Besides the usual bug fixes and improvements, last update added a setting to revert the original's reload sound to the stock rocket launcher one.
Also started putting out github releases for easier downloading and keeping track of changes, updated link in the post.
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SteamID64 | 76561198072390053 |
SteamID3 | [U:1:112124325] |
SteamID32 | STEAM_0:1:56062162 |
Country | United States |
Signed Up | December 14, 2020 |
Last Posted | January 13, 2023 at 3:10 PM |
Posts | 34 (0 per day) |
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Big update today, added support for custom animation mods. More details added to the post.
Other changes include:
- Added a setting to remove the left arm from any weapon (except medi-gun). For huntsman you can remove the right arm
- Added Keep_tracers_visible setting to hitscan weapons. You can use it to toggle tracers for hidden weapons
- Changed all the settings files to be easier to edit. No more tags at the end of lines
- Improved most settings in general and adjusted them to be compatible with custom animations
- Fixed buggy idle animations for the Kunai, Eternal Reward, Sharp Dresser and other stuff
- A bunch of other fixes and improvements
Due to popular demand, I made a preset for centered weapons. It can be found in the new "presets" folder. I also added a short video of centered scout weapons to the post.
I only centered weapons that made sense, so the following have been left in the default position:
- All melee weapons
- Food and drink items
- Throwables like the mad milk and jarate
- The huntsman
There are a couple of caveats:
- It's made with minimal viewmodels in mind, so make sure to have that on (tf_use_min_viewmodels 1). Fov shouldn't matter.
- There is a normal tf2 bug with minimal viewmodels:
The stock shotgun, if strange or has a skin, has a different offset from all the other shotguns or a non-strange non-skinned one
This preset is made for a normal stock shotgun
If you use a strange/skinned shotgun, you can manually go in the settings and change the X_position closer to 0 (if it's -10, try something like -6/-7)
If there are other issues let me know.
RoLanyone that will bother to make perfectly centered viewmodels for every weapon ill pay you some of the new cosmetics from the summer 22 case
There's a trade link in the post now. If you already managed this yourself then no need to bother.
TobBeen messing around a bit more.
- Seems there's no invis watch/dead ringer options?
- Been getting the "texture quality too high" crash a couple times playing online. I'm currently testing a fix by dismantling the vpk and removing everything that isn't the animations (preload_room, preload cfg, etc)
The watches are a bit more complex (plus no one really wants to hide them) but I will look into adding options for them if possible. The disguise kit I think also doesn't have settings, simply because I forgot about it, but it's getting added next update. Edit for anyone curious: turns out the disguise kit, just like the watches, uses v_models instead of c_models. That means I can't add settings for them without some big issues.
The crashes are odd and I don't see how they could be related. There's literally nothing related to textures included in this. I honestly got no clue what it could be, but if you figure out if it's related to this or not or find a way to consistently reproduce them, please let me know. Only thing I can think of right now is this general tf2 bug causing crashes if you use custom models (actually textured ones, not simple animations) in sv_pure 1/2, which could be made worse by preloading. So if you happen to have any mods that include custom models, such as the ultimate visual fix pack or 70/90 fov fix packs, also let me know.
pyrotechnicIs there support for weapon specific toggles?
The weapons are as separated as the viewmodel animations allow. So, for example, the original and the rest of the rocket launchers have different animations, meaning you can have different settings for the original vs the others. But you can't have different ones for the direct hit vs the stock rl, as they share the same animations.
kindredlove this, thank you!
only one problem i've had so far: the engy shotgun draw animation plays at the default pos and then slides into its custom place when the idle starts
Should be fixed now, just pushed a change
hoolibefore i use this can you confirm whether or not you are a furry
no, just a horse
RoLthis reenabled my main menu music and now i cant turn it off even though it's set to 0
Fixed
A powerful viewmodel editor.
https://i.imgur.com/JH5boq4.png
Features:
- Edit your viewmodels however you want: move, hide, rotate, make animations static and more. Includes many possible settings for every weapon
- Automatic preloading. Preloads the animations at game start without you having to do anything. Preloading allows you to use these in any server, no matter the sv_pure setting. Can be enabled in the menu. Does not touch your autoexec
- Fully supports the Fixed Viewmodels pack. All credits for creating the pack go to the author. This fixes hundreds of default animations, such as the extra hands when using the original or sapper
- Supports custom viewmodel animation mods. Automatically checks if they're compatible and applies your own settings to them. More details below
- Everything is automatic, just pick your settings and the tool will edit the animations and place them in a VPK in your custom folder
Some footage of random settings:
- Screenshots of random positions/rotations
- Centered scout weapons
- Hidden weapons with visible draws and reloads
- Scattergun with everything made static + no shells
- Hidden knife with visible backstab detection + moved and rotated revolvers
- And a video Tob made with a bunch of other settings
List of some per-weapon settings:
- Change position on X, Y and Z axis
- Change rotation on X, Y and Z axis
- Hide
- Hide but keep chosen animations visible, such as: draw animations, reload animations, idle animations, attack animation, and many more depending on class and weapon
- Make any animations static. This makes them not move and look like the idle animation. Some examples: the draw animations, the reload animations, the attack animations, the idle animations(makes them more static) and more depending on class and weapon
- Remove the left arm from any weapon
- Other class or weapon specific settings such as removing shells, instant backstab detections etc..
- More detailed info can be found in the included _README.txt
- There's also a preset for centered viewmodels
Download and instructions:
- Download it from github https://github.com/a-horsey/horsies-viewmodel-editor/releases
- Place the main folder in your "custom" or "tf" folder. I recommend the "tf" folder, as that doesn't increase load times
- Edit the class-specific settings files however you wish
- Launch GENERATE.bat
Installing Fixed Viewmodels (highly recommended):
- Download the Fixed Viewmodels mod from here (direct link).
- Extract the main vpk in the "fixed viewmodels addon" folder
- Done, the tool will automatically install it next time you run GENERATE.bat
Installing custom animations:
- Download any custom viewmodel animation mods
- Place the VPKs in the "custom animations" folder (loose files currently not supported)
- Launch GENERATE.bat and install
- All mods will be automatically checked. If they're compatible they get installed. If not, the VPK is moved to a folder named "incompatible animations"
- I suggest reading INSTRUCTIONS.txt from the custom animations folder
Support me:
- Not gonna bother adding a paypal but if you feel like supporting me, you can send me cute stuff or whatever at this trade link
Crit_Noobviewmodel/crosshair script for someone who only uses invprev & invnext for weapon binds?
context: i play soldier and only care about RL + melee. i want viewmodels drawn on melee and nothing on RL
i have a key and like 15 ref if that's an incentive LOL
You could use yttrium's comp viewmodels or this instead of a script, more reliable.
RaelynSo I reduced my custom folder to only having viewmodels, and occasionally whenever I get an Upward casual match (so not every time), once again it crashes. Again, only happens on that map. Restarting TF2, it'll try to put me back into the casual but it will crash again immediately. Yet once I remove the CustomizedViewmodels VPK (so my custom is empty bar hitsounds), I can get into the map no issue. The Preloading cfg is definitely being execced too.
Honestly this one is a hard one to figure out. And why upward lol. If I had more reports of this happening it would make sense but in your case I only have 2 clues:
1. There have been people having crashes when using custom animations, not specifically this. I'm not sure what could be causing it for them as it works just fine for me and other people.
2. Separated c-animations could maybe have something to do with it, as it had a few errors by default that I had to fix myself. Tho none of them caused crashes.
There's a couple of things you can try:
1. Try removing this mod and play with other custom animations to see if it still happens. Ideally my older offset customizer, as it doesn't use SCA, still lets you offset weapons, has the same proper preloading method. It's only per-class with no fancy settings but still, you can find it here: https://www.teamfortress.tv/post/1039160/viewmodel-offset-customizer.
2. You said your cfgs are a mess, if you haven't refreshed your game in a while there could maybe be some settings in there that could cause this. You could back up your cfgs and mods, disable steam cloud sync and either reinstall or do a cleanup (https://docs.mastercomfig.com/9.5.2/setup/clean_up/). If you decide to do this, you should try to check for crashes after with only the custom animations installed before restoring your mods and configs.
RaelynDefinitely have preloading on somewhere.
https://i.imgur.com/w96NOVa.png
What I'm interested in is if you're using the built-in preloading provided by the mod, by using 'exec preloading.cfg" and not other preloading methods, which might not include the proper settings and cause issues.
As for your mods, there is an issue with tf2 where mods that change models (like hats, weapons, other things with textures) cause crashes sometimes when joining sv_pure 1/2 servers.
In order to figure it out, I recommend doing this:
1. Make sure you're using the proper preloading and test after.
2. If that doesn't work, temporarily move all the mods out of your custom folder but keep 0.CustomizedViewmodels in.
3. Start/restart your game and try to reproduce the crashes like that. If there are no more crashes then we can look more into what exactly is causing them. If it keeps crashing then we'll look more into how this mod could be causing that.
RaelynHas been somewhat unstable recently on certain maps, tends to just crash TF2 outright. Upward is a big offender, 7 out of 10 times the game just refuses to load into that map with the viewmodel customizer. Was a bit of a faff around figuring out to remove it when I was scrimming HL the other day.
First time I hear of any crashes related to this. Are you using the built-in preloading? And what other mods are you using, a screenshot of your custom folder would be useful.
Try:
alias bhopon "bind mwheeldown +jump; bind mouse3 bhopoff"
alias bhopoff "bind mwheeldown invnext; bind mouse3 bhopon"
bhopon
I'm no particle whiz but the -tools crash should be fixed by storing all the particles you want to edit in team fortress 2 > tf > particles. Ever since the last update some tools can't compile/edit if they're in the "wrong" folder. For example take compiling animations: you used to be able to compile anywhere, usually used to compile directly into the custom folder, but now it gives an error if it's not either the models folder inside tf or somewhere outside the tf2 directory.