I am using chris's config, and the beam is really bright and opaque, and it bothers me sometimes in the middle of a game. Is there some command in chris's config I can change so it looks more transparent, or some custom sprite that works in comp servers? Thanks in advance. I also don't like the viewmodel_fov insertlownumberhere fix, but if it's the only way, well, I'll do that.
Image of my current medi beam
Image of my current medi beam
[img]http://i.imgur.com/AyN6ffF.jpg[/img]
The DX9 beam is definitely more transparent/darker if you can afford the frames or don't mind the other clutter of DX9
I prefer dx8.1 because it's less shiny and imo easier to see everything. I can run dx9 with a couple hundred frames no problem, but in that case I'd rather just do the viewmodel_fov thing. I guess thanks.
lower the viewmodel_fov that way it's not in the center of your screen (i think my config is set to be fov 30)
I decided to do the viewmodel fov thing, set at 70 with min viewmodels and it doesn't bother me. Thanks for the tips anyways
The brightness of the medibeam particles has to do with the available alpha blending modes used on the individual particles themselves in dx8 vs dx9. In a nutshell, in dx8 as you add more color (red in this case) it fades from transparent to red to white, where in dx9 it just fades to pure red and stops.
In other words, you can't get dx9-style medibeams in dx8 without editing the particle effects or textures.
In other words, you can't get dx9-style medibeams in dx8 without editing the particle effects or textures.
[url=https://mega.nz/#!k0MCgQDK!VHRO9ss57smRwIW4_vUhWDwHyPsz4wGIwR7GmOj7CCg]enjoy[/url]
[spoiler][img]http://i.imgur.com/m5p2xW6.jpg[/img][/spoiler]
Lyreixare those fucking cannabis shaped particles
I had those installed a long time ago and because 0 servers run sv_pure I forgot about it...
pazerThe brightness of the medibeam particles has to do with the available alpha blending modes used on the individual particles themselves in dx8 vs dx9. In a nutshell, in dx8 as you add more color (red in this case) it fades from transparent to red to white, where in dx9 it just fades to pure red and stops.
In other words, you can't get dx9-style medibeams in dx8 without editing the particle effects or textures.
thanks for the answer btw., guess I'll just use the viewmodel_fov fix and hope my crosshair switcher doesn't fuck up.
I had those installed a long time ago and because 0 servers run sv_pure I forgot about it...
[quote=pazer]The brightness of the medibeam particles has to do with the available alpha blending modes used on the individual particles themselves in dx8 vs dx9. In a nutshell, in dx8 as you add more color (red in this case) it fades from transparent to red to white, where in dx9 it just fades to pure red and stops.
In other words, you can't get dx9-style medibeams in dx8 without editing the particle effects or textures.[/quote]
thanks for the answer btw., guess I'll just use the viewmodel_fov fix and hope my crosshair switcher doesn't fuck up.
I play with viewmodel_fov 75, so my medibeam is not front-and-centre like that, which would be distracting.
The horribly bright medibeam is the biggest reason I refuse to play in DX8. Use Comanglia's config with DX9. You'll get decent frames and no god-awful medibeam and Uber textures.
The horribly bright medibeam is the biggest reason I refuse to play in DX8. [b]Use Comanglia's config with DX9. You'll get decent frames and no god-awful medibeam and Uber textures.[/b]
why are you using chris's?
and you can set your viewmodel fov to -360 and turn off viewmodels, this is also useful on pyro.
and you can set your viewmodel fov to -360 and turn off viewmodels, this is also useful on pyro.
Vulcanwhy are you using chris's?
and you can set your viewmodel fov to -360 and turn off viewmodels, this is also useful on pyro.
valve restricted viewmodels fov from 0 to 180 a little while ago so this is no longer possible
pretty sure it will just go to 0.001 (or whatever the lowest possible value is) instead
and you can set your viewmodel fov to -360 and turn off viewmodels, this is also useful on pyro.[/quote]
valve restricted viewmodels fov from 0 to 180 a little while ago so this is no longer possible
pretty sure it will just go to 0.001 (or whatever the lowest possible value is) instead
bearodactylVulcanwhy are you using chris's?valve restricted viewmodels fov from 0 to 180 a little while ago so this is no longer possible
and you can set your viewmodel fov to -360 and turn off viewmodels, this is also useful on pyro.
pretty sure it will just go to 0.001 (or whatever the lowest possible value is) instead
When did they restrict? This trick was still working about a week ago.
and you can set your viewmodel fov to -360 and turn off viewmodels, this is also useful on pyro.[/quote]
valve restricted viewmodels fov from 0 to 180 a little while ago so this is no longer possible
pretty sure it will just go to 0.001 (or whatever the lowest possible value is) instead[/quote]
When did they restrict? This trick was still working about a week ago.
VulcanWhen did they restrict? This trick was still working about a week ago.
literally two years ago
if you type "viewmodel_fov -360" it might appear to "work" but it doesn't actually set it to -360
When did they restrict? This trick was still working about a week ago.[/quote]
literally [b][url=https://wiki.teamfortress.com/wiki/February_11,_2015_Patch]two years ago[/url][/b]
if you type "viewmodel_fov -360" it might appear to "work" but it doesn't actually set it to -360
bearodactyllower the viewmodel_fov that way it's not in the center of your screen (i think my config is set to be fov 30)
Have it set to 30 for mediguns as well, would recommend (combined with r_drawviewmodel 0 of course).
Have it set to 30 for mediguns as well, would recommend (combined with r_drawviewmodel 0 of course).
yttriumVulcanWhen did they restrict? This trick was still working about a week ago.literally two years ago
if you type "viewmodel_fov -360" it might appear to "work" but it doesn't actually set it to -360
Then the trick still works. So popup set your fov to any negative number and you should be fine.
When did they restrict? This trick was still working about a week ago.[/quote]
literally [b][url=https://wiki.teamfortress.com/wiki/February_11,_2015_Patch]two years ago[/url][/b]
if you type "viewmodel_fov -360" it might appear to "work" but it doesn't actually set it to -360[/quote]
Then the trick still works. So popup set your fov to any negative number and you should be fine.
VulcanyttriumThen the trick still works. So popup set your fov to any negative number and you should be fine.VulcanWhen did they restrict? This trick was still working about a week ago.literally two years ago
if you type "viewmodel_fov -360" it might appear to "work" but it doesn't actually set it to -360
now sure how you made that conclusion but even if you were right it's not what op was looking for
what you're describing is the same as putting the fov to 0 which takes away the beam altogether
if you cared to actually read the title of the thread you'd have noticed that he specifically asks how to make the beam less bright not how to remove it
When did they restrict? This trick was still working about a week ago.[/quote]
literally [b][url=https://wiki.teamfortress.com/wiki/February_11,_2015_Patch]two years ago[/url][/b]
if you type "viewmodel_fov -360" it might appear to "work" but it doesn't actually set it to -360[/quote]
Then the trick still works. So popup set your fov to any negative number and you should be fine.[/quote]
now sure how you made that conclusion but even if you were right it's not what op was looking for
what you're describing is the same as putting the fov to 0 which takes away the beam altogether
if you cared to actually read the title of the thread you'd have noticed that he specifically asks how to make the beam less bright not how to remove it
bearodactylnow sure how you made that conclusion but even if you were right it's not what op was looking for
what you're describing is the same as putting the fov to 0 which takes away the beam altogether
if you cared to actually read the title of the thread you'd have noticed that he specifically asks how to make the beam less bright not how to remove it
let's be honest this thread got derailed years ago. the relevance ended with pazer's post
now sure how you made that conclusion but even if you were right it's not what op was looking for
what you're describing is the same as putting the fov to 0 which takes away the beam altogether
if you cared to actually read the title of the thread you'd have noticed that he specifically asks how to make the beam less bright not how to remove it[/quote]
let's be honest this thread got derailed years ago. the relevance ended with pazer's post
bearodactylVulcannow sure how you made that conclusion but even if you were right it's not what op was looking foryttriumThen the trick still works. So popup set your fov to any negative number and you should be fine.VulcanWhen did they restrict? This trick was still working about a week ago.literally two years ago
if you type "viewmodel_fov -360" it might appear to "work" but it doesn't actually set it to -360
what you're describing is the same as putting the fov to 0 which takes away the beam altogether
if you cared to actually read the title of the thread you'd have noticed that he specifically asks how to make the beam less bright not how to remove it
And if you had read the rest of this thread you would've noticed that his question was already answered but gave no insight on how he should do this
When did they restrict? This trick was still working about a week ago.[/quote]
literally [b][url=https://wiki.teamfortress.com/wiki/February_11,_2015_Patch]two years ago[/url][/b]
if you type "viewmodel_fov -360" it might appear to "work" but it doesn't actually set it to -360[/quote]
Then the trick still works. So popup set your fov to any negative number and you should be fine.[/quote]
now sure how you made that conclusion but even if you were right it's not what op was looking for
what you're describing is the same as putting the fov to 0 which takes away the beam altogether
if you cared to actually read the title of the thread you'd have noticed that he specifically asks how to make the beam less bright not how to remove it[/quote]
And if you had read the rest of this thread you would've noticed that his question was already answered but gave no insight on how he should do this
hm, somehow I enjoyed playing with the beautiful burning brightness of dx8 medigun beams for two seasons. Try dx7, it's what I use now and it's nice looking.
Trotz21hm, somehow I enjoyed playing with the beautiful burning brightness of dx8 medigun beams for two seasons. Try dx7, it's what I use now and it's nice looking.
I thought Dx7 isn't supported anymore.
I thought Dx7 isn't supported anymore.
the dx7 thing hasn't actually been proved to actually use dx7, it just looks worse and says it's dx7 ingame