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hamburger's model removal mod 2018
posted in Customization
1
#1
0 Frags +

I was inspired by the Clean TF2 mod so I went and updated a part of the mod which involved removing unnecessary models to help increase my FPS while I was on my laptop. Since that segment of the mod hasn't been updated for Jungle Inferno, I went and removed even more models. I removed every cosmetic, save for the voodoo cursed souls and the heads/feet items.

List of stuff removed:
- Cosmetics
- Detail props (plants, hay bales, etc..)
- Festive lights
- Skybox props
- Volumetric light detailing
- Gibs
- VGUI models (I reccomend using a custom HUD if you're gonna use this mod.)
- Botkillers
- Stat clock models

Download

NOTES:
Based on other posts, such mods like this are apparently banned in ETF2L, so I wouldn't recommend using it for any matches there.

In addition I've also heard comments about the festive light removals not working properly, so I went and did a bit of digging to deduce that the festive lights are handled similar to the items_games.txt, but I kept the modified .vtx files in the .vpk for placebo purposes.

After the Blue Moon update, the removal for the VGUI model elements magically worked again, so that's nice.

I was inspired by the Clean TF2 mod so I went and updated a part of the mod which involved removing unnecessary models to help increase my FPS while I was on my laptop. Since that segment of the mod hasn't been updated for Jungle Inferno, I went and removed even more models. I removed every cosmetic, save for the voodoo cursed souls and the heads/feet items.

List of stuff removed:
- Cosmetics
- Detail props (plants, hay bales, etc..)
- Festive lights
- Skybox props
- Volumetric light detailing
- Gibs
- VGUI models (I reccomend using a custom HUD if you're gonna use this mod.)
- Botkillers
- Stat clock models

[url=https://www.dropbox.com/s/l6bf13dnz6fuy8d/modelremovalv5.vpk?dl=0]Download[/url]

[b]NOTES:[/b]
Based on other posts, such mods like this are apparently banned in ETF2L, so I wouldn't recommend using it for any matches there.

In addition I've also heard comments about the festive light removals not working properly, so I went and did a bit of digging to deduce that the festive lights are handled similar to the items_games.txt, but I kept the modified .vtx files in the .vpk for placebo purposes.

After the Blue Moon update, the removal for the VGUI model elements magically worked again, so that's nice.
2
#2
-33 Frags +

!!! LINK IS A SCREAMER !!!

!!! LINK IS A SCREAMER !!!
3
#3
2 Frags +

does it work on sv_pure 2?

does it work on sv_pure 2?
4
#4
4 Frags +

thank you Hamburger

thank you Hamburger
5
#5
1 Frags +
adyskydoes it work on sv_pure 2?

idk, haven't tested it. it does work on valve servers, but for some reason i can't remove the versus doors on them. must have something to do with the client_precache.txt. a large chunk of everything else works though. such as map props, cosmetics, botkillers, festives, etc...

[quote=adysky]does it work on sv_pure 2?[/quote]
idk, haven't tested it. it does work on valve servers, but for some reason i can't remove the versus doors on them. must have something to do with the client_precache.txt. a large chunk of everything else works though. such as map props, cosmetics, botkillers, festives, etc...
6
#6
21 Frags +

screens pls

screens pls
7
#7
24 Frags +

fair warning that prop_removal.vpk is banned in etf2l iirc so i imagine this wouldn't be allowed as well.

really cool stuff though i'll take a look at it later when i have time

fair warning that prop_removal.vpk is banned in etf2l iirc so i imagine this wouldn't be allowed as well.

really cool stuff though i'll take a look at it later when i have time
8
#8
2 Frags +

can i use this in ESEA?

can i use this in ESEA?
9
#9
11 Frags +
Screwballcan i use this in ESEA?

yes

[quote=Screwball]can i use this in ESEA?[/quote]
yes
10
#10
match.tf
9 Frags +

A little bit of sv_pure 2 screenshots.
Unusuals persist, a very few props disappear, botkillers are gone, statclocks are gone

Comanglia' stability cfg
https://imgur.com/a/oGJou

A little bit of sv_pure 2 screenshots.
Unusuals persist, a very few props disappear, botkillers are gone, statclocks are gone

Comanglia' stability cfg
https://imgur.com/a/oGJou
11
#11
51 Frags +

From the title I thought this removed americans

From the title I thought this removed americans
12
#12
3 Frags +
200A little bit of sv_pure 2 screenshots.
Unusuals persist, a very few props disappear, botkillers are gone, statclocks are gone

Comanglia' stability cfg
https://imgur.com/a/oGJou

There was a large chunk of Props I wanted to keep in because some of them have collisions boxes in maps, and not being able to see such props would be highly disadvantageous for anyone using a mod that was made that way. Most of the props I removed wouldn't have any sort of collision model or are usually just detail props that have no collision to begin with. And I didn't remove any Unusuals because the mod didn't come with that. Perhaps I'll start on that when I'm not busy.

[quote=200]A little bit of sv_pure 2 screenshots.
Unusuals persist, a very few props disappear, botkillers are gone, statclocks are gone

Comanglia' stability cfg
https://imgur.com/a/oGJou[/quote]

There was a large chunk of Props I wanted to keep in because some of them have collisions boxes in maps, and not being able to see such props would be highly disadvantageous for anyone using a mod that was made that way. Most of the props I removed wouldn't have any sort of collision model or are usually just detail props that have no collision to begin with. And I didn't remove any Unusuals because the mod didn't come with that. Perhaps I'll start on that when I'm not busy.
13
#13
2 Frags +

https://imgur.com/6KwGdUn i believe this is a glitch

https://imgur.com/6KwGdUn i believe this is a glitch
14
#14
3 Frags +
sludgehttps://imgur.com/6KwGdUn i believe this is a glitch

i must have removed a prop that overlapped a nodraw brush. tell me the map name, i'll decompile it and find the model to release a fixed version.

[quote=sludge]https://imgur.com/6KwGdUn i believe this is a glitch[/quote]
i must have removed a prop that overlapped a nodraw brush. tell me the map name, i'll decompile it and find the model to release a fixed version.
15
#15
1 Frags +

Confirmed that it works on valve servers for me. Higly recommend to be paired with the green overheal particles from this thread

http://www.teamfortress.tv/8052/large-visible-and-green-overheal-particles#bottom

Direct Download: Link

Confirmed that it works on valve servers for me. Higly recommend to be paired with the green overheal particles from this thread

http://www.teamfortress.tv/8052/large-visible-and-green-overheal-particles#bottom

Direct Download: [url=https://www.dropbox.com/s/3j8n81vl6my45h3/particlesfinal.zip]Link[/url]
16
#16
10 Frags +

My thing is the whole some hiding in bushes say Gullywash will be completely ruled out if this is ran by most people on a team.

https://steamuserimages-a.akamaihd.net/ugc/932682720120199688/228F9753AA1B6718C693BD646A8631A0EF8B9A17/

https://steamuserimages-a.akamaihd.net/ugc/932682720120199993/A760C327888EBCB6B07564C03D2A75F345BF5FAE/

My thing is the whole some hiding in bushes say Gullywash will be completely ruled out if this is ran by most people on a team.

[img]https://steamuserimages-a.akamaihd.net/ugc/932682720120199688/228F9753AA1B6718C693BD646A8631A0EF8B9A17/[/img]
[img]https://steamuserimages-a.akamaihd.net/ugc/932682720120199993/A760C327888EBCB6B07564C03D2A75F345BF5FAE/[/img]
17
#17
16 Frags +
emoMy thing is the whole some hiding in bushes say Gullywash will be completely ruled out if this is ran by most people on a team.

Which is precisely why it's banned in etf2l

Well, that and hiding stickies

[quote=emo]My thing is the whole some hiding in bushes say Gullywash will be completely ruled out if this is ran by most people on a team.[/quote]

Which is precisely why it's banned in etf2l

Well, that and hiding stickies
18
#18
0 Frags +

If I still wanted to keep cosmetics, which folders should I be deleting after I extract the vpk?

And this requires preloading, yes?

If I still wanted to keep cosmetics, which folders should I be deleting after I extract the vpk?

And this requires preloading, yes?
19
#19
0 Frags +
hamburger_crisissludgehttps://imgur.com/6KwGdUn i believe this is a glitchi must have removed a prop that overlapped a nodraw brush. tell me the map name, i'll decompile it and find the model to release a fixed version.

Upward

[quote=hamburger_crisis][quote=sludge]https://imgur.com/6KwGdUn i believe this is a glitch[/quote]
i must have removed a prop that overlapped a nodraw brush. tell me the map name, i'll decompile it and find the model to release a fixed version.[/quote]

Upward
20
#20
4 Frags +
emoMy thing is the whole some hiding in bushes say Gullywash will be completely ruled out if this is ran by most people on a team.

https://steamuserimages-a.akamaihd.net/ugc/932682720120199688/228F9753AA1B6718C693BD646A8631A0EF8B9A17/
https://steamuserimages-a.akamaihd.net/ugc/932682720120199993/A760C327888EBCB6B07564C03D2A75F345BF5FAE/

unrelated but can you link that hud brother

[quote=emo]My thing is the whole some hiding in bushes say Gullywash will be completely ruled out if this is ran by most people on a team.

[img]https://steamuserimages-a.akamaihd.net/ugc/932682720120199688/228F9753AA1B6718C693BD646A8631A0EF8B9A17/[/img]
[img]https://steamuserimages-a.akamaihd.net/ugc/932682720120199993/A760C327888EBCB6B07564C03D2A75F345BF5FAE/[/img][/quote]


unrelated but can you link that hud brother
21
#21
2 Frags +
zfnIf I still wanted to keep cosmetics, which folders should I be deleting after I extract the vpk?

And this requires preloading, yes?

sorry for late response. delete the workshop_partner, workshop and player folder in the models folder.

and yes it requires preloading

[quote=zfn]If I still wanted to keep cosmetics, which folders should I be deleting after I extract the vpk?

And this requires preloading, yes?[/quote]

sorry for late response. delete the [b]workshop_partner[/b], [b]workshop[/b] and [b]player[/b] folder in the models folder.

and yes it requires preloading
22
#22
4 Frags +
sludgehamburger_crisissludgehttps://imgur.com/6KwGdUn i believe this is a glitchi must have removed a prop that overlapped a nodraw brush. tell me the map name, i'll decompile it and find the model to release a fixed version.
Upward

Updated it just now here

Latest version is also in the OP.

[quote=sludge][quote=hamburger_crisis][quote=sludge]https://imgur.com/6KwGdUn i believe this is a glitch[/quote]
i must have removed a prop that overlapped a nodraw brush. tell me the map name, i'll decompile it and find the model to release a fixed version.[/quote]

Upward[/quote]

Updated it just now [url=https://www.dropbox.com/s/yze6purrnr92mcp/modelremovalv3.vpk?dl=0]here[/url]

Latest version is also in the OP.
23
#23
3 Frags +

will update this shit soon for the blue moon cosmetics

edit: i need to stop pubbing hard when i've got stuff to do
Update here
Latest update also in OP

Changes:
Added Blue Moon Cosmetics, save for the heads/feet ones on Scout/Demo.

will update this shit soon for the blue moon cosmetics

edit: i need to stop pubbing hard when i've got stuff to do
Update [url=https://www.dropbox.com/s/qa1ldd8aedjmf4p/modelremovalv4.vpk?dl=0]here[/url]
Latest update also in OP

Changes:
Added Blue Moon Cosmetics, save for the heads/feet ones on Scout/Demo.
24
#24
0 Frags +

Does this modification remove the ghosts you see from the exorcism spell?

Does this modification remove the ghosts you see from the exorcism spell?
25
#25
0 Frags +
sludgeDoes this modification remove the ghosts you see from the exorcism spell?

No. That's a particle effect.

[quote=sludge]Does this modification remove the ghosts you see from the exorcism spell?[/quote]
No. That's a particle effect.
26
#26
4 Frags +

Is there a map that contains all the existing models in TF2 (for preloading), and if so, can you run it without crashing on a pretty bad PC?

Is there a map that contains all the existing models in TF2 (for preloading), and if so, can you run it without crashing on a pretty bad PC?
27
#27
Spaceship Servers
0 Frags +

idk if this is intentional but this removes the bootlegger and leaves the demo with no feet and there are some cosmetics that leave the pyro with no head (for example the fish hat)

other than that great mod tbh i love it

idk if this is intentional but this removes the bootlegger and leaves the demo with no feet and there are some cosmetics that leave the pyro with no head (for example the [url=https://wiki.teamfortress.com/wiki/Sole_Mate]fish hat[/url])

other than that great mod tbh i love it
28
#28
0 Frags +
stephidk if this is intentional but this removes the bootlegger and leaves the demo with no feet and there are some cosmetics that leave the pyro with no head (for example the fish hat)

other than that great mod tbh i love it

will update it soon, had no idea the sole mate had a replacement head. thanks for telling me.

[quote=steph]idk if this is intentional but this removes the bootlegger and leaves the demo with no feet and there are some cosmetics that leave the pyro with no head (for example the [url=https://wiki.teamfortress.com/wiki/Sole_Mate]fish hat[/url])

other than that great mod tbh i love it[/quote]

will update it soon, had no idea the sole mate had a replacement head. thanks for telling me.
29
#29
0 Frags +

Updated here
Sorry for my laziness, I've been doing stuff. Also updated in the OP as well, in addition I'll add a few notes.

[url=https://www.dropbox.com/s/l6bf13dnz6fuy8d/modelremovalv5.vpk?dl=0]Updated here[/url]
Sorry for my laziness, I've been doing stuff. Also updated in the OP as well, in addition I'll add a few notes.
30
#30
0 Frags +
hamburger_crisiszfnIf I still wanted to keep cosmetics, which folders should I be deleting after I extract the vpk?

And this requires preloading, yes?

sorry for late response. delete the workshop_partner, workshop and player folder in the models folder.

and yes it requires preloading

aha nvm but what is preloading

[quote=hamburger_crisis][quote=zfn]If I still wanted to keep cosmetics, which folders should I be deleting after I extract the vpk?

And this requires preloading, yes?[/quote]

sorry for late response. delete the [b]workshop_partner[/b], [b]workshop[/b] and [b]player[/b] folder in the models folder.

and yes it requires preloading[/quote]


aha nvm but what is preloading
1 2
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