jul @ 4:02am 
@Horridussss
Yeah but the Pyro lifting his mask where the tenticles are coming from should also give 'among us' vibes,
Horridussss 15 Jul @ 8:50pm 
That husky with the tentacle in the mouth is giving me The Thing vibes.
ajhammack9007 19 Apr @ 8:20pm 
@Phobias ok did some testing restarting SFM did nothing, however adding my own $color command did. Guess something in the VMT files needs looked at.
ajhammack9007 19 Apr @ 7:14pm 
@Phobias: Hey sorry to bother but I'm trying to recolor the frozen and ghost skins but the in-built colortinit_base option isn't working for some reason even though it works on the other ones that have it. Not sure why? If you have any ideas let me know. I'll try closing and launching SFM to see if that fixes it. Usually that does it when $color doesn't work initially.
Phobias  [author] 26 Mar @ 5:04pm 
@ajhammack9007
Happy to help :steamthumbsup:
ajhammack9007 26 Mar @ 2:55pm 
Ok thanks for answering me so quickly Phobias. I really appreciate it. Like I said I'd have no idea what to replace to do what I wanted. I'll save this in a document for when I want to change it.
Phobias  [author] 26 Mar @ 1:20pm 
@ajhammack9007
Well that's the thing I've delved into using white texture to make the colour more customisation as I normally would try but from what I've come to fine it won't allow a change of colour if it's a pulsation effect only plain glow. So if you want to make it more customisation it would involve making the texture white and then removing the command that makes it pulsate.
Phobias  [author] 26 Mar @ 1:19pm 
@ajhammack9007
If you use notepad++ and go into the nuclear pulsation vmt file and replace the section:


"Proxies"
{
"spy_invis"
{
}
"Sine"
{
resultVar $selfillumtint
sineperiod 0.75
sinemin 15
sinemax 50
}
}
}


Replace with:

"Proxies"
{
"spy_invis"
{
}
}
}


Save it and either reload materials in SFM or reboot SFM.
Phobias  [author] 26 Mar @ 1:19pm 
@ajhammack9007
If you want to alter the colour of the glow assuming you made the nuclear texture white.
Add:


"$selfillumtint" "[0 0 0]"


The 3 separate numbers are the 3 light primary colours in order of: Red, Green, Blue.
adding a value of 1 will just make the texture bright but 2 and over will intensify the actual glow. it'll take some trial and error to get the result's your're looking for.

Again remember to save it and either reload materials in SFM or reboot SFM.

If for some reason something messes up I'll try help advise you correct it but I won't hold my breath as I'm still trying to fix the issue some people have on their end with any of my glowing or blur texture effects.