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CleanTF2+ (nohats, flat textures, etc)
posted in Customization
1
#1
0 Frags +

https://github.com/JarateKing/CleanTF2plus

I've been working on the sequel to clean tf2 to fix some of the issues with it, and extend it further. This improved version is a framework that can extract and modify from the default vpk's, that lets it stay automatically updated and easier to modify. This also lets it extend to a lot more to different types of mods, such as providing the most up to date nohats mod.

Options:

  • Flat textures -- both original size (traditional quakelike textures, default in sv_pure) and resized (clean tf2 flat textures, grainey effect in sv_pure)
  • Nohats - both full and headsfeet options
  • Player gibs, ejected shells, and weapon gib removals
  • Soundscape removal, surfaceproperties.txt, and mtp.cfg files

Some advantages over the previous clean tf2:

  • Scripts provided that let you update automatically whenever tf2 updates
  • Very small download since big files are generated
  • Multiple suboptions can be provided for different options
  • Script provided to convert cleantf2 into a set of vpk's.

Links:
Readme
Troubleshooting

https://github.com/JarateKing/CleanTF2plus

I've been working on the sequel to clean tf2 to fix some of the issues with it, and extend it further. This improved version is a framework that can extract and modify from the default vpk's, that lets it stay automatically updated and easier to modify. This also lets it extend to a lot more to different types of mods, such as providing the most up to date nohats mod.

Options:
[list]
[*] Flat textures -- both original size (traditional quakelike textures, default in sv_pure) and resized (clean tf2 flat textures, grainey effect in sv_pure)
[*] Nohats - both full and headsfeet options
[*] Player gibs, ejected shells, and weapon gib removals
[*] Soundscape removal, surfaceproperties.txt, and mtp.cfg files
[/list]

Some advantages over the previous clean tf2:
[list]
[*] Scripts provided that let you update automatically whenever tf2 updates
[*] Very small download since big files are generated
[*] Multiple suboptions can be provided for different options
[*] Script provided to convert cleantf2 into a set of vpk's.
[/list]

Links:
[url=https://github.com/JarateKing/CleanTF2plus/blob/master/README.md]Readme[/url]
[url=https://github.com/JarateKing/CleanTF2plus/blob/master/TROUBLESHOOTING.md]Troubleshooting[/url]
2
#2
6 Frags +

I’m a huge fan of those textures glad to see them back!

I’m a huge fan of those textures glad to see them back!
3
#3
11 Frags +

will this interfere with my current hud/cfg? should i take steps to reconcile them?

also if you have time to drop a screenshot i would appreciate it

will this interfere with my current hud/cfg? should i take steps to reconcile them?

also if you have time to drop a screenshot i would appreciate it
4
#4
3 Frags +

does this still require preloading?

does this still require preloading?
5
#5
24 Frags +

screens?

screens?
6
#6
5 Frags +

does the cleantf2 still break in sv_pure

does the cleantf2 still break in sv_pure
7
#7
8 Frags +
glasswill this interfere with my current hud/cfg? should i take steps to reconcile them?

It won't do anything with your hud or cfg, this doesn't touch stuff like that.

sibbydoes this still require preloading?

Some of the model removals do, but the main ones don't. Player gibs / ejected shells / weapon gibs do, but nohats doesn't and everything else doesn't.

The big thing that required preloading in the old cleantf2 -- the unlit textures -- are considered "obsolete" in this version because tf2 updates stopped it from being preloading and it's very broken in sv_pure nowadays. It can still be enabled by going into the generate.bat and editing it, but I wouldn't recommend it.

DocFlamescreens?

I can't add screenshots until later tonight at least. Most of it should hopefully be pretty self explanatory, except for how flat textures works (sv_pure 0 is the same for both, sv_pure 1/2 looks default with unresized flat textures, and sv_pure 1/2 with resized textures looks like this but with lighting).

There are also some more things I need to list out to make flat (models, mostly) but that'll just be a few lines added into a file.

ivan_does the cleantf2 still break in sv_pure

Yes and no. Flat textures will either return to default (if not resized) or be grainey (if resized) and that's down to preference (I actually prefer the grainey to default, though I know I'm in the minority there). Everything else should be fine.

Breaking as in "some textures are fully lit, some are completely dark, and some are missing entirely" that you'd see with unlit in the old clean tf2 will still happen if you manually enable unlit textures, but you have to go out of your way and edit the generate.bat to do it.

[quote=glass]will this interfere with my current hud/cfg? should i take steps to reconcile them?[/quote]
It won't do anything with your hud or cfg, this doesn't touch stuff like that.
[quote=sibby]does this still require preloading?[/quote]
Some of the model removals do, but the main ones don't. Player gibs / ejected shells / weapon gibs do, but nohats doesn't and everything else doesn't.

The big thing that required preloading in the old cleantf2 -- the unlit textures -- are considered "obsolete" in this version because tf2 updates stopped it from being preloading and it's very broken in sv_pure nowadays. It can still be enabled by going into the generate.bat and editing it, but I wouldn't recommend it.[quote=DocFlame]screens?[/quote]
I can't add screenshots until later tonight at least. Most of it should hopefully be pretty self explanatory, except for how flat textures works ([url=https://media.moddb.com/images/downloads/1/68/67852/picmip16.jpg]sv_pure 0[/url] is the same for both, sv_pure 1/2 looks default with unresized flat textures, and sv_pure 1/2 with resized textures looks like [url=http://i.imgur.com/onwkTza.jpg]this[/url] but with lighting).

There are also some more things I need to list out to make flat (models, mostly) but that'll just be a few lines added into a file.
[quote=ivan_]does the cleantf2 still break in sv_pure[/quote]
Yes and no. Flat textures will either return to default (if not resized) or be grainey (if resized) and that's down to preference (I actually prefer the grainey to default, though I know I'm in the minority there). Everything else should be fine.

Breaking as in "some textures are fully lit, some are completely dark, and some are missing entirely" that you'd see with unlit in the old clean tf2 will still happen if you manually enable unlit textures, but you have to go out of your way and edit the generate.bat to do it.
8
#8
6 Frags +

hi every texture apart from props and characters are completely black what do

hi every texture apart from props and characters are completely black what do
9
#9
4 Frags +
Racsohi every texture apart from props and characters are completely black what do

u probably enabled fullbright, which doesn't work in sv_pure

[quote=Racso]hi every texture apart from props and characters are completely black what do[/quote]
u probably enabled fullbright, which doesn't work in sv_pure
10
#10
8 Frags +

Even though I chose not to use flat textures, the command prompt is telling me it is generating these files anyway. It's been stuck on this for about five minutes.

https://puu.sh/D2PVs.png

EDIT: after about 15 minutes it finished everything but despite selecting I didn't want the flat textures my game looks like this now.

https://puu.sh/D2QAY.jpg

Even though I chose not to use flat textures, the command prompt is telling me it is generating these files anyway. It's been stuck on this for about five minutes.
[img]https://puu.sh/D2PVs.png[/img]

EDIT: after about 15 minutes it finished everything but despite selecting I didn't want the flat textures my game looks like this now.

[img]https://puu.sh/D2QAY.jpg[/img]
11
#11
6 Frags +

is this isolated to new vpks in the custom folder or does it modify stuff in place?

is this isolated to new vpks in the custom folder or does it modify stuff in place?
12
#12
5 Frags +
Racsohi every texture apart from props and characters are completely black what doAdjeEDIT: after about 15 minutes it finished everything but despite selecting I didn't want the flat textures my game looks like this now.

Just as some debugging, you wouldn't happen to be using a mac or linux would you? That might explain both the .bat file breaking with selecting options, and the actual scripts generating it failing (since it depends on running other scripts which run some imagemagick executables, which I'd wager is why everything appears black).

I didn't test thoroughly on other systems or with different setups, but it works on my machine™. If the issue is the OS until I can port it to .sh you might have to just ask for a vpk generated with the options you want. In Adje's case it'd be https://www.dropbox.com/s/f39abfzj072jzef/adje.zip?dl=1

gemmis this isolated to new vpks in the custom folder or does it modify stuff in place?

It modifies stuff in place normally, and then you can run pack_vpk.bat to create vpk's for it. Changing options will require running pack_vpk again to keep them up to date. The cleantf2plus folder will still be there, but the cleantf2 vpk's will be generated as well.

[quote=Racso]hi every texture apart from props and characters are completely black what do[/quote][quote=Adje]EDIT: after about 15 minutes it finished everything but despite selecting I didn't want the flat textures my game looks like this now.[/quote]
Just as some debugging, you wouldn't happen to be using a mac or linux would you? That might explain both the .bat file breaking with selecting options, and the actual scripts generating it failing (since it depends on running other scripts which run some imagemagick executables, which I'd wager is why everything appears black).

I didn't test thoroughly on other systems or with different setups, but it works on my machine™. If the issue is the OS until I can port it to .sh you might have to just ask for a vpk generated with the options you want. In Adje's case it'd be https://www.dropbox.com/s/f39abfzj072jzef/adje.zip?dl=1
[quote=gemm]is this isolated to new vpks in the custom folder or does it modify stuff in place?[/quote]
It modifies stuff in place normally, and then you can run pack_vpk.bat to create vpk's for it. Changing options will require running pack_vpk again to keep them up to date. The cleantf2plus folder will still be there, but the cleantf2 vpk's will be generated as well.
13
#13
6 Frags +
AdjeEven though I chose not to use flat textures, the command prompt is telling me it is generating these files anyway. It's been stuck on this for about five minutes.
https://puu.sh/D2PVs.png

EDIT: after about 15 minutes it finished everything but despite selecting I didn't want the flat textures my game looks like this now.

https://puu.sh/D2QAY.jpg

this bangs give it to me please

[quote=Adje]Even though I chose not to use flat textures, the command prompt is telling me it is generating these files anyway. It's been stuck on this for about five minutes.
[img]https://puu.sh/D2PVs.png[/img]

EDIT: after about 15 minutes it finished everything but despite selecting I didn't want the flat textures my game looks like this now.

[img]https://puu.sh/D2QAY.jpg[/img][/quote]
this bangs give it to me please
14
#14
0 Frags +
JarateKingJust as some debugging, you wouldn't happen to be using a mac or linux would you? That might explain both the .bat file breaking with selecting options, and the actual scripts generating it failing (since it depends on running other scripts which run some imagemagick executables, which I'd wager is why everything appears black).

I'm on Windows 10. I dual boot Windows and Linux but I don't think that really matters for running the script when I'm on the Windows install. I'll try the vpk you put in the zip, thanks a lot.

As a side note, the black textures actually look kinda neat in their own right even though it's an unintended side effect.

[quote=JarateKing]
Just as some debugging, you wouldn't happen to be using a mac or linux would you? That might explain both the .bat file breaking with selecting options, and the actual scripts generating it failing (since it depends on running other scripts which run some imagemagick executables, which I'd wager is why everything appears black).
[/quote]

I'm on Windows 10. I dual boot Windows and Linux but I don't think that really matters for running the script when I'm on the Windows install. I'll try the vpk you put in the zip, thanks a lot.

As a side note, the black textures actually look kinda neat in their own right even though it's an unintended side effect.
15
#15
5 Frags +

should i use this with masterconfig, or is this a seperate fps config?

should i use this with masterconfig, or is this a seperate fps config?
16
#16
1 Frags +

When I try and generate anything, the flat textures gets as far as building_template then every following folder ie empty. Then nothing else gets generated at all, this is on Win7 if that makes any difference.

When I try and generate anything, the flat textures gets as far as building_template then every following folder ie empty. Then nothing else gets generated at all, this is on Win7 if that makes any difference.
17
#17
0 Frags +
Treshshould i use this with masterconfig, or is this a seperate fps config?

There's a very small overlap between this and mastercomfig (with the surfaceproperties.txt and whatnot), but the majority of it is compatible. This deals with mods that may or may not give fps but do clean things up a bit, without touching any actual cfg settings. I'd recommend using mastercomfig, and likewise mastercomfig's documentation references the old cleantf2.

_KermitWhen I try and generate anything, the flat textures gets as far as building_template then every following folder ie empty. Then nothing else gets generated at all, this is on Win7 if that makes any difference.

I wasn't expecting this many issues with people getting it working, I will try debugging things. Just as a note for flat textures, it should take very long (upwards of several minutes) because image operations are expensive and there's no real way around that when we're dealing with thousands of images.

[quote=Tresh]should i use this with masterconfig, or is this a seperate fps config?[/quote]
There's a very small overlap between this and mastercomfig (with the surfaceproperties.txt and whatnot), but the majority of it is compatible. This deals with mods that may or may not give fps but do clean things up a bit, without touching any actual cfg settings. I'd recommend using mastercomfig, and likewise mastercomfig's documentation references the old cleantf2.

[quote=_Kermit]When I try and generate anything, the flat textures gets as far as building_template then every following folder ie empty. Then nothing else gets generated at all, this is on Win7 if that makes any difference.[/quote]
I wasn't expecting this many issues with people getting it working, I will try debugging things. Just as a note for flat textures, it should take very long (upwards of several minutes) because image operations are expensive and there's no real way around that when we're dealing with thousands of images.
18
#18
0 Frags +

I'm assuming it's windows only?

I'm assuming it's windows only?
19
#19
0 Frags +

Is this supposed to improve FPS or just change the way the game looks?

Is this supposed to improve FPS or just change the way the game looks?
20
#20
3 Frags +
catman1900I'm assuming it's windows only?

It's a plan to support linux with bash scripts, but I won't get the chance to work on that for a few weeks at the earliest. I don't have a mac rig to test on though, so it's not in the roadmap. Both are open to contributors if anyone is looking to convert them though.

TamirIs this supposed to improve FPS or just change the way the game looks?

Mostly change the way the game looks, but:

  • Model removals (mostly nohats) means there's less to render and can give a substantial fps increase.
  • Surfaceproperties.txt reduces particle effects and should give a minor fps boost.
  • Resized flat textures should increase GPU cache efficiency, though that's really hard to measure afaik. I don't know whether mipmaps take into account the texture size, if it does then it should help in sv_pure 2 as well, but otherwise it's only an optimization in sv_pure 0.

Unresized flat textures shouldn't have any fps change, and mtp.cfg and soundscape removal might help a little bit but I don't think they're anything close to bottlenecks.

[quote=catman1900]I'm assuming it's windows only?[/quote]
It's a plan to support linux with bash scripts, but I won't get the chance to work on that for a few weeks at the earliest. I don't have a mac rig to test on though, so it's not in the roadmap. Both are open to contributors if anyone is looking to convert them though.[quote=Tamir]Is this supposed to improve FPS or just change the way the game looks?[/quote]
Mostly change the way the game looks, but:[list]
[*] Model removals (mostly nohats) means there's less to render and can give a substantial fps increase.
[*] Surfaceproperties.txt reduces particle effects and should give a minor fps boost.
[*] Resized flat textures should increase GPU cache efficiency, though that's really hard to measure afaik. I don't know whether mipmaps take into account the texture size, if it does then it should help in sv_pure 2 as well, but otherwise it's only an optimization in sv_pure 0.
[/list] Unresized flat textures shouldn't have any fps change, and mtp.cfg and soundscape removal might help a little bit but I don't think they're anything close to bottlenecks.
21
#21
1 Frags +

I think it would be nice to make the .bat look for the default instalation folder (for those that doesn't unzip to the custom folder) and retrieve the info it needs from there, otherwise people will get the materials with empty folders and 1KB .vpk's (oops!), a partial update on the textures generation (for the impatient), by giving a whatever percentage, showing the path it's at etc, and instead of a "Help" prompt, just place their descriptions there, since they're so short and there are few options to skim through.

I think it would be nice to make the .bat look for the default instalation folder (for those that doesn't unzip to the custom folder) and retrieve the info it needs from there, otherwise people will get the materials with empty folders and 1KB .vpk's (oops!), a partial update on the textures generation (for the impatient), by giving a whatever percentage, showing the path it's at etc, and instead of a "Help" prompt, just place their descriptions there, since they're so short and there are few options to skim through.
22
#22
3 Frags +

Thanks for this fantastic work as usual.

Our of interest, how does the generator distinguish between Hats that should be kept for headsfeet and those that should be removed when generating?

Thanks for this fantastic work as usual.

Our of interest, how does the generator distinguish between Hats that should be kept for headsfeet and those that should be removed when generating?
23
#23
whitelist.tf
1 Frags +
ZetosI think it would be nice to make the .bat look for the default instalation folder (for those that doesn't unzip to the custom folder) and retrieve the info it needs from there
:: Find TF2 install location in the registry
REM https://stackoverflow.com/questions/39940343/how-to-find-the-directory-of-an-executable-using-a-batch-file
(for /f "usebackq tokens=1,2,*" %%a in (`reg query "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 440" /v InstallLocation`) do set TF2x86=%%c)>nul 2>&1
(for /f "usebackq tokens=1,2,*" %%a in (`reg query "HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 440" /v InstallLocation`) do set TF2x64=%%c)>nul 2>&1
set TF2Path=%TF2x64%%TF2x86%
[quote=Zetos]I think it would be nice to make the .bat look for the default instalation folder (for those that doesn't unzip to the custom folder) and retrieve the info it needs from there[/quote]
[code]:: Find TF2 install location in the registry
REM https://stackoverflow.com/questions/39940343/how-to-find-the-directory-of-an-executable-using-a-batch-file
(for /f "usebackq tokens=1,2,*" %%a in (`reg query "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 440" /v InstallLocation`) do set TF2x86=%%c)>nul 2>&1
(for /f "usebackq tokens=1,2,*" %%a in (`reg query "HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 440" /v InstallLocation`) do set TF2x64=%%c)>nul 2>&1
set TF2Path=%TF2x64%%TF2x86%[/code]
24
#24
4 Frags +

I've updated a few things:

  • added verification step that checks if generator.bat can find the necessary vpk's (basically checking if cleantf2plus is in custom), like Zetos mentioned
  • made flat textures and all model removals inform you of their progress, like Zetos mentioned
  • attempted auto-detection and warning for weird behaviour some people (Adje) experienced. I can't confirm whether it'll work because it doesn't apply to my machine, but if you do experience it should just be a warning and let you still use the generator.bat (but you should mention it to me because it'll probably cause issues still).
Zetosand instead of a "Help" prompt, just place their descriptions there, since they're so short and there are few options to skim through.

This is the one thing I'm iffy on. I think the help system should stay, it's not really needed right now but if/when the descriptions get long in the future it'd be better to have everything already in place.

HrblsThanks for this fantastic work as usual.

Our of interest, how does the generator distinguish between Hats that should be kept for headsfeet and those that should be removed when generating?

Everything in this is a list of files and folders, essentially. There's a list for everything that should be used in nohats, and then there's another list for the things to take out from headsfeet (which just deletes those files, which might seem slow or impractical but is better for a few reasons -- updates are easier and it's actually faster anyway).

Nohats is mostly update-proof, since it's unlikely for new hats to be added into a new folder instead of existing ones that are already covered, but headsfeet would need to be manually updated whenever there's a new head/foot cosmetic added. It's not ideal (I was considering a python script to generate the list from items_game.txt, which I might still do to update the headsfeet list but I don't want everyone using cleantf2plus to also need python) but since it's just a line or two added to a text file that anyone could edit and send up a pull request for, it hopefully should be easier to manage making a new vpk each time.

Wiethoofd
:: Find TF2 install location in the registry
REM https://stackoverflow.com/questions/39940343/how-to-find-the-directory-of-an-executable-using-a-batch-file
(for /f "usebackq tokens=1,2,*" %%a in (`reg query "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 440" /v InstallLocation`) do set TF2x86=%%c)>nul 2>&1
(for /f "usebackq tokens=1,2,*" %%a in (`reg query "HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 440" /v InstallLocation`) do set TF2x64=%%c)>nul 2>&1
set TF2Path=%TF2x64%%TF2x86%

Right now a lot of the setup assumes that it's in the custom folder, so making everything work with this might be a decent chunk of work to do. When the rest of the system's stable I'll probably try my hand at this, unless someone else contributes it.

I've updated a few things:
[list]
[*] added verification step that checks if generator.bat can find the necessary vpk's (basically checking if cleantf2plus is in custom), like Zetos mentioned
[*] made flat textures and all model removals inform you of their progress, like Zetos mentioned
[*] attempted auto-detection and warning for weird behaviour some people (Adje) experienced. I can't confirm whether it'll work because it doesn't apply to my machine, but if you do experience it should just be a warning and let you still use the generator.bat (but you should mention it to me because it'll probably cause issues still).
[/list]

[quote=Zetos]and instead of a "Help" prompt, just place their descriptions there, since they're so short and there are few options to skim through.[/quote]
This is the one thing I'm iffy on. I think the help system should stay, it's not really needed right now but if/when the descriptions get long in the future it'd be better to have everything already in place.[quote=Hrbls]Thanks for this fantastic work as usual.

Our of interest, how does the generator distinguish between Hats that should be kept for headsfeet and those that should be removed when generating?[/quote]
Everything in this is a list of files and folders, essentially. There's a list for everything that should be used in nohats, and then there's another list for the things to take out from headsfeet (which just deletes those files, which might seem slow or impractical but is better for a few reasons -- updates are easier and it's actually faster anyway).

Nohats is mostly update-proof, since it's unlikely for new hats to be added into a new folder instead of existing ones that are already covered, but headsfeet would need to be manually updated whenever there's a new head/foot cosmetic added. It's not ideal (I was considering a python script to generate the list from items_game.txt, which I might still do to update the headsfeet list but I don't want everyone using cleantf2plus to also need python) but since it's just a line or two added to a text file that anyone could edit and send up a pull request for, it hopefully should be easier to manage making a new vpk each time.
[quote=Wiethoofd][code]:: Find TF2 install location in the registry
REM https://stackoverflow.com/questions/39940343/how-to-find-the-directory-of-an-executable-using-a-batch-file
(for /f "usebackq tokens=1,2,*" %%a in (`reg query "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 440" /v InstallLocation`) do set TF2x86=%%c)>nul 2>&1
(for /f "usebackq tokens=1,2,*" %%a in (`reg query "HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 440" /v InstallLocation`) do set TF2x64=%%c)>nul 2>&1
set TF2Path=%TF2x64%%TF2x86%[/code][/quote]
Right now a lot of the setup assumes that it's in the custom folder, so making everything work with this might be a decent chunk of work to do. When the rest of the system's stable I'll probably try my hand at this, unless someone else contributes it.
25
#25
1 Frags +

hi just tried it again with the newest version and now it seems to be magically working. good stuff

hi just tried it again with the newest version and now it seems to be magically working. good stuff
26
#26
4 Frags +

Hey I'm getting all black textures like the others,

I haven't messed with any of the scripts so I don't think I have the fullbright issue, and I've ensured that the CleanTF2plus-master folder resides in my custom folder.

All the vtf files in the materials folder seem to be generating, but they're all listed as 1 KB. I'm guessing there's that imagemagick issue mentioned in the troubleshooting document but I'm not sure what you mean by reinstalling, as there was nothing to install to begin with.

I've run the generating script twice to the same result. I said yes to all options.

Hey I'm getting all black textures like the others,

I haven't messed with any of the scripts so I don't think I have the fullbright issue, and I've ensured that the CleanTF2plus-master folder resides in my custom folder.

All the vtf files in the materials folder seem to be generating, but they're all listed as 1 KB. I'm guessing there's that imagemagick issue mentioned in the troubleshooting document but I'm not sure what you mean by reinstalling, as there was nothing to install to begin with.

I've run the generating script twice to the same result. I said yes to all options.
27
#27
2 Frags +

I'm not sure if this is intentional, but I can not see any of the Sniper backpacks (Cozy Camper, Razorback, Darwin's Danger Shield) when using the nohats option (headsfeet).

I'm not sure if this is intentional, but I can not see any of the Sniper backpacks (Cozy Camper, Razorback, Darwin's Danger Shield) when using the nohats option (headsfeet).
28
#28
0 Frags +
AdjeI'm not sure if this is intentional, but I can not see any of the Sniper backpacks (Cozy Camper, Razorback, Darwin's Danger Shield) when using the nohats option (headsfeet).

That's my bad, it should now be fixed. I think I've gotten all the "cosmetic" weapons covered but I've been bouncing between a few things today and might've missed something.

BrimstoneAll the vtf files in the materials folder seem to be generating, but they're all listed as 1 KB. I'm guessing there's that imagemagick issue mentioned in the troubleshooting document but I'm not sure what you mean by reinstalling, as there was nothing to install to begin with.

1KB means that it's resizing properly, so imagemagick is at least somewhat functional. Just a wager that one of the exe's is working fine but the other is half-breaking. By reinstall I mean downloading the imagemagick portable zip and extracting it to the dev folder.

[quote=Adje]I'm not sure if this is intentional, but I can not see any of the Sniper backpacks (Cozy Camper, Razorback, Darwin's Danger Shield) when using the nohats option (headsfeet).[/quote]
That's my bad, it should now be fixed. I think I've gotten all the "cosmetic" weapons covered but I've been bouncing between a few things today and might've missed something.
[quote=Brimstone]All the vtf files in the materials folder seem to be generating, but they're all listed as 1 KB. I'm guessing there's that imagemagick issue mentioned in the troubleshooting document but I'm not sure what you mean by reinstalling, as there was nothing to install to begin with.[/quote]
1KB means that it's resizing properly, so imagemagick is at least somewhat functional. Just a wager that one of the exe's is working fine but the other is half-breaking. By reinstall I mean downloading [url=https://www.imagemagick.org/script/download.php#windows]the imagemagick portable zip[/url] and extracting it to the dev folder.
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#29
1 Frags +

Extracting the imagemagick portable zip into the dev folder didn't solve the black textures for me. I'm running Mastercomfig if that's at all an issue.

Edit* Works fine in sv_pure 2, but not sv_pure 0, is that normal?

Extracting the imagemagick portable zip into the dev folder didn't solve the black textures for me. I'm running Mastercomfig if that's at all an issue.

Edit* Works fine in sv_pure 2, but not sv_pure 0, is that normal?
30
#30
1 Frags +
AdjeI'm not sure if this is intentional, but I can not see any of the Sniper backpacks (Cozy Camper, Razorback, Darwin's Danger Shield) when using the nohats option (headsfeet).

I actually kinda like that, though if u play spy it's probably bad not to see the razorback.

[quote=Adje]I'm not sure if this is intentional, but I can not see any of the Sniper backpacks (Cozy Camper, Razorback, Darwin's Danger Shield) when using the nohats option (headsfeet).[/quote]
I actually kinda like that, though if u play spy it's probably bad not to see the razorback.
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