It might be a lot to ask, but if the ground textures had some sort of stripes that gave depth information, it would be great. Could default ground textures also be an option?
This is the cleanest I could get it on sv_pure 2, it's almost as good as flat textures on sv_pure 0
Sv_Pure 2
http://i.imgur.com/LOACmZK.jpg
Sv_pure 0
http://i.imgur.com/2IAqQzX.jpg
Decal Removal
Misc Removal
Prop Removal
Surfaceproperties
Unlit Playermodels
Flat
Sv_Pure 2
[img]http://i.imgur.com/LOACmZK.jpg[/img]
Sv_pure 0
[img]http://i.imgur.com/2IAqQzX.jpg[/img]
Decal Removal
Misc Removal
Prop Removal
Surfaceproperties
Unlit Playermodels
Flat
BonafideThis is the cleanest I could get it on sv_pure 2, it's almost as good as flat textures on sv_pure 0
Sv_Pure 2
...
Sv_pure 0
...
Which files are you using?
Sv_Pure 2
...
Sv_pure 0
...[/quote]
Which files are you using?
RejfylBonafideThis is the cleanest I could get it on sv_pure 2, it's almost as good as flat textures on sv_pure 0
Sv_Pure 2
...
Sv_pure 0
...
Which files are you using?
Updated post
Also I think some other settings have to do with how smooth it looks as well, on my laptop it's a lot more crisp and ugly looking than on my game pc. I use comanglia's fps config on laptop, modified one on pc.
Sv_Pure 2
...
Sv_pure 0
...[/quote]
Which files are you using?[/quote]
Updated post
Also I think some other settings have to do with how smooth it looks as well, on my laptop it's a lot more crisp and ugly looking than on my game pc. I use comanglia's fps config on laptop, modified one on pc.
BonafideRejfylBonafideThis is the cleanest I could get it on sv_pure 2, it's almost as good as flat textures on sv_pure 0
Sv_Pure 2
...
Sv_pure 0
...
Which files are you using?
Updated post
Also I think some other settings have to do with how smooth it looks as well, on my laptop it's a lot more crisp and ugly looking than on my game pc. I use comanglia's fps config on laptop, modified one on pc.
You should post your modified comanglia's cfg so everyone could compare it to original one, and see what cvars and stuff are changed. If u want and if u have time, of course.
Sv_Pure 2
...
Sv_pure 0
...[/quote]
Which files are you using?[/quote]
Updated post
Also I think some other settings have to do with how smooth it looks as well, on my laptop it's a lot more crisp and ugly looking than on my game pc. I use comanglia's fps config on laptop, modified one on pc.[/quote]
You should post your modified comanglia's cfg so everyone could compare it to original one, and see what cvars and stuff are changed. If u want and if u have time, of course.
PRISM HUD 0.1.2
-edited team select and class select menus (edited from ejphud)
-added engie building and spy disguise menus (edited from bwhud)
-added optional team indicator bar below health (enable it inside cfg/prismhud.txt)
Pictures
Also I figured out I can (hopefully/probably) create res files with tf2's scripting, so I'm thinking I might just scrap using 4plug and prismhud.txt entirely and move on to a secondary main menu with all the hud's options, that only appears on the first run. The only real issue with this is atm I don't have a way to edit or delete those generated res files with scripting, so if you want to change an option you'd need to delete all the options you picked before. What do you guys think?
Kond3PIt might be a lot to ask, but if the ground textures had some sort of stripes that gave depth information, it would be great. Could default ground textures also be an option?
It wouldn't be possible to do the stripes, though it would be possible to do the default ground textures option. The big issue with it is all those textures that appear as both ground and walls, so it wouldn't be 100% consistent, but it'd be doable. It may take a while but it's on my to-do list now.
-edited team select and class select menus (edited from ejphud)
-added engie building and spy disguise menus (edited from bwhud)
-added optional team indicator bar below health (enable it inside cfg/prismhud.txt)
[url=http://imgur.com/a/oxClp]Pictures[/url]
Also I figured out I can (hopefully/probably) create res files with tf2's scripting, so I'm thinking I might just scrap using 4plug and prismhud.txt entirely and move on to a secondary main menu with all the hud's options, that only appears on the first run. The only real issue with this is atm I don't have a way to edit or delete those generated res files with scripting, so if you want to change an option you'd need to delete all the options you picked before. What do you guys think?
[quote=Kond3P]It might be a lot to ask, but if the ground textures had some sort of stripes that gave depth information, it would be great. Could default ground textures also be an option?[/quote]
It wouldn't be possible to do the stripes, though it would be possible to do the default ground textures option. The big issue with it is all those textures that appear as both ground and walls, so it wouldn't be 100% consistent, but it'd be doable. It may take a while but it's on my to-do list now.
What exactly would you call those ripples that appear on the textures on sv_pure 2? It might be fixable with a certain GPU tweak
BonafideWhat exactly would you call those ripples that appear on the textures on sv_pure 2? It might be fixable with a certain GPU tweak
In film it's called moire. Not sure if that helps you though.
In film it's called moire. Not sure if that helps you though.
BonafideWhat exactly would you call those ripples that appear on the textures on sv_pure 2? It might be fixable with a certain GPU tweak
Extreme downscaling I guess. It fits textures that are 512x512 or 1024x1024 (usually, always with exceptions) into the space of a 4x4 texture. That's why stuff like the door, which has a black border in the texture, has much more noticable ripples than stuff like white plaster, which is almost unicolored as it is.
I'd probably be able to convert to 2x2 if it'd help but I'm pretty sure last time I did it without any gpu tweaks it was quite a bit harder on the eyes.
Extreme downscaling I guess. It fits textures that are 512x512 or 1024x1024 (usually, always with exceptions) into the space of a 4x4 texture. That's why stuff like the door, which has a black border in the texture, has much more noticable ripples than stuff like white plaster, which is almost unicolored as it is.
I'd probably be able to convert to 2x2 if it'd help but I'm pretty sure last time I did it without any gpu tweaks it was quite a bit harder on the eyes.
As JarateKing said it's because the texture is downscaled, it's really visible if you get closer to the wall:
http://puu.sh/dMJJ6/1d2886e761.jpg
I don't know anything about this really but if downscaling makes it look like this, could upscaling it to a really high resolution maybe make it vague / "flat" while not having this effect? I don't know if it's even doable or anyone tried it, but it's worth a try maybe?
It also kinda reminds me of mipmapping, if that's the proper term:
http://upload.wikimedia.org/wikipedia/commons/8/8a/Mipmapping_example.png
I don't know if it has anything to do with this though.
[img]http://puu.sh/dMJJ6/1d2886e761.jpg[/img]
I don't know anything about this really but if downscaling makes it look like this, could upscaling it to a really high resolution maybe make it vague / "flat" while not having this effect? I don't know if it's even doable or anyone tried it, but it's worth a try maybe?
It also kinda reminds me of mipmapping, if that's the proper term:
[img]http://upload.wikimedia.org/wikipedia/commons/8/8a/Mipmapping_example.png[/img]
I don't know if it has anything to do with this though.
The fire particles look a bit weird. Do you know if they are actually more fps friendly than the original particles?
I was able to almost completely remove the downscale "ripple" effect on sv_pure 2 through nvidia inspector settings
**THIS IS ALL ON SV_PURE 2**
Without Tweaks
http://i.imgur.com/YOFDEuX.jpg
With Tweaks
http://i.imgur.com/qPpskER.jpg
With Tweaks and Unlit world & props
**THIS IS ALL ON SV_PURE 2**
Without Tweaks
[img]http://i.imgur.com/YOFDEuX.jpg[/img]
With Tweaks
[img]http://i.imgur.com/qPpskER.jpg[/img]
With Tweaks and Unlit world & props
[img]http://i.imgur.com/6JauioG.jpg[/img]
Bonafidenvidia inspector settings
what did you change? just LOD bias?
what did you change? just LOD bias?
joshuawnBonafidenvidia inspector settings
what did you change? just LOD bias?
No, I used
Transparancy supersampling - SGSSAA 8x
Anisotropic Filtering mode - USER
Anisotropic Filtering setting - LINEAR
No override of Anisotropic Filtering - ON
Texture Filtering Quality - HIGHPERFORMANCE
edit;
Discussed this with Kaptain, Because of the supersampling it seems like there is some input lag, but we're not sure if it's placebo because we're really paying attention or there really is input lag, could some more people try it our and post back results?
what did you change? just LOD bias?[/quote]
No, I used
Transparancy supersampling - SGSSAA 8x
Anisotropic Filtering mode - USER
Anisotropic Filtering setting - LINEAR
No override of Anisotropic Filtering - ON
Texture Filtering Quality - HIGHPERFORMANCE
edit;
Discussed this with Kaptain, Because of the supersampling it seems like there is some input lag, but we're not sure if it's placebo because we're really paying attention or there really is input lag, could some more people try it our and post back results?
KaptainI don't know anything about this really but if downscaling makes it look like this, could upscaling it to a really high resolution maybe make it vague / "flat" while not having this effect? I don't know if it's even doable or anyone tried it, but it's worth a try maybe?
Tried it and got mixed results.
On things like doors it works perfectly:
http://i.imgur.com/onwkTza.jpg
On other things not so much:
http://i.imgur.com/EJxoWpJ.jpg
I'll be putting these working sorts of upscaled things in their own vpk in an update soon, but it would come at some cost to fps and filesize (instead of being 4x4 it's now 4096x4096). A pretty small cost if I keep it minimal (I don't know what else to put other than doors actually so it's pretty certainly going to be minimal) but a cost nonetheless.
uyScutiThe fire particles look a bit weird. Do you know if they are actually more fps friendly than the original particles?
They do give some fps bonus, since the shader they're using is much cheaper than what they normally use (that's also why they look so bad), but the cost of returning them to default would be very small too. I'll be putting them into their own vpk soon.
Tried it and got mixed results.
On things like doors it works perfectly:[img]http://i.imgur.com/onwkTza.jpg[/img]
On other things not so much:[img]http://i.imgur.com/EJxoWpJ.jpg[/img]
I'll be putting these working sorts of upscaled things in their own vpk in an update soon, but it would come at some cost to fps and filesize (instead of being 4x4 it's now 4096x4096). A pretty small cost if I keep it minimal (I don't know what else to put other than doors actually so it's pretty certainly going to be minimal) but a cost nonetheless.
[quote=uyScuti]The fire particles look a bit weird. Do you know if they are actually more fps friendly than the original particles?[/quote]
They do give some fps bonus, since the shader they're using is much cheaper than what they normally use (that's also why they look so bad), but the cost of returning them to default would be very small too. I'll be putting them into their own vpk soon.
I couldn't find the "create server" button. I use it to create a private server for practice. I could just use "map tr_walkwayrc2" etc. but it would be nice to have it there.
Bonafide...
No, I used
Transparancy supersampling - SGSSAA 8x
Anisotropic Filtering mode - USER
Anisotropic Filtering setting - LINEAR
No override of Anisotropic Filtering - ON
Texture Filtering Quality - HIGHPERFORMANCE
Are u sure that these are the only things that you have changed in you nVidia Inspector? I've done the same, and it doesn't work for me for some reason. Could you just put a screenshot for example, to let us set exactly the same stuff in inspector like you have?
...
No, I used
Transparancy supersampling - SGSSAA 8x
Anisotropic Filtering mode - USER
Anisotropic Filtering setting - LINEAR
No override of Anisotropic Filtering - ON
Texture Filtering Quality - HIGHPERFORMANCE
[/quote]
Are u sure that these are the only things that you have changed in you nVidia Inspector? I've done the same, and it doesn't work for me for some reason. Could you just put a screenshot for example, to let us set exactly the same stuff in inspector like you have?
Kond3PI couldn't find the "create server" button. I use it to create a private server for practice. I could just use "map tr_walkwayrc2" etc. but it would be nice to have it there.
You can also put 'map cp_badlands' in your autoexec
You can also put 'map cp_badlands' in your autoexec
re: bonafide's images
nvidia inspector is restricted by esea client though, this kind of stuff was always possible if you were willing to use nvidia inspector
nvidia inspector is restricted by esea client though, this kind of stuff was always possible if you were willing to use nvidia inspector
http://puu.sh/dNGZn/ac9ed2eaa7.jpg
I like it, but can somebody tell me how i get rid of the blocky shadows?
I like it, but can somebody tell me how i get rid of the blocky shadows?
OCTANEhttp://puu.sh/dNGZn/ac9ed2eaa7.jpg
I like it, but can somebody tell me how i get rid of the blocky shadows?
Type "mat_filterlightmaps 1; mat_filtertextures 1" in console.
I like it, but can somebody tell me how i get rid of the blocky shadows?[/quote]
Type "mat_filterlightmaps 1; mat_filtertextures 1" in console.
Couple places in hightower barely have any contrast. I assume there's going to be other cases like this in other maps.
RED1
RED2
BLU for reference
for pic2
Spy's arms not going invisible is only really a problem for dead ringer, but it's there.
Also, is custom crosshair installation process unchanged? There's so many clientscheme.res files.
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=365285227]RED1[/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=365285255]RED2[/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=365285289]BLU for reference[/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=365285317]for pic2[/url]
Spy's arms not going invisible is only really a problem for dead ringer, but it's there.
Also, is custom crosshair installation process unchanged? There's so many clientscheme.res files.
Kond3PCouple places in hightower barely have any contrast. I assume there's going to be other cases like this in other maps.
RED1
RED2
BLU for reference
for pic2
Spy's arms not going invisible is only really a problem for dead ringer, but it's there.
Also, is custom crosshair installation process unchanged? There's so many clientscheme.res files.
I don't really know what I can do for those first ones, I could always try to increase the saturation of those sorts of walls but I don't know if there'll be any inconsistencies anywhere else then.
As for custom crosshairs, I have afaik every crosshair font floating around properly set up in \resource\schemes\clientscheme_crosshair_fonts.res but none of them (other than fog's v3) actually declared yet in a usable form.
The res file I use to place crosshairs is \resource\ui\base_customs\crosshairs.res though it's a bit more empty than I'd like.
Though following this is 100% optional and you could still install them the same way as before, it just might be a bit messy.
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=365285227]RED1[/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=365285255]RED2[/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=365285289]BLU for reference[/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=365285317]for pic2[/url]
Spy's arms not going invisible is only really a problem for dead ringer, but it's there.
Also, is custom crosshair installation process unchanged? There's so many clientscheme.res files.[/quote]
I don't really know what I can do for those first ones, I could always try to increase the saturation of those sorts of walls but I don't know if there'll be any inconsistencies anywhere else then.
As for custom crosshairs, I have afaik every crosshair font floating around properly set up in \resource\schemes\clientscheme_crosshair_fonts.res but none of them (other than fog's v3) actually declared yet in a usable form.
The res file I use to place crosshairs is \resource\ui\base_customs\crosshairs.res though it's a bit more empty than I'd like.
Though following this is 100% optional and you could still install them the same way as before, it just might be a bit messy.
How do you get the scope back?
I really find it distracting.
Still great mod though
I really find it distracting.
Still great mod though
hey is there a way to get the regular rockettrails i need those to dodge
Only thing I don't like about Clean TF2 is how the texture for the door is not transparent. Is there any way to add transparency to the gray texture on the door?
By door, I am referring to the doors on Swiftwater for example, they now show as a gray block and make it impossible to see outside of it.
For reference, I am using:
- -Decal Removal
-Misc Removal
-Prop Removal
-Surfaceproperties
-Unlit Playermodels
-Flat
smzihey is there a way to get the regular rockettrails i need those to dodge
Just don't use the particle removal.
By door, I am referring to the [url=https://wiki.teamfortress.com/w/images/1/19/Pl_swiftwater_frc70000.jpg?t=20110325073402]doors on Swiftwater[/url] for example, they now show as a gray block and make it impossible to see outside of it.
For reference, I am using:
[list]
-Decal Removal
-Misc Removal
-Prop Removal
-Surfaceproperties
-Unlit Playermodels
-Flat
[/list]
[quote=smzi]hey is there a way to get the regular rockettrails i need those to dodge[/quote]
Just don't use the particle removal.
Yo could you include in the PrismHUD credits what you used from people? It's fine how it is now, I just want to know what you used :)
Hey! Is there's any way to make walls less "psychedelic"? Screenshot from Valve server.
[img]http://i.imgur.com/oBFx5b1.jpg[/img]