Thought of this concept in the weekend. Its basically an image overlay of the viewmodels using the HudAchievementTrackerItem and the classmodelpanelBG then using a script to toggle them with weapon switching. Not sure if this has been done before but thought it would be a good idea to share.
https://www.youtube.com/watch?v=3mueqZ7pSm8
Looks interesting however some people may argue that the lines for the weapons are in the way.
I really like that concept, mind giving a dropbox link? Also, I like that no animation on your weapon switching, mind giving me the scripts? Thanks man, nice work.
Pretty sure it's banned or doesn't work with sv_pure, in tfc we used to have semi-transparent models which made it a lot easier to see things, along with transparent explosions etc. but in the end it was banned or removed from the game.
Could centered viewmodels be done with this?
Also, are there any glitches with weapon slots (like crosshair switchers sometimes do)?
Also, are there any glitches with weapon slots (like crosshair switchers sometimes do)?
blinKPretty sure it's banned or doesn't work with sv_pure, in tfc we used to have semi-transparent models which made it a lot easier to see things, along with transparent explosions etc. but in the end it was banned or removed from the game.
Nope, this is basically like a hud crosshair.
Nope, this is basically like a hud crosshair.
well if this can be any image, why not use something else, like quake models or something stupid
Correct me if I'm wrong, but instead of lines, someone could make this just like the Open Plugin models, yes? As in, the full image, just with an alpha channel.
KC__I really like that concept, mind giving a dropbox link? Also, I like that no animation on your weapon switching, mind giving me the scripts? Thanks man, nice work.
Edited original post for link. Theres no animation because its just switching between two images
Edited original post for link. Theres no animation because its just switching between two images
blinKPretty sure it's banned or doesn't work with sv_pure, in tfc we used to have semi-transparent models which made it a lot easier to see things, along with transparent explosions etc. but in the end it was banned or removed from the game.
As someone has said, this is practically like a hud crosshair. In TFC (at least in the current ozfortress league) transparent viewmodels are allowed, but the modified explosions are not.
I only really find weapon models useful in TFC due to conc aim.
As someone has said, this is practically like a hud crosshair. In TFC (at least in the current ozfortress league) transparent viewmodels are allowed, but the modified explosions are not.
I only really find weapon models useful in TFC due to conc aim.
But since it's only two images can't you have two viewmodels period? Like not two on one class but two in general?
Actually: you could have three, now that I think about it. Two in hudachievementtracker.res, one visible in minmode and one not, and then the classmodelpanel one. But you could still only switch between two at a time without game freeze. Interesting idea, but isn't it quite limited? Do you already know of/have plans for a workaround?
Actually: you could have three, now that I think about it. Two in hudachievementtracker.res, one visible in minmode and one not, and then the classmodelpanel one. But you could still only switch between two at a time without game freeze. Interesting idea, but isn't it quite limited? Do you already know of/have plans for a workaround?
pretty genius idea, interested to see how it looks on soldier/demo/medic.
I've tried those models from game banana they don't work with pure, I tried a long time ago not even with transparent models but just shinier re-skinned ones. Still didn't work.
It'd be pretty cool though if you could get it to work like a custom xhair. At least it's something different or in the middle.
It'd be pretty cool though if you could get it to work like a custom xhair. At least it's something different or in the middle.
this is so sick hahah
qw rl
tfc rl
qw ssg (not faithful :<)
try using different settings for saving your .vtf files, when I tried it in 1920x1080 it was scaled really poorly and blurry. I used DXT5 with no sharpen filter and point mipmap filter
[url=http://i.imgur.com/t2qXpws.jpg]qw rl[/url]
[url=http://i.imgur.com/9ev7X0n.jpg]tfc rl[/url]
[url=http://i.imgur.com/GfRl4YD.jpg]qw ssg (not faithful :<)[/url]
try using different settings for saving your .vtf files, when I tried it in 1920x1080 it was scaled really poorly and blurry. I used DXT5 with no sharpen filter and point mipmap filter
glissthis is so sick hahah
qw rl
tfc rl
qw ssg (not faithful :<)
try using different settings for saving your .vtf files, when I tried it in 1920x1080 it was scaled really poorly and blurry. I used DXT5 with no sharpen filter and point mipmap filter
please tell me how to do that? It looks so amazing t(-_-t).
[url=http://i.imgur.com/t2qXpws.jpg]qw rl[/url]
[url=http://i.imgur.com/9ev7X0n.jpg]tfc rl[/url]
[url=http://i.imgur.com/GfRl4YD.jpg]qw ssg (not faithful :<)[/url]
try using different settings for saving your .vtf files, when I tried it in 1920x1080 it was scaled really poorly and blurry. I used DXT5 with no sharpen filter and point mipmap filter[/quote]
please tell me how to do that? It looks so amazing t(-_-t).
glissthis is so sick hahah
qw rl
tfc rl
qw ssg (not faithful :<)
try using different settings for saving your .vtf files, when I tried it in 1920x1080 it was scaled really poorly and blurry. I used DXT5 with no sharpen filter and point mipmap filter
Good work glad to see this going somewhere.
[url=http://i.imgur.com/t2qXpws.jpg]qw rl[/url]
[url=http://i.imgur.com/9ev7X0n.jpg]tfc rl[/url]
[url=http://i.imgur.com/GfRl4YD.jpg]qw ssg (not faithful :<)[/url]
try using different settings for saving your .vtf files, when I tried it in 1920x1080 it was scaled really poorly and blurry. I used DXT5 with no sharpen filter and point mipmap filter[/quote]
Good work glad to see this going somewhere.
glissthis is so sick hahah
qw rl
tfc rl
qw ssg (not faithful :<)
try using different settings for saving your .vtf files, when I tried it in 1920x1080 it was scaled really poorly and blurry. I used DXT5 with no sharpen filter and point mipmap filter
Upload for the quake rocket launcher?
[url=http://i.imgur.com/t2qXpws.jpg]qw rl[/url]
[url=http://i.imgur.com/9ev7X0n.jpg]tfc rl[/url]
[url=http://i.imgur.com/GfRl4YD.jpg]qw ssg (not faithful :<)[/url]
try using different settings for saving your .vtf files, when I tried it in 1920x1080 it was scaled really poorly and blurry. I used DXT5 with no sharpen filter and point mipmap filter[/quote]
Upload for the quake rocket launcher?
Is there a way to do what
VoloderCorrect me if I'm wrong, but instead of lines, someone could make this just like the Open Plugin models, yes? As in, the full image, just with an alpha channel.
Said?
Said?
PlatinumIs there a way to do whatVoloderCorrect me if I'm wrong, but instead of lines, someone could make this just like the Open Plugin models, yes? As in, the full image, just with an alpha channel.Said?
Should be since OP said it just changes image that is displayed by the script. Get pictures of viewmodels and turn down the opacity as much as you want with photoshop/gimp/whatever you want to use and replace the files that OP has with your own transparent viewmodels that look like the ones with openplugin.
glisswhat are the open plugin models
Openplugin is a plugin that allows some specific cvars to be used and added cvar to change transparency of viewmodels. By openplugin viewmodels people just mean viewmodels that are somewhat transparent. This is what scattergun viewmodel with 50% opacity would look like
Said?[/quote]
Should be since OP said it just changes image that is displayed by the script. Get pictures of viewmodels and turn down the opacity as much as you want with photoshop/gimp/whatever you want to use and replace the files that OP has with your own transparent viewmodels that look like the ones with openplugin.
[quote=gliss]what are the open plugin models[/quote]
Openplugin is a plugin that allows some specific cvars to be used and added cvar to change transparency of viewmodels. By openplugin viewmodels people just mean viewmodels that are somewhat transparent. This is what scattergun viewmodel with 50% opacity would look like
[img]http://i.imgur.com/XY9OQSv.png[/img]
PlatinumIs there a way to do whatVoloderCorrect me if I'm wrong, but instead of lines, someone could make this just like the Open Plugin models, yes? As in, the full image, just with an alpha channel.Said?
Made this up quickly as an example, edges aren't to pretty but if someone with more time and skill would like to give it a shot.
Said?[/quote]
Made this up quickly as an example, edges aren't to pretty but if someone with more time and skill would like to give it a shot.
[img]http://i.imgur.com/9yhthdz.jpg[/img]
played around with it a bit today but I feel like it would unfortunately be a large hassle unless there was a way to switch it based on your class
really fun(ny) proof of concept though
really fun(ny) proof of concept though
glissplayed around with it a bit today but I feel like it would unfortunately be a large hassle unless there was a way to switch it based on your class
really fun(ny) proof of concept though
The whole point is that you can change it with the class...
really fun(ny) proof of concept though[/quote]
The whole point is that you can change it with the class...
Awesome if someone could make a view model fov 83 version of stock rocket launcher and shotgun id use it for sure
Voloderglissplayed around with it a bit today but I feel like it would unfortunately be a large hassle unless there was a way to switch it based on your classThe whole point is that you can change it with the class...
really fun(ny) proof of concept though
I can see that it's possible to change with weapon selection, but not on a per class basis. it just cycles two images back and forth and I don't understand how it's possible to switch those images based on your class selection without re-loading those HUD files on the fly.
edit: regardless, here are the files
extract them into \materials\vgui\replay\thumbnails\
HudPlayerClass.res
"classmodelpanelBG"
{
"ControlName" "CTFImagePanel"
"fieldName" "classmodelpanelBG"
"xpos" "c-422"
"ypos" "c-235"
"zpos" "-10"
"wide" "900"
"tall" "900"
"enabled" "0"
"image" "replay/thumbnails/rl"
"scaleImage" "1"
}
HudAchievementTrackerItem.res
"Viewmodel"
{
"visible" "1"
"ControlName" "CTFImagePanel"
"fieldName" "scatter"
"xpos" "c-422"
"ypos" "c-235"
"zpos" "9910"
"wide" "900"
"tall" "900"
"enabled" "0"
"image" "replay/thumbnails/shotgun"
"scaleImage" "1"
}
that's how I don't understand how it's possible to make this on a per-class basis. you'd have to swap out these two files on the fly and replace the text to reference different images.
images:
http://i.imgur.com/zcnl5vn.jpg
http://i.imgur.com/vWYkx5s.jpg
I desaturated the teamskins so there wouldn't be any confusion
really fun(ny) proof of concept though[/quote]
The whole point is that you can change it with the class...[/quote]
I can see that it's possible to change with weapon selection, but not on a per class basis. it just cycles two images back and forth and I don't understand how it's possible to switch those images based on your class selection without re-loading those HUD files on the fly.
edit: regardless, here are the files
https://copy.com/ValHtrjbgmVE
extract them into \materials\vgui\replay\thumbnails\
HudPlayerClass.res
[code] "classmodelpanelBG"
{
"ControlName" "CTFImagePanel"
"fieldName" "classmodelpanelBG"
"xpos" "c-422"
"ypos" "c-235"
"zpos" "-10"
"wide" "900"
"tall" "900"
"enabled" "0"
"image" "replay/thumbnails/rl"
"scaleImage" "1"
}
[/code]
HudAchievementTrackerItem.res
[code]"Viewmodel"
{
"visible" "1"
"ControlName" "CTFImagePanel"
"fieldName" "scatter"
"xpos" "c-422"
"ypos" "c-235"
"zpos" "9910"
"wide" "900"
"tall" "900"
"enabled" "0"
"image" "replay/thumbnails/shotgun"
"scaleImage" "1"
}[/code]
that's how I don't understand how it's possible to make this on a per-class basis. you'd have to swap out these two files on the fly and replace the text to reference different images.
images:
http://i.imgur.com/zcnl5vn.jpg
http://i.imgur.com/vWYkx5s.jpg
I desaturated the teamskins so there wouldn't be any confusion
Has anyone considered the idea of having the weapon's icon appear somewhere near the ammo counter instead of a transparent viewmodel? That would be pretty cool I think.
Any chance you could do the same for demo and medic? Same fov
https://copy.com/CodSnVqc90tF crossbow + medigun
1 2
https://copy.com/cA1uBih6KRMt scattergun + pistol
1 2
https://copy.com/TvGat2Zaygsl pipe + sticky
1 2
I like the idea of the weapon icons used instead of of translucent viewmodels too. common in Quakeworld HUDs.
again I still don't see the point if you can't cycle these easily between classes though
[url=http://i.imgur.com/G7uMxi4.jpg]1[/url] [url=http://i.imgur.com/YmDQZD0.jpg]2[/url]
https://copy.com/cA1uBih6KRMt scattergun + pistol
[url=http://i.imgur.com/aKxC8uU.jpg]1[/url] [url=http://i.imgur.com/QdK60Ty.jpg]2[/url]
https://copy.com/TvGat2Zaygsl pipe + sticky
[url=http://i.imgur.com/s4Z0iJW.jpg]1[/url] [url=http://i.imgur.com/pmSLHt9.jpg]2[/url]
I like the idea of the weapon icons used instead of of translucent viewmodels too. common in [url=http://gfx.quakeworld.nu/files/385.jpg]Quakeworld HUDs[/url].
again I still don't see the point if you can't cycle these easily between classes though