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I there any way to preload particles (pcf.)?
posted in Customization
1
#1
0 Frags +

If yes, i will start to work on disabling particles.

If yes, i will start to work on disabling particles.
2
#2
whitelist.tf
6 Frags +

You can try to mess with the following file: particles\particles_manifest.txt in a similar fashion we use the hudanimations_manifest.txt for hud animation files.

Stuff listed first will be loaded before anything that comes after, maybe simply removing a bunch of lines works, but you have to be lucky the _manifest file is allowed in the pure_server whitelists; if it's not, then the default one from the vpks is used.

You can try to mess with the following file: [i]particles\particles_manifest.txt[/i] in a similar fashion we use the [url=http://huds.tf/forum/showthread.php?tid=151]hudanimations_manifest.txt[/url] for hud animation files.

Stuff listed first will be loaded before anything that comes after, maybe simply removing a bunch of lines works, but you have to be lucky the _manifest file is allowed in the [i]pure_server[/i] whitelists; if it's not, then the default one from the vpks is used.
3
#3
6 Frags +

i mean, is it possible to make it work on sv_pure 2 using yttrium's method?
or something like that?

i mean, is it possible to make it work on [b]sv_pure 2[/b] using yttrium's method?
or something like that?
4
#4
5 Frags +

It should be simple enough to try. Edit some particle effect (like the medigun beam), load up a local server set to sv_pure 0, then connect to a sv_pure 2 server. That said, this is something that maybe we could do without, since preloaded particles could mean that things like Noid's particles that give a tremendous advantage to people that use them would be usable again.

There's already a way to limit particle effects in order to gain an FPS boost here that you may want to look into, if that's what you want to do.

It should be simple enough to try. Edit some particle effect (like the medigun beam), load up a local server set to sv_pure 0, then connect to a sv_pure 2 server. That said, this is something that [i]maybe[/i] we could do without, since preloaded particles could mean that things like Noid's particles that give a tremendous advantage to people that use them would be usable again.

There's already a way to limit particle effects in order to gain an FPS boost [url=http://www.teamfortress.tv/22586/particle-limitation-pack]here[/url] that you may want to look into, if that's what you want to do.
5
#5
5 Frags +

Sorry for any mistakes with details here, it's been a long time since I worked with pcf's and I can't do much experimenting myself because I had to move to linux.

Removing the renderer/children/initializers/emitters headers will work on pcf's that are loaded and remove it in sv_pure. I never looked into which one will cause the particle to stop existing, but just clearing all of them works. Iirc, item_fx.pcf doesn't even need preloading (and maybe some of the dedicated unusual effect pcf's, not sure), at least for some effects. It's the exception however, and from my basic testing I didn't find any other files like that.

iirc particle_manifest doesn't get preloaded. That'd be your main hope, since the particles folder is very much in the sv_pure blacklist, so it shouldn't work but might.

I never tried creating new particles by the name of what I want to remove into a pcf that works (for example, make a new particle in item_fx.pcf called "rockettrail" to override the actual rockettrail in another pcf, and make sure its headers are clear so it won't render. Assuming that rockettrail isn't already in item_fx.pcf, I forget). And again, being on linux doesn't really give me much of a chance to test that.

Sorry for any mistakes with details here, it's been a long time since I worked with pcf's and I can't do much experimenting myself because I had to move to linux.

Removing the renderer/children/initializers/emitters headers will work on pcf's that are loaded and remove it in sv_pure. I never looked into which one will cause the particle to stop existing, but just clearing all of them works. Iirc, item_fx.pcf doesn't even need preloading (and maybe some of the dedicated unusual effect pcf's, not sure), at least for some effects. It's the exception however, and from my basic testing I didn't find any other files like that.

iirc particle_manifest doesn't get preloaded. That'd be your main hope, since the particles folder is very much in the sv_pure blacklist, so it [i]shouldn't[/i] work but might.

I never tried creating new particles by the name of what I want to remove into a pcf that works (for example, make a new particle in item_fx.pcf called "rockettrail" to override the actual rockettrail in another pcf, and make sure its headers are clear so it won't render. Assuming that rockettrail isn't already in item_fx.pcf, I forget). And again, being on linux doesn't really give me much of a chance to test that.
6
#6
11 Frags +

I want cleantf2 2017 pls make it happen

I want cleantf2 2017 pls make it happen
7
#7
16 Frags +

alright look

yes it's possible.

if it's going to give a gameplay advantage please don't make it.

if you just want a clean TF2 or want to remove unusuals or something, fine.

let's not make it bad enough that Valve actually tries to fix preloading.

I'm not going to explain how to do it because I want that to be a hurdle, but if you're well-intentioned, take a look at my Installer's source and see what it edits in the autoexec and what files it extracts.

I just think it'd be best if you don't widely distribute huge exploits.

alright look

yes it's possible.

if it's going to give a gameplay advantage [i]please[/i] don't make it.

if you just want a clean TF2 or want to remove unusuals or something, fine.

let's not make it bad enough that Valve actually tries to fix preloading.

I'm not going to explain how to do it because I want that to be a hurdle, but if you're well-intentioned, take a look at my Installer's source and see what it edits in the autoexec and what files it extracts.

I just think it'd be best if you [i] don't[/i] widely distribute huge exploits.
8
#8
3 Frags +
yttriumtake a look at my Installer's source and see what it edits in the autoexec and what files it extracts.

;)

[quote=yttrium]
take a look at my Installer's source and see what it edits in the autoexec and what files it extracts.
[/quote]

;)
9
#9
0 Frags +

ok, so i tried to do this
and it didn't work, lol
maybe i just don't understand you,
or
maybe it worked before some of the updates.

im summoning yttrium again to explain how to do this.
please ytt, we need your advice.

ok, so i tried to do this
and it didn't work, lol
maybe i just don't understand you,
or
maybe it worked before some of the updates.

im summoning yttrium again to explain how to do this.
please ytt, we need your advice.
10
#10
0 Frags +
yttriumI'm not going to explain how to do it because I want that to be a hurdle, but if you're well-intentioned, take a look at my Installer's source and see what it edits in the autoexec and what files it extracts.

Correct me if I'm wrong, but doesn't it just load a background map so that preloading's streamlined and automatic?

The issue here is whether or not the pcf files can be preloaded at all, or if special workarounds need to be made, so a preload map would only really come in handy if everything else is solved.

[quote=yttrium]I'm not going to explain how to do it because I want that to be a hurdle, but if you're well-intentioned, take a look at my Installer's source and see what it edits in the autoexec and what files it extracts.[/quote]
Correct me if I'm wrong, but doesn't it just load a background map so that preloading's streamlined and automatic?

The issue here is whether or not the pcf files can be preloaded at all, or if special workarounds need to be made, so a preload map would only really come in handy if everything else is solved.
11
#11
2 Frags +
JarateKingCorrect me if I'm wrong, but doesn't it just load a background map so that preloading's streamlined and automatic?

The issue here is whether or not the pcf files can be preloaded at all, or if special workarounds need to be made, so a preload map would only really come in handy if everything else is solved.

PCF files have to be installed in a certain way for preloading to work. I won't say anything more. Again, look at my source.

Send me your PCF (and tell me what it does) and I'll try it when I get home.

[quote=JarateKing]
Correct me if I'm wrong, but doesn't it just load a background map so that preloading's streamlined and automatic?

The issue here is whether or not the pcf files can be preloaded at all, or if special workarounds need to be made, so a preload map would only really come in handy if everything else is solved.[/quote]
PCF files have to be installed in a certain way for preloading to work. I won't say anything more. Again, look at my source.

Send me your PCF (and tell me what it does) and I'll try it when I get home.
12
#12
10 Frags +

Tbh we need a secret invite only section on tftv for discussions like these. And if someone rats it out to valve they get elo assassinated on every pug site and mge server

Tbh we need a secret invite only section on tftv for discussions like these. And if someone rats it out to valve they get elo assassinated on every pug site and mge server
13
#13
12 Frags +

http://image.prntscr.com/image/d8a938b864af47f690e1718d554f90cd.png

[img]http://image.prntscr.com/image/d8a938b864af47f690e1718d554f90cd.png[/img]
14
#14
0 Frags +
yttriumPCF files have to be installed in a certain way for preloading to work.

there's much things you might mean.
1.make .pcf files .mdl files (???)
for example blood_impact.pcf change to blood_impact.mdl (?????????????)
2.you mean we need to place ALL of the particles in preload_room so it can be preloaded.
3.or, somehow decompile pcf files
also, here what i used
http://www29.zippyshare.com/v/QxV3yIJJ/file.html

i also tried to use JarateKing's Clean TF2 _particle_removal
but it didn't work too.

[quote=yttrium]PCF files have to be installed in a certain way for preloading to work.[/quote]
there's much things you might mean.
1.[b]make .pcf files .mdl files[/b] (???)
for example blood_impact.pcf change to blood_impact.mdl (?????????????)
2.you mean we need to [b]place ALL of the particles in preload_room[/b] so it can be preloaded.
3.or, [b]somehow decompile pcf files[/b]
also, here what i used
http://www29.zippyshare.com/v/QxV3yIJJ/file.html

i also tried to use JarateKing's Clean TF2 _particle_removal
but it didn't work too.
15
#15
0 Frags +
yttriumPCF files have to be installed in a certain way for preloading to work

I know you meant "to make it vpk".
but it doesn't work too.

[quote=yttrium]PCF files have to be installed in a certain way for preloading to work[/quote]I know you meant [b]"to make it vpk".[/b]
but it doesn't work too.
16
#16
0 Frags +

ok, so i found the file called texture_preload_list.txt
there's all paths of model files, which means (i think) they are forced to be preloaded by this file.
if you will write all of the particles there, and place it in tf folder,it will not work,BUT
if you will manage to somehow put this file into tf2_misc_dir.vpk it think it will work.
but when i tried to create the new tf2_misc_dir.vpk (the exact same with original file, but with edited preload list)
my vpk.exe just crashed
can anyone test this out?

ok, so i found the file called texture_preload_list.txt
there's all paths of model files, which means (i think) they are forced to be preloaded by this file.
if you will write all of the particles there, and place it in tf folder,it will not work,BUT
if you will manage to somehow put this file into tf2_misc_dir.vpk it think it will work.
but when i tried to create the new tf2_misc_dir.vpk (the exact same with original file, but with edited preload list)
my vpk.exe just crashed
can anyone test this out?
17
#17
5 Frags +

Why are u publically reverse engineering yttrium's hakes instead of just PMing him? He already said he wants this to stay lowkey so valve won't disable preloading.

Why are u publically reverse engineering yttrium's hakes instead of just PMing him? He already said he wants this to stay lowkey so valve won't disable preloading.
18
#18
1 Frags +

old thread (with examples, some links seem to be dead) http://www.teamfortress.tv/8052/large-visible-and-green-overheal-particles

stuff that might be useful in getting it working: http://www.teamfortress.tv/post/692621/i-there-any-way-to-preload-particles-pcf

e: FUCK

old thread (with examples, some links seem to be dead) http://www.teamfortress.tv/8052/large-visible-and-green-overheal-particles

stuff that might be useful in getting it working: http://www.teamfortress.tv/post/692621/i-there-any-way-to-preload-particles-pcf

e: FUCK
19
#19
0 Frags +
yttriumalright look

yes it's possible.

if it's going to give a gameplay advantage please don't make it.

if you just want a clean TF2 or want to remove unusuals or something, fine.

let's not make it bad enough that Valve actually tries to fix preloading.

I'm not going to explain how to do it because I want that to be a hurdle, but if you're well-intentioned, take a look at my Installer's source and see what it edits in the autoexec and what files it extracts.

I just think it'd be best if you don't widely distribute huge exploits.

im trying to pm you but your inbox is full, could you please pm me telling me how to¿ i just want old flamethrower and plog flames back.

[quote=yttrium]alright look

yes it's possible.

if it's going to give a gameplay advantage [i]please[/i] don't make it.

if you just want a clean TF2 or want to remove unusuals or something, fine.

let's not make it bad enough that Valve actually tries to fix preloading.

I'm not going to explain how to do it because I want that to be a hurdle, but if you're well-intentioned, take a look at my Installer's source and see what it edits in the autoexec and what files it extracts.

I just think it'd be best if you [i] don't[/i] widely distribute huge exploits.[/quote]

im trying to pm you but your inbox is full, could you please pm me telling me how to¿ i just want old flamethrower and plog flames back.
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