I'm one upping all of your requests.
I just wrote a program in VB.NET that automates the process of hiding an animation. Next step is to plug that process into a program that will allow every one of you to individually pick which weapon animations you want shown and hidden, so you can all generate your own options. Kind of like the installer for flathud. except it works :^)
http://puu.sh/q3PlR/b52be2ac70.png
I'm one upping all of your requests.
I just wrote a program in VB.NET that automates the process of hiding an animation. Next step is to plug that process into a program that will allow every one of you to individually pick which weapon animations you want shown and hidden, so you can all generate your own options. Kind of like the installer for flathud. [size=10]except it works :^)[/size]
[img]http://puu.sh/q3PlR/b52be2ac70.png[/img]
Hey can you make a version that only hides the spies gun?
Hey can you make a version that only hides the spies gun?
Sure thing Ex Why Zee Spy!
Sure thing Ex Why Zee Spy!
here u go Ex Why Zee Spy
Download
http://i.imgur.com/1HD2n7e.jpg
i hope u like it
yes... this actually works ingame.
here u go Ex Why Zee Spy
[url=https://github.com/Yttrium-tYcLief/CompetitiveViewmodels/raw/master/xyzspyviewmodel.vpk]Download
[/url]
[img]http://i.imgur.com/1HD2n7e.jpg[/img]
i hope u like it
[size=10]yes... this actually works ingame.[/size]
If it's not too hard to do can you upload a version that only removes viewmodel on scout primary :)
If it's not too hard to do can you upload a version that only removes viewmodel on scout primary :)
Just wait for the installer. It won't take much longer to make. Should have it ready either late tonight or sometime tomorrow.
Just wait for the installer. It won't take much longer to make. Should have it ready either late tonight or sometime tomorrow.
can you leave the spies gun and remove the arm???
can you leave the spies gun and remove the arm???
phoroforcan you leave the spies gun and remove the arm???
https://i.imgur.com/xp8CYgx.jpg
[quote=phorofor]can you leave the spies gun and remove the arm???[/quote]
[img]https://i.imgur.com/xp8CYgx.jpg[/img]
yttriumhere u go Ex Why Zee Spy
Download
http://i.imgur.com/1HD2n7e.jpg
i hope u like it
yes... this actually works ingame.
Amazing thank you so much
[quote=yttrium]here u go Ex Why Zee Spy
[url=https://github.com/Yttrium-tYcLief/CompetitiveViewmodels/raw/master/xyzspyviewmodel.vpk]Download
[/url]
[img]http://i.imgur.com/1HD2n7e.jpg[/img]
i hope u like it
[size=10]yes... this actually works ingame.[/size][/quote]
Amazing thank you so much
I'll just reiterate this question because the installer will be great for selecting which viewmodels are on/off. Is there a way to use custom viewmodels to make it so viewmodels appear to be using a higher FOV even if they are locked at 54?
I'll just reiterate this question because the installer will be great for selecting which viewmodels are on/off. Is there a way to use custom viewmodels to make it so viewmodels appear to be using a higher FOV even if they are locked at 54?
no. it's possible in the future I might figure a way to zoom them out but it won't look exactly the same.
no. it's possible in the future I might figure a way to zoom them out but it won't look exactly the same.
Sorry phorofor I'm not able to do it very easily without using something like SFM. I tried to even make a single frame but couldn't manage to do that thanks to how the bones are set up.
While it would be neat it's not something I even know how to do, let alone automate, at the moment.
Sorry phorofor I'm not able to do it very easily without using something like SFM. I tried to even make a single frame but couldn't manage to do that thanks to how the bones are set up.
While it would be neat it's not something I even know how to do, let alone automate, at the moment.
yttriumSorry phorofor I'm not able to do it very easily without using something like SFM. I tried to even make a single frame but couldn't manage to do that thanks to how the bones are set up.
While it would be neat it's not something I even know how to do, let alone automate, at the moment.
its k i was joking anyways
[quote=yttrium]Sorry phorofor I'm not able to do it very easily without using something like SFM. I tried to even make a single frame but couldn't manage to do that thanks to how the bones are set up.
While it would be neat it's not something I even know how to do, let alone automate, at the moment.[/quote]
its k i was joking anyways
phoroforits k i was joking anyways
I figured but I wanted to still see if I could do it. Can't do it easily though.
Here's a progress shot of the installer:
http://puu.sh/q4mkh/e5d004b15c.png
You literally just go through each tab picking what you do/don't want, select your TF2 folder ("Team Fortress 2" not "tf"), and then hit Render and it edits, compiles, and then installs the models. All the tools it needs for this are already available in the TF2 install.
[quote=phorofor]
its k i was joking anyways[/quote]
I figured but I wanted to still see if I could do it. Can't do it easily though.
Here's a progress shot of the installer:
[img]http://puu.sh/q4mkh/e5d004b15c.png[/img]
You literally just go through each tab picking what you do/don't want, select your TF2 folder ("Team Fortress 2" not "tf"), and then hit Render and it edits, compiles, and then installs the models. All the tools it needs for this are already available in the TF2 install.
can this be made vise versa? i mean forcing viewmodels on for certain weapons (lets say mad milk) and still have ability to toggle on/off for the rest (pistols)? and if, how can i achieve it?
thanks
can this be made vise versa? i mean forcing viewmodels on for certain weapons (lets say mad milk) and still have ability to toggle on/off for the rest (pistols)? and if, how can i achieve it?
thanks
degucan this be made vise versa? i mean forcing viewmodels on for certain weapons (lets say mad milk) and still have ability to toggle on/off for the rest (pistols)? and if, how can i achieve it?
thanks
Perhaps this can be made using the different viewmodel positions of tf_use_min_viewmodels.
Moving the viewmodels just enough might make them no longer show up with tf_use_min_viewmodels 1. tf_use_min_viewmodels 0 could still show the viewmodels
if 1 has a lower y value you could move the viewmodel down just enough for 1 to be invisible.
1 also looks more centered so I guess you could also use a higher x value which would move the viewmodel of 0 off-screen and then 1 would be visible still.
Maybe this would look really bad though
But if it looks fine you'd then just make a simple weapon changing script that changes that setting for appropriate weapons
[quote=degu]can this be made vise versa? i mean forcing viewmodels on for certain weapons (lets say mad milk) and still have ability to toggle on/off for the rest (pistols)? and if, how can i achieve it?
thanks[/quote]
Perhaps this can be made using the different viewmodel positions of tf_use_min_viewmodels.
Moving the viewmodels just enough might make them no longer show up with tf_use_min_viewmodels 1. tf_use_min_viewmodels 0 could still show the viewmodels
if 1 has a lower y value you could move the viewmodel down just enough for 1 to be invisible.
1 also looks more centered so I guess you could also use a higher x value which would move the viewmodel of 0 off-screen and then 1 would be visible still.
Maybe this would look really bad though
But if it looks fine you'd then just make a simple weapon changing script that changes that setting for appropriate weapons
yttriumhere u go Ex Why Zee Spy
Download
http://i.imgur.com/1HD2n7e.jpg
i hope u like it
yes... this actually works ingame.
http://goo.gl/BujztK
[quote=yttrium]here u go Ex Why Zee Spy
[url=https://github.com/Yttrium-tYcLief/CompetitiveViewmodels/raw/master/xyzspyviewmodel.vpk]Download
[/url]
[img]http://i.imgur.com/1HD2n7e.jpg[/img]
i hope u like it
[size=10]yes... this actually works ingame.[/size][/quote]
[img]http://goo.gl/BujztK[/img]
degucan this be made vise versa? i mean forcing viewmodels on for certain weapons (lets say mad milk) and still have ability to toggle on/off for the rest (pistols)? and if, how can i achieve it?
thanks
Look at the installer I posted just above you. Yes, for that combination it's possible, because they use different animations. That's the big advantage to using this method over something like a cross hair switcher and r_drawviewmodel.
[quote=degu]can this be made vise versa? i mean forcing viewmodels on for certain weapons (lets say mad milk) and still have ability to toggle on/off for the rest (pistols)? and if, how can i achieve it?
thanks[/quote]
Look at the installer I posted just above you. Yes, for that combination it's possible, because they use different animations. That's the big advantage to using this method over something like a cross hair switcher and r_drawviewmodel.
any way to move the viewmodel further off screen, I'm using a wide aspect ratio, perhaps that's why; but I can see the small model on the bottom when I use viewmodel_fov 105+
any way to move the viewmodel further off screen, I'm using a wide aspect ratio, perhaps that's why; but I can see the small model on the bottom when I use viewmodel_fov 105+
Yeah I'm gunna be trying to figure out a more out of the way spot for them with my installer. That said, the intention is that you don't use a high viewmodel_fov when using this.
Yeah I'm gunna be trying to figure out a more out of the way spot for them with my installer. That said, the intention is that you don't use a high viewmodel_fov when using this.
put up a donation link for this shit man i'd throw in a few dollars i'm sure other people would
put up a donation link for this shit man i'd throw in a few dollars i'm sure other people would
yttriumYeah I'm gunna be trying to figure out a more out of the way spot for them with my installer. That said, the intention is that you don't use a high viewmodel_fov when using this.
used a 100+ fov on melee's which then translated over to the primary/secondary; solved by using a crosshairswitcher in conjunction to set the viewmodel fov lower on those
[quote=yttrium]Yeah I'm gunna be trying to figure out a more out of the way spot for them with my installer. That said, the intention is that you don't use a high viewmodel_fov when using this.[/quote]
used a 100+ fov on melee's which then translated over to the primary/secondary; solved by using a crosshairswitcher in conjunction to set the viewmodel fov lower on those
treetoonused a 100+ fov on melee's which then translated over to the primary/secondary; solved by using a crosshairswitcher in conjunction to set the viewmodel fov lower on those
I'll still see about what I can do to hide it better. The intention of my mod is to never need a crosshair switcher for viewmodel stuff.
saamput up a donation link for this shit man i'd throw in a few dollars i'm sure other people would
I'm not doing any of this to make a profit, but if you really want to I won't complain.
[quote=treetoon]used a 100+ fov on melee's which then translated over to the primary/secondary; solved by using a crosshairswitcher in conjunction to set the viewmodel fov lower on those[/quote]
I'll still see about what I can do to hide it better. The intention of my mod is to never need a crosshair switcher for viewmodel stuff.
[quote=saam]put up a donation link for this shit man i'd throw in a few dollars i'm sure other people would[/quote]
I'm not doing any of this to make a profit, but [url=https://paypal.me/yttrium]if you really want[/url] to I won't complain.
Not working at all? Keeping in mind the download available only works on Scout, Demo, Soldier, and Medic.
Are you sure it's installed properly? Do you have anything else installed? Are you testing it on a listen server?
Not working at all? Keeping in mind the download available only works on Scout, Demo, Soldier, and Medic.
Are you sure it's installed properly? Do you have anything else installed? Are you testing it on a listen server?
Progress update: The installer is almost complete. All the classes and animations are working, I just need to finish some work on the final (compilation) step of the install. It's definitely not perfect but I want to get this out there - it can always be updated later.
EDIT: Oh god it works, sweet jesus it all works. Releasing in a moment.
Progress update: The installer is almost complete. All the classes and animations are working, I just need to finish some work on the final (compilation) step of the install. It's definitely not perfect but I want to get this out there - it can always be updated later.
EDIT: Oh god it works, sweet jesus it all works. Releasing in a moment.
I just released the installer. This works for ALL classes and almost ALL weapons. Enjoy boys!
Currently known weapons that don't work:
Bread monster items.
Spy cloak devices (disabled in the installer).
I just released the installer. This works for [b]ALL[/b] classes and [size=10]almost[/size] [b]ALL[/b] weapons. Enjoy boys!
Currently known weapons that don't work:
Bread monster items.
Spy cloak devices (disabled in the installer).
Is there any way to fix bullet tracers? I like having them on and its so weird to see them coming out 2 seconds later and across the map when I fire my scatter-gun. Besides that, this is great, and I really am enjoying it.
Is there any way to fix bullet tracers? I like having them on and its so weird to see them coming out 2 seconds later and across the map when I fire my scatter-gun. Besides that, this is great, and I really am enjoying it.
AptIs there any way to fix bullet tracers? I like having them on and its so weird to see them coming out 2 seconds later and across the map when I fire my scatter-gun. Besides that, this is great, and I really am enjoying it.
I was literally in the process of adding something to the FAQ about this while you were working on posting that reply. For now, the models go into a fairly random part of the screen. I'm going to work on figuring out how to make everything just move back enough so that the tracers don't look weird.
[quote=Apt]Is there any way to fix bullet tracers? I like having them on and its so weird to see them coming out 2 seconds later and across the map when I fire my scatter-gun. Besides that, this is great, and I really am enjoying it.[/quote]
I was literally in the process of adding something to the FAQ about this while you were working on posting that reply. For now, the models go into a fairly random part of the screen. I'm going to work on figuring out how to make everything just move back enough so that the tracers don't look weird.
If you're getting issues about a path being invalid just redownload it. I was an idiot and pushed my first release with my dev toggle enabled.
If you're getting issues about a path being invalid just redownload it. I was an idiot and pushed my first release with my dev toggle enabled.