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If you are unfamiliar with the texture editing process: you can accomplish this by using VTFEdit to convert the texture to an editable image, and then use an image editor to shift the red color to whatever you desire (probably using a option like "Adjust Hue"). You'll have to repack that image into a .vtf using VTFEdit, and then change the boss_twins_lazer_cannon.vmt to reference your new texture. Alternatively, you can use SFM's Override Materials option and set your own texture override within SFM.
1. You have no depth of field on your camera, or you haven't setup depth of field properly. Here's a guide on using depth of field to blur your image and remove the jaggedness.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=123134497
2. You're attempting to create the same blooming light effect like the images above, but you are using the Export Poster option, which does not support bloom. I would recommend exporting to clipboard and resizing your image in your preferred image editor. Export Poster has been broken for some time.
3. If you want large amounts of blur/smoothing, you may want to animate the laser moving across the scene and then turning on motion blur on your camera. Motion blur blurs the model between frames of animation.
I am experiencing a problem when exporting a poster where the beam appears very low poly, like it was drawn in Paint. Does anybody know how to fix it?
However, I do not understand what advantage having the lazer and flamer as bodygroups would afford compared to what is currently available. Is there some scenario where you need bodygroups for that(like a specific shot)? I'm merely curious.
As far as changing this model, it's unlikely I'll be able to at the moment. I've currently quit the workshop, and I have no idea when I'll be returning.
Retinazer and Spazmatism undamaged use "boss_twins.mdl" as their base model, and plug in "boss_twins_lazer.mdl" for Retinazer, or "boss_twins_flamer.mdl" for Spazmatism.
If you want a damaged teethy Spazmatism, you use "boss_twins_damaged.mdl" with "boss_twins_flamer.mdl" or "boss_twins_flamer_damaged_back.mdl" for his weapon.
>Override Materials on the beam.
>Add a $color2 parameter of type "color" to your material.
>Change the color.
I'm pretty sure they work using color2. If that doesn't work, I'll check the submission to see how I set those up.