was watching some older pyyyour vids, and i can't figure out what settings make his medi beam look mostly transparent like in this video:
http://www.twitch.tv/pyyyour/c/1751779
I've been searching for a while now and it doesn't look like he's on dx9, but when i run dx8 my medibeam has a bright whiteness to it, like teleporters. Maybe i'm just an idiot, but does anyone have any ideas?
was watching some older pyyyour vids, and i can't figure out what settings make his medi beam look mostly transparent like in this video:
http://www.twitch.tv/pyyyour/c/1751779
I've been searching for a while now and it doesn't look like he's on dx9, but when i run dx8 my medibeam has a bright whiteness to it, like teleporters. Maybe i'm just an idiot, but does anyone have any ideas?
looks like he's using a low viewmodel_fov + r_drawviewmodel 0 to make his beam smaller. Try to use viewmodel_fov 50 + r_drawviewmodel 0 to see if it works.
looks like he's using a low viewmodel_fov + r_drawviewmodel 0 to make his beam smaller. Try to use viewmodel_fov 50 + r_drawviewmodel 0 to see if it works.
m0nkeilooks like he's using a low viewmodel_fov + r_drawviewmodel 0 to make his beam smaller. Try to use viewmodel_fov 50 + r_drawviewmodel 0 to see if it works.
Doesn't viewmodel_fov 0 just remove all added particles and tracers, jsut try both I guess.
[quote=m0nkei]looks like he's using a low viewmodel_fov + r_drawviewmodel 0 to make his beam smaller. Try to use viewmodel_fov 50 + r_drawviewmodel 0 to see if it works.[/quote]
Doesn't viewmodel_fov 0 just remove all added particles and tracers, jsut try both I guess.
ExquisiteStonem0nkeilooks like he's using a low viewmodel_fov + r_drawviewmodel 0 to make his beam smaller. Try to use viewmodel_fov 50 + r_drawviewmodel 0 to see if it works.
Doesn't viewmodel_fov 0 just remove all added particles and tracers, jsut try both I guess.
No, you need to put both at the same time. If you only put viewmodel_fov 50, the beam will get smaller, yes, but the weapons will be super big on your screen and it will take a lot of screen space, expecially when you reload your primary weapon. You need to put r_drawviewmodel 0 as well so it hides your weapons completely.
[quote=ExquisiteStone][quote=m0nkei]looks like he's using a low viewmodel_fov + r_drawviewmodel 0 to make his beam smaller. Try to use viewmodel_fov 50 + r_drawviewmodel 0 to see if it works.[/quote]
Doesn't viewmodel_fov 0 just remove all added particles and tracers, jsut try both I guess.[/quote]
No, you need to put both at the same time. If you only put viewmodel_fov 50, the beam will get smaller, yes, but the weapons will be super big on your screen and it will take a lot of screen space, expecially when you reload your primary weapon. You need to put r_drawviewmodel 0 as well so it hides your weapons completely.
Thanks, but I'm mostly referring to the brightness of it, like how on his screen the medibeam is very transparent and pale:
http://i.imgur.com/JWORMGP.png
while on my screen, the beam tends to stack and look bright white fairly often:
http://i.imgur.com/7qkSxh9.jpg
dx9 gives a closer look to the beam in the video, but it doesn't look like he's using dx9 really. I'm wondering if the same transparent effect is possible while running dx8.
Thanks, but I'm mostly referring to the brightness of it, like how on his screen the medibeam is very transparent and pale:
http://i.imgur.com/JWORMGP.png
while on my screen, the beam tends to stack and look bright white fairly often:
http://i.imgur.com/7qkSxh9.jpg
dx9 gives a closer look to the beam in the video, but it doesn't look like he's using dx9 really. I'm wondering if the same transparent effect is possible while running dx8.
m0nkeiExquisiteStonem0nkeilooks like he's using a low viewmodel_fov + r_drawviewmodel 0 to make his beam smaller. Try to use viewmodel_fov 50 + r_drawviewmodel 0 to see if it works.
Doesn't viewmodel_fov 0 just remove all added particles and tracers, jsut try both I guess.
No, you need to put both at the same time. If you only put viewmodel_fov 50, the beam will get smaller, yes, but the weapons will be super big on your screen and it will take a lot of screen space, expecially when you reload your primary weapon. You need to put r_drawviewmodel 0 as well so it hides your weapons completely.
viewmodel_fov 0 also completely hides your weapon...
AND it also removes tracers from hitscan weapons.
[quote=m0nkei][quote=ExquisiteStone][quote=m0nkei]looks like he's using a low viewmodel_fov + r_drawviewmodel 0 to make his beam smaller. Try to use viewmodel_fov 50 + r_drawviewmodel 0 to see if it works.[/quote]
Doesn't viewmodel_fov 0 just remove all added particles and tracers, jsut try both I guess.[/quote]
No, you need to put both at the same time. If you only put viewmodel_fov 50, the beam will get smaller, yes, but the weapons will be super big on your screen and it will take a lot of screen space, expecially when you reload your primary weapon. You need to put r_drawviewmodel 0 as well so it hides your weapons completely.[/quote]
viewmodel_fov 0 also completely hides your weapon...
AND it also removes tracers from hitscan weapons.
this may or may not be what he is using, but here:
http://puu.sh/aPMjs/4684208f02.vpk
pop that into your custom folder and it should make your medi beam less dense
http://puu.sh/aPMGm/3ad395cbad.jpg
it does not work in pure severs, just like every other model, material, and particle mods.
and thanks for using medHUD!
this may or may not be what he is using, but here:
http://puu.sh/aPMjs/4684208f02.vpk
pop that into your custom folder and it should make your medi beam less dense
[img]http://puu.sh/aPMGm/3ad395cbad.jpg[/img]
it does not work in pure severs, just like every other model, material, and particle mods.
and thanks for using medHUD!
thats exactly what it is, thanks. unfortunately it doesn't work in esea servers :/
thanks though!
thats exactly what it is, thanks. unfortunately it doesn't work in esea servers :/
thanks though!
pretty sure hes using chris max/highframes config + viewmodel_fov 0 + r_drawviewmodel 0. I don't use any materials pack and mine looks pretty much like that.
pretty sure hes using chris max/highframes config + viewmodel_fov 0 + r_drawviewmodel 0. I don't use any materials pack and mine looks pretty much like that.
r_drawviewmodel 0
viewmodel_fov 1
^hides beam completely, you will see small puff/cloud coming out from patient's buddy
Try it
Since that VOD is 2 years old, i assume it was an old Medigun beam bug, where it went transparent after healing for few seconds, was only for Dx8 i think
r_drawviewmodel 0
viewmodel_fov 1
^hides beam completely, you will see small puff/cloud coming out from patient's buddy
Try it
Since that VOD is 2 years old, i assume it was an old Medigun beam bug, where it went transparent after healing for few seconds, was only for Dx8 i think
Put viewmodel_fov 25 into your med cfg to push that shit out of the way (including that annoying blob)
Being able to see the beam is still somewhat helpful
http://i2.minus.com/iyOSKueWJmDEt.png
Put viewmodel_fov 25 into your med cfg to push that shit out of the way (including that annoying blob)
Being able to see the beam is still somewhat helpful
[img]http://i2.minus.com/iyOSKueWJmDEt.png[/img]
Oh, this is how the beam used to look. Not sure when but, there was an update in which Valve made the dxlevel 81 Medigun beam really bright along with teleporters.
How to get that back?
From what I know, without using a custom thing, there's not an exact way to make your beam look like that again, BUT, as others have posted, by changing your viewmodel_fov around and turning off viewmodels and all, you can have a beam that looks smaller and duller than how it currently is.
Oh, this is how the beam used to look. Not sure when but, there was an update in which Valve made the dxlevel 81 Medigun beam really bright along with teleporters.
How to get that back?
From what I know, without using a custom thing, there's not an exact way to make your beam look like that again, BUT, as others have posted, by changing your viewmodel_fov around and turning off viewmodels and all, you can have a beam that looks smaller and duller than how it currently is.