Upvote Upvoted 47 Downvote Downvoted
1 2
Transparent viewmodels concept
posted in Customization
31
#31
0 Frags +
glisshttps://copy.com/CodSnVqc90tF crossbow + medigun
1 2
https://copy.com/cA1uBih6KRMt scattergun + pistol
1 2
https://copy.com/cA1uBih6KRMt pipe + sticky
1 2

fix the demo like plz <3

edit: ninja'd you so hard cosa

[quote=gliss]https://copy.com/CodSnVqc90tF crossbow + medigun
[url=http://i.imgur.com/G7uMxi4.jpg]1[/url] [url=http://i.imgur.com/YmDQZD0.jpg]2[/url]
https://copy.com/cA1uBih6KRMt scattergun + pistol
[url=http://i.imgur.com/aKxC8uU.jpg]1[/url] [url=http://i.imgur.com/QdK60Ty.jpg]2[/url]
https://copy.com/cA1uBih6KRMt pipe + sticky
[url=http://i.imgur.com/s4Z0iJW.jpg]1[/url] [url=http://i.imgur.com/pmSLHt9.jpg]2[/url][/quote]


fix the demo like plz <3

edit: ninja'd you so hard cosa
32
#32
0 Frags +
glisshttps://copy.com/CodSnVqc90tF crossbow + medigun
1 2
https://copy.com/cA1uBih6KRMt scattergun + pistol
1 2
https://copy.com/cA1uBih6KRMt pipe + sticky
1 2

I like the idea of the weapon icons used instead of of translucent viewmodels too. common in Quakeworld HUDs.

again I still don't see the point if you can't cycle these easily between classes though

You dont have the right link for demo. make a loose cannon :D
pharaoh???? @___@

[quote=gliss]https://copy.com/CodSnVqc90tF crossbow + medigun
[url=http://i.imgur.com/G7uMxi4.jpg]1[/url] [url=http://i.imgur.com/YmDQZD0.jpg]2[/url]
https://copy.com/cA1uBih6KRMt scattergun + pistol
[url=http://i.imgur.com/aKxC8uU.jpg]1[/url] [url=http://i.imgur.com/QdK60Ty.jpg]2[/url]
https://copy.com/cA1uBih6KRMt pipe + sticky
[url=http://i.imgur.com/s4Z0iJW.jpg]1[/url] [url=http://i.imgur.com/pmSLHt9.jpg]2[/url]

I like the idea of the weapon icons used instead of of translucent viewmodels too. common in [url=http://gfx.quakeworld.nu/files/385.jpg]Quakeworld HUDs[/url].

again I still don't see the point if you can't cycle these easily between classes though[/quote]
You dont have the right link for demo. make a loose cannon :D
pharaoh???? @___@
33
#33
4 Frags +

fixed

added loose cannon to demo folder also here is a picture http://i.imgur.com/tm0rCGL.jpg

fixed

added loose cannon to demo folder also here is a picture http://i.imgur.com/tm0rCGL.jpg
34
#34
0 Frags +

so how exactly am I doing this? If i want just demo, i put the vtfs and such in replay, then do I have to put those sections of HudPlayerClass and HudAchievementItemTracker in? those look class specific.
and then do I need something in demo.cfg?
im so dumb

so how exactly am I doing this? If i want just demo, i put the vtfs and such in replay, then do I have to put those sections of HudPlayerClass and HudAchievementItemTracker in? those look class specific.
and then do I need something in demo.cfg?
im so dumb
35
#35
4 Frags +
cage-so how exactly am I doing this? If i want just demo, i put the vtfs and such in replay, then do I have to put those sections of HudPlayerClass and HudAchievementItemTracker in? those look class specific.
and then do I need something in demo.cfg?
im so dumb

first go to your achievements and select "show on hud" for any of the ones that you don't have

in demoman.cfg you're going to want this

(assuming you use the tf2mate aliases)

alias mate_slot1 "slot1; viewmodel_fov 83; r_drawviewmodel 0; hud_achievement_tracker 0; cl_hud_playerclass_use_playermodel 1"
alias mate_slot2 "slot2; viewmodel_fov 83; r_drawviewmodel 0; hud_achievement_tracker 1; cl_hud_playerclass_use_playermodel 0"
alias mate_slot3 "slot3; viewmodel_fov 83; r_drawviewmodel 1; hud_achievement_tracker 0; cl_hud_playerclass_use_playermodel 0"

then you're going to extract pipe.vtf + vmt and sticky.vtf + vmt to the \thumbnails\ directory

then you go to \resource\ui\HudAchievementTrackerItem.res

"Viewmodel"
	{
		"visible"		"1"
		"ControlName"	"CTFImagePanel"
		"fieldName"		"scatter" //this field doesn't affect anything
		"xpos"			"c-422"
		"ypos"			"c-235"
		"zpos"			"9910"
		"wide"			"900"
		"tall"			"900"
		"enabled"		"0"
		"image"			"replay/thumbnails/pipe" // edit this field for primary weapon 
		"scaleImage"	"1"
	}

then you go to \resource\ui\HudPlayerClass.res

	"classmodelpanelBG"
	{
		"ControlName"	"CTFImagePanel"
		"fieldName"		"classmodelpanelBG"
		"xpos"			"c-422"
		"ypos"			"c-235"
		"zpos"			"-10"
		"wide"			"900"
		"tall"			"900"
		"enabled"		"1"
		"image"			"replay/thumbnails/sticky" //edit this field to reflect your secondary weapon
		"scaleImage"	"1"
	}

then it should work

finally, if your HUD has a 3d model element, you are probably going to want to remove that see #38 for how

if you only want it for demo, you're going to have to go into every other class.cfg and add "hud_achievement_tracker 0; cl_hud_playerclass_use_playermodel 0" to every weaponswitch alias.

[quote=cage-]so how exactly am I doing this? If i want just demo, i put the vtfs and such in replay, then do I have to put those sections of HudPlayerClass and HudAchievementItemTracker in? those look class specific.
and then do I need something in demo.cfg?
im so dumb[/quote]
first go to your achievements and select "show on hud" for any of the ones that you don't have

in demoman.cfg you're going to want this

(assuming you use the tf2mate aliases)
[code]alias mate_slot1 "slot1; viewmodel_fov 83; r_drawviewmodel 0; hud_achievement_tracker 0; cl_hud_playerclass_use_playermodel 1"
alias mate_slot2 "slot2; viewmodel_fov 83; r_drawviewmodel 0; hud_achievement_tracker 1; cl_hud_playerclass_use_playermodel 0"
alias mate_slot3 "slot3; viewmodel_fov 83; r_drawviewmodel 1; hud_achievement_tracker 0; cl_hud_playerclass_use_playermodel 0"
[/code]

then you're going to extract pipe.vtf + vmt and sticky.vtf + vmt to the \thumbnails\ directory

then you go to \resource\ui\HudAchievementTrackerItem.res
[code]"Viewmodel"
{
"visible" "1"
"ControlName" "CTFImagePanel"
"fieldName" "scatter" //this field doesn't affect anything
"xpos" "c-422"
"ypos" "c-235"
"zpos" "9910"
"wide" "900"
"tall" "900"
"enabled" "0"
"image" "replay/thumbnails/pipe" // edit this field for primary weapon
"scaleImage" "1"
}[/code]

then you go to \resource\ui\HudPlayerClass.res
[code] "classmodelpanelBG"
{
"ControlName" "CTFImagePanel"
"fieldName" "classmodelpanelBG"
"xpos" "c-422"
"ypos" "c-235"
"zpos" "-10"
"wide" "900"
"tall" "900"
"enabled" "1"
"image" "replay/thumbnails/sticky" //edit this field to reflect your secondary weapon
"scaleImage" "1"
}
[/code]

then it should work

finally, if your HUD has a 3d model element, you are probably going to want to remove that see #38 for how

if you only want it for demo, you're going to have to go into every other class.cfg and add "hud_achievement_tracker 0; cl_hud_playerclass_use_playermodel 0" to every weaponswitch alias.
36
#36
1 Frags +

This is really amazing, but I've run into a bit of trouble with toggling on and off the viewmodel. I've extracted the files and everything and everything works fine and I can see the transparent viewmodel, but I can't turn it off with cl_hud_playerclass_use_playermodel. And also,I'm sure I'm not accidentally using the achievement tracker because it is off. I'm a bit of a noob to this stuff but if anyone could help me that would be great.

This is really amazing, but I've run into a bit of trouble with toggling on and off the viewmodel. I've extracted the files and everything and everything works fine and I can see the transparent viewmodel, but I can't turn it off with cl_hud_playerclass_use_playermodel. And also,I'm sure I'm not accidentally using the achievement tracker because it is off. I'm a bit of a noob to this stuff but if anyone could help me that would be great.
37
#37
1 Frags +

When u do this, is it basically like a re skin of the specific weapon? like if you're using the rocket launcher transparent image and u switch to the direct hit, will it make the direct hit transparent or would it make the direct hit normal or would it still have the transparent image of the default? also since you're only allowed two images when u switch to your melee what would happen? And is there no reload animation? I'm just kinda confused about how this whole thing works but i think it's a really cool idea.

When u do this, is it basically like a re skin of the specific weapon? like if you're using the rocket launcher transparent image and u switch to the direct hit, will it make the direct hit transparent or would it make the direct hit normal or would it still have the transparent image of the default? also since you're only allowed two images when u switch to your melee what would happen? And is there no reload animation? I'm just kinda confused about how this whole thing works but i think it's a really cool idea.
38
#38
2 Frags +

gliss it's actually not that element to disable the model itself it's "classmodelpanel"

temusparadoxum change enabled to 1 and visible to 0 under "classmodelpanelBG" and "classmodelpanel", that should fix the 3d model. you need to manually pick an achievement to track in-game for it to work. also make sure your hudlayout.res is set up correctly. more info here.

Nerdy and unnecessary explanation:

Show Content
The reason visible needs to be set to 0 is because it's a toggleable element, if it were visible 1 then it would be on the entire time. This is the purpose of having both visible and enabled, for those few elements where they're toggleable you can keep them on always by setting both to 1 and keep them off always by setting both to 0. The middle ground is visible 0/enabled 1 or, in other words, the element will be present part of the time. This is the way the ammo in your hud works too, when the weapon changes from one with reserve ammo to one without certain elements are toggled on/off.

EDIT: jewbagels, you're essentially toggling two images on or off. it's a screenshot of a transparent viewmodel put into a hud element and toggled on or off with a console command (or a script). This is why I said earlier it's pretty limited, you can only make it work for two specific weapons unless you set up some macro to switch the files out.

Actually now that I think about it isn't the above possible? IE setting up a macro to switch out new hudachievementtracker.res and hudplayerclass.res? Furthermore you could set it up so that the macro is only active in tf2 and only active when you press comma, and then pressing the number key to switch classes would switch to each classes file.

gliss it's actually not that element to disable the model itself it's "classmodelpanel"

temusparadoxum change enabled to 1 and visible to 0 under "classmodelpanelBG" and "classmodelpanel", that should fix the 3d model. you need to manually pick an achievement to track in-game for it to work. also make sure your hudlayout.res is set up correctly. more info [url=http://teamfortress.tv/thread/4134/how-to-use-multiple-hud-crosshairs]here[/url].


Nerdy and unnecessary explanation:
[spoiler]The reason visible needs to be set to 0 is because it's a toggleable element, if it were visible 1 then it would be on the entire time. This is the purpose of having both visible and enabled, for those few elements where they're toggleable you can keep them on always by setting both to 1 and keep them off always by setting both to 0. The middle ground is visible 0/enabled 1 or, in other words, the element will be present part of the time. This is the way the ammo in your hud works too, when the weapon changes from one with reserve ammo to one without certain elements are toggled on/off.[/spoiler]



EDIT: jewbagels, you're essentially toggling two images on or off. it's a screenshot of a transparent viewmodel put into a hud element and toggled on or off with a console command (or a script). This is why I said earlier it's pretty limited, you can only make it work for two specific weapons unless you set up some macro to switch the files out.

Actually now that I think about it isn't the above possible? IE setting up a macro to switch out new hudachievementtracker.res and hudplayerclass.res? Furthermore you could set it up so that the macro is only active in tf2 and only active when you press comma, and then pressing the number key to switch classes would switch to each classes file.
39
#39
1 Frags +

Reminds me of wireframe Mac from the Super Smash Direct. It should be team colored as well(Just a thought)

Reminds me of wireframe Mac from the Super Smash Direct. It should be team colored as well(Just a thought)
40
#40
2 Frags +

This is awesome!

This is awesome!
41
#41
1 Frags +

Did anyone ever get this working across most of the classes?

Did anyone ever get this working across most of the classes?
42
#42
refresh.tf
1 Frags +

With the new HUD update for the Gun Mettle update caused a delay between changing HudPlayerModels therefore when changing from rocket launcher to the shotgun it will take a while to have the image disappear and vice-versa.

With the new HUD update for the Gun Mettle update caused a delay between changing HudPlayerModels therefore when changing from rocket launcher to the shotgun it will take a while to have the image disappear and vice-versa.
1 2
Please sign in through STEAM to post a comment.