It works perfectly fine for me. I can switch between the crosshairs, including crosshair5_valve, just fine. Only thing I can think of is that you maybe got another folder/vpk in your custom folder that also changes weapon scripts.
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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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Scarth
Weird, makes no sense really. If you zip and upload the whole crosshair mod I can try to adjust it myself and see if it works.
stephPlease put this on github so that that it doesn't get lost to time. (also I'd love to take a crack at pythonizing this so that it's more portable and usable on linux maybe)
I am going to with the next update. Not sure how long that is going to take tho, there are features I'm working on and certain changes that are tedious to make and test. If you want to pythonize it before, it's all just batch code you can read. If you got any questions about how exactly anything works I don't mind answering.
Using a script for this is less than ideal tho. Just open up the game's textures vpk file (should be something like tf_textures_dir.vpk) with gfscape/crowbar, extract the crosshair you want (should be in materials/vgui/crosshairs), put it the replay folder of the crosshair mod, copy an existing vmt file, rename and edit it to point to the file you just copied and edit the weapon scripts to use it.
RaelynThis seems brilliant, mad appreciation for this.
I think what Sprasty was asking the other day was whether it's possible to choose what animation you wanted, so the poke, the slash or the swipe. Based on your video I assume swipe is the default, would be cool if there was an option to pick any of the 3.
On that note as well, just to be sure (I'm pretty sure this isn't possible), but there's no way to randomize or cycle through all of Spy's stab animations right? Fairly certain I read somewhere on similar mods that it can't be done, which is fair enough if so. Nostalgic for the old days where every stab was either a poke, slash or swipe. Felt a little lame when Valve "fixed" it.
*Edit: Spycicle's inspect animation appears to be bugged. Left arm is upside down and the fov changes mid inspect. Also does this thing change the sound for when you draw the Spycicle, YER, Kunai and Big Earner? I'm 90% sure it was just the usual knife draw sound, but now some weird wooshing sound plays instead. No likey.
The sound was an issue with SCA changing the sound by default. I was gonna fix it with the next update but I just pushed a quick update to fix that, just download again. The fov changing mid inspect was probably just the fact that I left in a modified inspect origin value in the settings file, fixed that too. The arm must be just the default animations, spy's viewmodels are notoriously buggy and you'll see more than 2 hands when at high fov and when using the dead ringer. That's why I really want to include fixed viewmodels.
Yes it would be pretty easy to add an option to choose between the 3 stab animations, problem is implementing the options in a way people can understand it easily.
And if you mean randomize the stab animations for when you remove backstabs..maybe? I remember reading about using multiple sequences for the same activity and adding a weight to control the chance for each to happen, tho there might be other things that would prevent it from working. I'll test it and check for the next update, whenever that may be.
NoNoeWaySalut horse, I usually use tf_viewmodel_offset_override for demos and video editing and I wanted to get the same looking ones using your mod. Though when I input the same offset it looks different using your VPK compiler. I was thinking maybe I need to do a conversion though I'm not sure.
EDIT: It seems like the direction for the XYZ offset is flipped. I just had to change negative numbers to positive ones and visa versa. Thanks for the awesome mod!
Thanks, glad you like it! Someone else mentioned the negative values thing to me and I was gonna put that in the post along with some mod updates. Sadly that could take a while, the creator of Fixed Viewmodels(which I really want to implement by default) still hasn't hit me back and I've been experimenting with getting weapon "icons" to work. They do work but it's just that they bob up and down a little since they're part of the viewmodel and I'm looking for ways around that, which might not be possible since the bobbing is hardcoded.
SprastyHey, I still have to understand how to remove the backstab animation and which one I can choose.
In the settings file, scroll down to spy and look for the knife settings. There should be options there for disabling backstab swings and backstab detections. Stock, sharp dresser and the other knives have separate settings btw.
JakSteppingstoneCan you tell me what settings you used for the stock rocket and shotgun in the clip?
Rocket launcher was just hidden, shotgun offset was something like -8 0 0.
bearodactylhold on what's going on here
https://pbs.twimg.com/media/E5J1eBuXoAEAFvX?format=png&name=small
This has been completely rewritten and replaced by Horsie's Viewmodel Editor. It's better in every single way with a lot more options, fixed bugs, it's much faster, has better code, and it's what I will continue to maintain/update.
First, I'd like to mention that this is pretty much in a beta stage, more features are to be added. Personally I had no issues with it so far but if anything isn't working properly let me know and I'll fix it.
So what can this do?
- Change the viewmodel offset per animation, so you can move different weapons however you like. You can make them smaller, bigger, center them, do whatever. Kinda like this. You can have different offsets for different weapons and inspects.
- Hide weapons per animation. Similar to what yttrium's competitive viewmodels does but with more separated weapons and a hiding method that can kinda keep flames and medi-gun beams. For example, you can hide all the rocket launchers but keep The Original visible. Of course you can keep inspects but hide weapons, or the reverse, the spy watch stays on even if you hide other spy weapons and all that.
- Hide shotgun, scattergun and sniper rifle shells. Uses the same method CleanTf2+ uses.
- Disable reloads for weapons with a mag/clip. Makes the reload animation static so it doesn't move when you reload. No option to do it for sniper rifles and flare guns yet, as their reload animation is tied to the fire animation.
- Disable the backstab animation per-knife. There's a separate setting to disable the backstab detection (knife rising up when you're behind someone) and one to disable the backstab swing itself(gets replaced with a normal swing).
- Comes with fixed Original and Sapper viewmodels, so no extra arms for those. Thank you MrWheatley for letting me use his fixed animations in this.
- Will work in casual or any server regardless of sv_pure with preloading. It comes with the proper preloading settings by default, you just have to add "exec preloading.cfg" to your autoexec.
Here's a short video of some random settings: https://streamable.com/nox93o
How to use:
- Download it from here: https://drive.google.com/file/d/13AII-t-hdzY-nxOaMxzDzEknhkS9dHHh/view?usp=sharing
- Open the zip and extract the ViewmodelCustomizer folder inside your game's custom folder. Make sure not to rename it.
- Open up 1.Settings.txt and change the settings to your liking. Theres information at the top about how things work, all you have to remember is that (Y/N) options are case sensitive, so you have to replace [N] with [Y] if you want it to work.
- Once done changing the settings, save and run GENERATE.bat. It will apply your settings, compile and generate 0.CustomizedViewmodels.vpk in your custom folder.
- Boot up the game and take a look. If you're not happy with the results, all you have to do is change the settings and run GENERATE.bat again.
Preloading
Preloading allows you to use certain mods, mostly animations, in any sv_pure setting by first loading into a sv_pure 0 map with the proper settings. If you're not already using preloading, just add "exec preloading.cfg" to your autoexec and the mod will do it for you.
Future goals:
- Use the Fixed Viewmodels mod by default. I tried to get in touch with the author but so far hasn't hit me back.
- Per-weapon option to make the attack/fire animation static.
- Better compatibility with other custom animations, preferably a fully automated way to add custom animations to this.
Keep in mind:
It only works in Windows as it uses batch scripts and uses tf2's studiomdl.exe to compile everything. Perhaps this comment is still relevant in getting it to work on linux.
Is it compatible with other custom animation mods?
But wait, in the last update Valve added another step to this. You can longer compile anywhere outside the models folder(at least from my testing), so you'd have to search for all the .qc files, open them all at once in a proper text editor (like notepad++), search for the line "../custom/ZZZ_SCA/" and replace it in all files with nothing.
It should work, no guarantee. I will look into making a script that takes a vpk and does all the decompiling and moving.
For something like Fixed Viewmodels you should be able to just decompile that and replace my mod's .smd files with the ones used by fixed viewmodels, without changing anything in the .qc files. They have a different folder structure but it's pretty obvious what goes where.
Big thank to:
- Yttrium, JarateKing and everyone else in the mastercomfig discord who helped look into how viewmodels work and gave suggestions.
- Flewvar who helped test not only the generator but also other animation ideas.
- MrWheatley for letting me use his fixed original and sapper viewmodels.
- N-Cognito for making the separated c_animations.
Woodstockshould I keep the stuff in my launch options and the previous command I had in autoexec?
This is what it currently looks like in autoexec:
map_background preload_room
mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0
mod_touchalldata 1
mod_forcedata 1
sv_pure 0
map preload_room; wait 10; disconnect
Thanks guys for such a fast reply!
Remove
map_background preload_room
WoodstockHey guys! I installed the mod several weeks ago, and it was all working fine. However, since this new summer update it has stopped working outside of practice matches. After digging into this thread I realised it was most likely to be a preloading issue, and I've installed the map, edited autoexec and my launch options. My game attempts to throw me in the match, however it isn't working because I see this in console: "'preload_room.cfg' not present; not executing."
This is probably me just being stupid when it comes to my map folder, so any help would be appreciated.[/here is the map folder]
The "preload_room.cfg.." error just means the map got loaded but there isn't a cfg associated with it, that's normal and means it did put you in an out of a listen server. Now I'm not sure if they messed with preloading or not but you could test it by adding these lines to your autoexec:
mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0
mod_touchalldata 1
mod_forcedata 1
sv_pure 0
map preload_room; wait 10; disconnect
Launch the game, join a casual game and see if it works.
Tob posted the same thing while I was writing this so yeah
Just updated download and instructions. Now it's a bit easier to use, you no longer have to edit the .qc files directly. It keeps the original files intact so it's easier to use with other custom animations mods.
Do you wish tf_viewmodel_offset_override actually worked without sv_cheats? Well I have a solution.
You can edit a viewmodel's position by using the "$Origin" command in the animation's .qc file. This lets you position it pretty much anywhere on the screen. Wanna make them small so they don't get in the way but still easily see what weapon you're using? No problem. Do you want them to get in the way even more? Done. Maybe fancy something more exotic? Smg? Do you think all of these are really dumb? You can make your own exactly how you want them. And since this is entirely animation based, you can use them anywhere regardless of sv_pure by preloading
So I made this mod to make it easier. You can edit the viewmodel offset on a per-class basis relatively easily. Here's how you use it:
- Download the mod from here: https://drive.google.com/file/d/1qvLAjkPL2H9lXXho-cSe5J0PpjV1lIYE/view?usp=sharing
- Open the zip and extract the 0ffsetGenerator folder to your tf/custom folder. It's important not to change the name. Now enter the 0ffsetGenerator folder itself.
- Open 1.Settings.txt and adjust the offset values for each class to your liking.
There is information about how the values work in that file, I'm gonna put it here too:Show Content// $Origin 0 0 0 = $Origin X Y ZOnce you changed all the values to your liking, save.
// Edit the $Origin X Y and Z values to move your viewmodel for the class.
// There is also the optional [z rotation] value that you can add, like this: $Origin <x> <y> <-z> [z rotation]
// You can use negative values of course
// The Z value is reversed
// Go here for a good explanation of how it works: https://developer.valvesoftware.com/wiki/$origin
// Example: I used "$Origin 0 20 15" to get some very small viewmodels.
// Leave the values at 0 0 0 for stock offsets
- Now run GENERATE.bat and hope there are no errors. It should recompile the stock animation files with the changes you made and create 0ffsetViewmodels.vpk in your custom folder.
- Boot up the game and take a look. If you're not happy with what you got, just edit the offset values and run GENERATE.bat again. If you are happy with what you got, remove the 0ffsetGenerator folder from custom, it's no longer needed and just increases loading times. Also remember to check with minimal viewmodels on and off.
Preloading:
Most of you are aware of what preloading is and are probably using it already. It lets you use certain mods, mostly animations, in any sv_pure setting by first loading into a sv_pure 0 server and leaving. If you're not already using a config that does that, I included Yttrium's method in the vpk file that gets generated. Simply add the line "exec preloading.cfg" to your autoexec if you want to use it.
What about custom animations?
It is possible to use this with other viewmodel animation mods and move them however.
As long as they follow the same folder structure as default tf2 animations and don't use separated c_model animations.
Unfortunately, you'll have to decompile them yourself using something like crowbar.
It's pretty easy really:
- If the mod comes into a vpk file, unpack that somewhere so you get the loose files. If not, skip to step 2.
- Now you should have the raw .mdl files. Decompile all of those in the same folder using Crowbar.
- Copy all the decompiled files (should be 9 c_CLASS_animations_anims folders and one matching .qc file for each) into the decompiled_animations folder inside 0ffsetGenerator. Let them override everything.
Now it should edit your chosen mod's animations instead of the default tf2 ones.
I'd really like to include the fixed viewmodels mod by default. It fixes a lot of issues, like extra arms on high fov (yes, that includes the original left hand) but I'm not sure about just adding someone else's mod like that.
Keep in mind:
This could be done better, the batch file is very basic. Hopefully, if people are interested in this, they'll find ways to improve on it.
The vpk it generates works on linux but the generator itself doesn't because it uses the studiomdl.exe bundled with tf2 and because I haven't included a bash generate file. Someone in the comments mentioned they got it working on linux via WINE so maybe look into that.
Let me know if you have any issues or have any ideas on how to improve this, I'm open to suggestions.
Also, more screenshots of small viewmodels, I really like them for some reason.
https://gamebanana.com/skins/170679
Also like 6 months ago an update messed with preloading and you have to use these commands or they'll eventually break in casual(taken from yttrium's viewmodels thread):
mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0
mod_touchalldata 1
mod_forcedata 1