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arm in viewmodel
posted in Customization
1
#1
0 Frags +

as you guys know there is an annoying viewmodel error when using a fov higher than 93, which makes a left arm stick out for classes such as soldier, spy, demo. is there any way to get rid of this? all of the fixes i've come across require dxlevel 90, but my cpu is too shitty to handle that.

as you guys know there is an annoying viewmodel error when using a fov higher than 93, which makes a left arm stick out for classes such as soldier, spy, demo. is there any way to get rid of this? all of the fixes i've come across require dxlevel 90, but my cpu is too shitty to handle that.
2
#2
45 Frags +

https://m.imgur.com/UNh6evO

https://m.imgur.com/UNh6evO
3
#3
-9 Frags +

r_drawviewmodel 0 seems to work for me

r_drawviewmodel 0 seems to work for me
4
#4
14 Frags +
Snackr_drawviewmodel 0 seems to work for me

r_drawviewmodel 0 doesn't seem to work for me

[quote=Snack]r_drawviewmodel 0 seems to work for me[/quote]

r_drawviewmodel 0 doesn't seem to work for me
5
#5
0 Frags +

Changing dxlevel seems pointless here. Try using weapon-specific class script, custom animations or yttrium's competitive viewmodels mod

Changing dxlevel seems pointless here. Try using weapon-specific class script, custom animations or yttrium's competitive viewmodels mod
6
#6
7 Frags +
JackStanleyTry using weapon-specific class script, custom animations or yttrium's competitive viewmodels mod

i was working with yttrium about the issue with the soldier hand in the original viewmodel, and there's no way to hide it because of how valve positions the original relative to the model in the game's code

stock rocket launcher (and all right handed rocket launchers as far as i know):

https://puu.sh/rMrHk/13cbe5fd0f.png

original:

https://puu.sh/rMruJ/e3a089b426.png

[quote=JackStanley]Try using weapon-specific class script, custom animations or yttrium's competitive viewmodels mod[/quote]
i was working with yttrium about the issue with the soldier hand in the original viewmodel, and there's no way to hide it because of how valve positions the original relative to the model in the game's code

stock rocket launcher (and all right handed rocket launchers as far as i know):
[img]https://puu.sh/rMrHk/13cbe5fd0f.png[/img]

original:
[img]https://puu.sh/rMruJ/e3a089b426.png[/img]
7
#7
-1 Frags +

^ so the hand acts as an anchor for the original, and you can't change the original's position relative to the anchor in custom viewmodels, only the anchor's position? or is the issue different to that? i never understood this

^ so the hand acts as an anchor for the original, and you can't change the original's position relative to the anchor in custom viewmodels, only the anchor's position? or is the issue different to that? i never understood this
8
#8
1 Frags +

afaik it is possible to remove the hand at higher FOVs by just moving the model further away but that would involve re-doing the first person animations for each weapon manually and even then as a mod it'd only work on servers with sv_pure 0 and maybe sv_pure 1.

afaik it is possible to remove the hand at higher FOVs by just moving the model further away but that would involve re-doing the first person animations for each weapon manually and even then as a mod it'd only work on servers with sv_pure 0 and maybe sv_pure 1.
9
#9
0 Frags +
gemm^ so the hand acts as an anchor for the original, and you can't change the original's position relative to the anchor in custom viewmodels, only the anchor's position? or is the issue different to that? i never understood this

i don't know the specifics, i just have the screenshots from when he tried to explain it to me a while back

[quote=gemm]^ so the hand acts as an anchor for the original, and you can't change the original's position relative to the anchor in custom viewmodels, only the anchor's position? or is the issue different to that? i never understood this[/quote]
i don't know the specifics, i just have the screenshots from when he tried to explain it to me a while back
10
#10
0 Frags +

I'll post my view model soon. I see the whole left arm on soldier and spy has 3 arms.

I'll post my view model soon. I see the whole left arm on soldier and spy has 3 arms.
11
#11
Spaceship Servers
1 Frags +
All_Over_RSafaik it is possible to remove the hand at higher FOVs by just moving the model further away but that would involve re-doing the first person animations for each weapon manually and even then as a mod it'd only work on servers with sv_pure 0 and maybe sv_pure 1.

even with preloading??

[quote=All_Over_RS]afaik it is possible to remove the hand at higher FOVs by just moving the model further away but that would involve re-doing the first person animations for each weapon manually and even then as a mod it'd only work on servers with sv_pure 0 and maybe sv_pure 1.[/quote]
even with preloading??
12
#12
0 Frags +
thesqrtminus1All_Over_RSafaik it is possible to remove the hand at higher FOVs by just moving the model further away but that would involve re-doing the first person animations for each weapon manually and even then as a mod it'd only work on servers with sv_pure 0 and maybe sv_pure 1.even with preloading??

well u could preload the animations in a sv_pure 0 server but that is a hassle and doesnt work 100% of the time

[quote=thesqrtminus1][quote=All_Over_RS]afaik it is possible to remove the hand at higher FOVs by just moving the model further away but that would involve re-doing the first person animations for each weapon manually and even then as a mod it'd only work on servers with sv_pure 0 and maybe sv_pure 1.[/quote]
even with preloading??[/quote]

well u could preload the animations in a sv_pure 0 server but that is a hassle and doesnt work 100% of the time
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