Yeah I'm gunna be trying to figure out a more out of the way spot for them with my installer. That said, the intention is that you don't use a high viewmodel_fov when using this.
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are you sure you're putting them in the right folder?
degucan this be made vise versa? i mean forcing viewmodels on for certain weapons (lets say mad milk) and still have ability to toggle on/off for the rest (pistols)? and if, how can i achieve it?
thanks
Look at the installer I posted just above you. Yes, for that combination it's possible, because they use different animations. That's the big advantage to using this method over something like a cross hair switcher and r_drawviewmodel.
phoroforits k i was joking anyways
I figured but I wanted to still see if I could do it. Can't do it easily though.
Here's a progress shot of the installer:
http://puu.sh/q4mkh/e5d004b15c.png
You literally just go through each tab picking what you do/don't want, select your TF2 folder ("Team Fortress 2" not "tf"), and then hit Render and it edits, compiles, and then installs the models. All the tools it needs for this are already available in the TF2 install.
Sorry phorofor I'm not able to do it very easily without using something like SFM. I tried to even make a single frame but couldn't manage to do that thanks to how the bones are set up.
While it would be neat it's not something I even know how to do, let alone automate, at the moment.
no. it's possible in the future I might figure a way to zoom them out but it won't look exactly the same.
phoroforcan you leave the spies gun and remove the arm???
Just wait for the installer. It won't take much longer to make. Should have it ready either late tonight or sometime tomorrow.
here u go Ex Why Zee Spy
Download
http://i.imgur.com/1HD2n7e.jpg
i hope u like it
yes... this actually works ingame.
Antaresthere we're in the advanced options. that menu is a clusterfuck though, no wonder people can't find anything in there
lets be honest
every single options menu of any sort in tf2 is a gigantic clusterfuck
valve needs to scrap the whole fucking thing
DarkNecridAbout the stickers thing, there's ways you can fix that, e.g. displaying the stickers on the hud if viewmodels are disabled.
Fair thing to think about though.
This is something I've been trying to do for a very long time as either a crosshair or HUD thing, but I never really came upon a good solution. Would be great if Valve implemented this.
Sure thing Ex Why Zee Spy!
I'm one upping all of your requests.
I just wrote a program in VB.NET that automates the process of hiding an animation. Next step is to plug that process into a program that will allow every one of you to individually pick which weapon animations you want shown and hidden, so you can all generate your own options. Kind of like the installer for flathud. except it works :^)
actually woolen, yes. this is your fix in theory.- haven't looked at spy yet but that's the plan.
I'm literally editing the animation files with notepad instead of animation software like Blender. Other than that it's the same.
it doesn't get too obnoxious until like 90 but some are definitely there even at 75. the scout melees are a pretty good example, spy as well.