RAONICALIASyttriumAgain, just tell me what you want disabled and I'll make VPKs for you. It takes like, a single minute of my time.
6 years ago, not sure if you'll still do this, but could I please request someone to send me a VPK with everything but melee weapons and non-weapons (e.g., the sapper and jarate) disabled? I'll give you a craft hat
https://cdn.discordapp.com/attachments/880412427982868510/1069034940181782558/compviewmodels.vpk
here you go
[quote=RAONICALIAS][quote=yttrium]Again, just tell me what you want disabled and I'll make VPKs for you. It takes like, a single minute of my time.[/quote]
6 years ago, not sure if you'll still do this, but could I please request someone to send me a VPK with everything but melee weapons and non-weapons (e.g., the sapper and jarate) disabled? I'll give you a craft hat[/quote]
https://cdn.discordapp.com/attachments/880412427982868510/1069034940181782558/compviewmodels.vpk
here you go
J_4rb1RAONICALIASyttriumAgain, just tell me what you want disabled and I'll make VPKs for you. It takes like, a single minute of my time.
6 years ago, not sure if you'll still do this, but could I please request someone to send me a VPK with everything but melee weapons and non-weapons (e.g., the sapper and jarate) disabled? I'll give you a craft hat
https://cdn.discordapp.com/attachments/880412427982868510/1069034940181782558/compviewmodels.vpk
here you go
https://cdn.discordapp.com/attachments/330367467161518080/1069172275225571390/image.png
bless you
[quote=J_4rb1][quote=RAONICALIAS][quote=yttrium]Again, just tell me what you want disabled and I'll make VPKs for you. It takes like, a single minute of my time.[/quote]
6 years ago, not sure if you'll still do this, but could I please request someone to send me a VPK with everything but melee weapons and non-weapons (e.g., the sapper and jarate) disabled? I'll give you a craft hat[/quote]
https://cdn.discordapp.com/attachments/880412427982868510/1069034940181782558/compviewmodels.vpk
here you go[/quote]
[img]https://cdn.discordapp.com/attachments/330367467161518080/1069172275225571390/image.png[/img]
bless you
can u make the medi gun to hide but beam still on? much obliged.
can u make the medi gun to hide but beam still on? much obliged.
mellocan u make the medi gun to hide but beam still on? much obliged.
I'm pretty sure with how this mod works it won't be possible, but you can use this script in medic.cfg
bind 1 "slot1;r_drawviewmodel 1"
bind 2 "slot2;r_drawviewmodel 0"
bind 3 "slot3;r_drawviewmodel 1"
[quote=mello]can u make the medi gun to hide but beam still on? much obliged.[/quote]
I'm pretty sure with how this mod works it won't be possible, but you can use this script in medic.cfg
[code]bind 1 "slot1;r_drawviewmodel 1"
bind 2 "slot2;r_drawviewmodel 0"
bind 3 "slot3;r_drawviewmodel 1"[/code]
thnk you but is there another way to do it? i like to use 'Q' for my previous weapon and if i use that, from medi gun to crossbow, the crossbow will follow the medi gun r_drawviewmodel. i wish the app have the beam on.
thnk you but is there another way to do it? i like to use 'Q' for my previous weapon and if i use that, from medi gun to crossbow, the crossbow will follow the medi gun r_drawviewmodel. i wish the app have the beam on.
mellothnk you but is there another way to do it? i like to use 'Q' for my previous weapon and if i use that, from medi gun to crossbow, the crossbow will follow the medi gun r_drawviewmodel. i wish the app have the beam on.
it may not work perfectly but this mod removes weapon animations and moves the viewmodel out of your view and that breaks bullet tracers, medigun beam, etc.
(if you type in viewmodel_fov 150 into console you should be able to see a broken viewmodel of your weapon)
But, this should work with your lastinv bind
alias prevwep1 "lastinv;wait 5;r_drawviewmodel 1;bind q prevwep0"
alias prevwep0 "lastinv;r_drawviewmodel 0;bind q prevwep1"
bind 1 "slot1;r_drawviewmodel 1;bind q prevwep0"
bind 2 "slot2;r_drawviewmodel 0;bind q prevwep1"
bind 3 "slot3;r_drawviewmodel 1;bind q prevwep0"
[quote=mello]thnk you but is there another way to do it? i like to use 'Q' for my previous weapon and if i use that, from medi gun to crossbow, the crossbow will follow the medi gun r_drawviewmodel. i wish the app have the beam on.[/quote]
it may not work perfectly but this mod removes weapon animations and moves the viewmodel out of your view and that breaks bullet tracers, medigun beam, etc.
(if you type in viewmodel_fov 150 into console you should be able to see a broken viewmodel of your weapon)
But, [b]this should work with your lastinv bind[/b]
[code]alias prevwep1 "lastinv;wait 5;r_drawviewmodel 1;bind q prevwep0"
alias prevwep0 "lastinv;r_drawviewmodel 0;bind q prevwep1"
bind 1 "slot1;r_drawviewmodel 1;bind q prevwep0"
bind 2 "slot2;r_drawviewmodel 0;bind q prevwep1"
bind 3 "slot3;r_drawviewmodel 1;bind q prevwep0"[/code]
ayo yttrium can you make me one with hide primaries but no inspects ? i love my secondaries and inspects. :)
ayo yttrium can you make me one with hide primaries but no inspects ? i love my secondaries and inspects. :)
damiengreyayo yttrium can you make me one with hide primaries but no inspects ? i love my secondaries and inspects. :)
https://cdn.discordapp.com/attachments/880412427982868510/1092162209645342831/compviewmodels.vpk
:)
[quote=damiengrey]ayo yttrium can you make me one with hide primaries but no inspects ? i love my secondaries and inspects. :)[/quote]
https://cdn.discordapp.com/attachments/880412427982868510/1092162209645342831/compviewmodels.vpk
:)
J_4rb1damiengreyayo yttrium can you make me one with hide primaries but no inspects ? i love my secondaries and inspects. :)
https://cdn.discordapp.com/attachments/880412427982868510/1092162209645342831/compviewmodels.vpk
:)
you are the man. big d energy.
[quote=J_4rb1][quote=damiengrey]ayo yttrium can you make me one with hide primaries but no inspects ? i love my secondaries and inspects. :)[/quote]
https://cdn.discordapp.com/attachments/880412427982868510/1092162209645342831/compviewmodels.vpk
:)[/quote]
you are the man. big d energy.
Hello, why can't I hide my disguise kit? Please someone help. There are question marks and i cannot click on it.
Hello, why can't I hide my disguise kit? Please someone help. There are question marks and i cannot click on it.
KydliHello, why can't I hide my disguise kit? Please someone help. There are question marks and i cannot click on it.
If you hover your cursor over the question mark you will see
"Due to the complexity of the Spy's animation files, these are always shown. In a future release, these might become hideable."
so this should be the answer for you.
[quote=Kydli]Hello, why can't I hide my disguise kit? Please someone help. There are question marks and i cannot click on it.[/quote]
If you hover your cursor over the question mark you will see
[code]"Due to the complexity of the Spy's animation files, these are always shown. In a future release, these might become hideable."[/code]
so this should be the answer for you.
Oh didnt event notice that thx so much :)
Oh didnt event notice that thx so much :)
Is it possible to just move the hand models away in the form of an animation, making the guns only show using the same method this uses?
Is it possible to just move the hand models away in the form of an animation, making the guns only show using the same method this uses?
highqualitylurkerIs it possible to just move the hand models away in the form of an animation, making the guns only show using the same method this uses?
Been looking into this myself for a bit
a_horse's viewmodel editor moves the entire animation
and even has a flag to remove left arms, which I currently use
However, the guns' bones are attached to the right arm's bones. Which makes you unable to remove part of the right arm without the animation breaking
There's an invisible arms mod but it works by replacing the actual texture so it doesn't work online
To make a functioning animation mod, you will need to detach the bones and then reanimate just the weapon. idk if this works. you can animate it for sure. But idk how source handles a file like that once loaded in-game. It might try to stretch the hand to still attach to the weapon?
Or move the arms to an angle so they hide behind the gun. This would definitely work, but you'd have to do this for every animation to make sure arms/fingers don't stick out. You'd not want to do this for every class. It'd take weeks or months
I've not messed around with blender enough to try either of these options, but if people want to try it before I try to figure it out in like a year: I think this guide might help
[quote=highqualitylurker]Is it possible to just move the hand models away in the form of an animation, making the guns only show using the same method this uses?[/quote]
Been looking into this myself for a bit
[url=https://github.com/a-horsey/horsies-viewmodel-editor]a_horse's viewmodel editor[/url] moves the entire animation
and even has a flag to remove left arms, which I currently use
However, the guns' bones are attached to the right arm's bones. Which makes you unable to remove part of the right arm without the animation breaking
There's an [url=https://gamebanana.com/mods/198452]invisible arms[/url] mod but it works by replacing the actual texture so it doesn't work online
To make a functioning animation mod, you will need to detach the bones and then reanimate just the weapon. idk if this works. you can animate it for sure. But idk how source handles a file like that once loaded in-game. It might try to stretch the hand to still attach to the weapon?
Or move the arms to an angle so they hide behind the gun. This would definitely work, but you'd have to do this for every animation to make sure arms/fingers don't stick out. You'd not want to do this for every class. It'd take weeks or months
I've not messed around with blender enough to try either of these options, but if people want to try it before I try to figure it out in like a year: I think [url=https://sauceandsource.blogspot.com/2020/12/making-fp-tf2-animation.html]this guide[/url] might help
Hey guys I have a problem with this mod, the mod works in custom(preload or practice) maps but not in casual.
Thanks if you respond and help.
Hey guys I have a problem with this mod, the mod works in custom(preload or practice) maps but not in casual.
Thanks if you respond and help.
S4v3tHey guys I have a problem with this mod, the mod works in custom(preload or practice) maps but not in casual.
Thanks if you respond and help.
it's in the FAQ in the main post
(answer to the question "Help! It doesn't seem to work, or it's working sometimes but then stops working after I join multiple servers.")
[quote=S4v3t]Hey guys I have a problem with this mod, the mod works in custom(preload or practice) maps but not in casual.
Thanks if you respond and help.[/quote]
it's in the FAQ in the main post
(answer to the question "Help! It doesn't seem to work, or it's working sometimes but then stops working after I join multiple servers.")
Hey guys, I'm trying to use the commands and the preload_room to bypass sv_pure, but it's not working. I'm not using it for the viewmodels, but for custom hat skins. Is there a way to do this or do these methods only work for viewmodels?
Thanks.
Hey guys, I'm trying to use the commands and the preload_room to bypass sv_pure, but it's not working. I'm not using it for the viewmodels, but for custom hat skins. Is there a way to do this or do these methods only work for viewmodels?
Thanks.
FujusHey guys, I'm trying to use the commands and the preload_room to bypass sv_pure, but it's not working. I'm not using it for the viewmodels, but for custom hat skins. Is there a way to do this or do these methods only work for viewmodels?
Thanks.
preloading won't work with custom models or particles. Viewmodel animations are one of its few uses
[quote=Fujus]Hey guys, I'm trying to use the commands and the preload_room to bypass sv_pure, but it's not working. I'm not using it for the viewmodels, but for custom hat skins. Is there a way to do this or do these methods only work for viewmodels?
Thanks.[/quote]
preloading won't work with custom models or particles. Viewmodel animations are one of its few uses
Scout: Hide scattergun, Double barrel, shortstop, pistol
Sniper:Hide SMG
Soldier: hide rocket launcher, shotgun
demoman: hide Grenade launcher
Medic: hide primary
Heavy: hide shotgun
Pyro: hide shotgun, flare gun
Spy: hide revolver
Engi: hide shotgun
Issue: scout VM are still visible, other works as chosen
Scout: Hide scattergun, Double barrel, shortstop, pistol
Sniper:Hide SMG
Soldier: hide rocket launcher, shotgun
demoman: hide Grenade launcher
Medic: hide primary
Heavy: hide shotgun
Pyro: hide shotgun, flare gun
Spy: hide revolver
Engi: hide shotgun
Issue: scout VM are still visible, other works as chosen
Is there a way to only edit ft_fire for pyro? I can't airblast due to the fire but at the same time not seeing my weapon all the time feels weird so I want to only not see it when I need to.
Is there a way to only edit ft_fire for pyro? I can't airblast due to the fire but at the same time not seeing my weapon all the time feels weird so I want to only not see it when I need to.