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Horse's viewmodel customizer
posted in Customization
1
#1
0 Frags +

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:

  1. Download it from here: https://drive.google.com/file/d/13AII-t-hdzY-nxOaMxzDzEknhkS9dHHh/view?usp=sharing
  2. Open the zip and extract the ViewmodelCustomizer folder inside your game's custom folder. Make sure not to rename it.
  3. 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.
  4. 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.
  5. 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?

Show Content
It should be technically possible but for now it's a bit complicated. You'd have to make sure the custom animations you want to use are using Separated C_animations . After that you'd have to extract the files from the VPK(if they are inside a vpk), decompile everything at once using crowbar and these settings. Then you'd have to move the main .qc files into the folder with all the specific class folders, like this. After that you copy all of that inside ViewmodelCustomizer\animation_files and let it override everything.
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:

Show Content
  • 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.
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.

[b]So what can this do?[/b]
[list]
[*] 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. [url=https://imgur.com/a/yjSvjd7]Kinda like this[/url]. 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 [url=https://www.teamfortress.tv/user/mrwheatley]MrWheatley[/url] 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.
[/list]
Here's a short video of some random settings: https://streamable.com/nox93o

[b]How to use:[/b]
[olist]
[*] 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.
[/olist]

[u]Preloading[/u]
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.

[u]Future goals:[/u]
[list]
[*] Use the [url=https://gamebanana.com/mods/206440]Fixed Viewmodels[/url] 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.
[/list]

[u]Keep in mind:[/u]
It only works in Windows as it uses batch scripts and uses tf2's studiomdl.exe to compile everything. Perhaps [url=https://www.teamfortress.tv/59655/viewmodel-offset-customizer#6]this comment [/url] is still relevant in getting it to work on linux.

[u]Is it compatible with other custom animation mods?[/u]
[spoiler]It should be technically possible but for now it's a bit complicated. You'd have to make sure the custom animations you want to use are using [url=https://gamebanana.com/tools/5861]Separated C_animations [/url]. After that you'd have to extract the files from the VPK(if they are inside a vpk), decompile everything at once using crowbar and [url=https://i.imgur.com/PbHfnnP.png]these settings[/url]. Then you'd have to move the main .qc files into the folder with all the specific class folders, [url=https://i.imgur.com/j78puGN.png]like this[/url]. After that you copy all of that inside ViewmodelCustomizer\animation_files and let it override everything.
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 [url=https://gamebanana.com/mods/206440]Fixed Viewmodels[/url] 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.[/spoiler]

[u]Big thank to:[/u]
[spoiler][list]
[*] 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.
[*] [url=https://www.teamfortress.tv/user/mrwheatley]MrWheatley[/url] for letting me use his fixed original and sapper viewmodels.
[*] N-Cognito for making the [url=https://gamebanana.com/tools/5861]separated c_animations[/url].
[/list][/spoiler]
2
#2
4 Frags +

virustotal?
edit:
nvm im an absolute buffoon its a bat file

virustotal?
edit:
nvm im an absolute buffoon its a bat file
3
#3
53 Frags +

hold on what's going on here

https://pbs.twimg.com/media/E5J1eBuXoAEAFvX?format=png&name=small

hold on what's going on here
[img]https://pbs.twimg.com/media/E5J1eBuXoAEAFvX?format=png&name=small[/img]
4
#4
11 Frags +
bearodactylhold on what's going on here
https://pbs.twimg.com/media/E5J1eBuXoAEAFvX?format=png&name=small

heayv leg no work :(

[quote=bearodactyl]hold on what's going on here
[img]https://pbs.twimg.com/media/E5J1eBuXoAEAFvX?format=png&name=small[/img][/quote]

[url=https://gamebanana.com/mods/299091]heayv leg no work :([/url]
5
#5
1 Frags +

if this works its gonna be crazy

if this works its gonna be crazy
6
#6
0 Frags +

Can you tell me what settings you used for the stock rocket and shotgun in the clip?

Can you tell me what settings you used for the stock rocket and shotgun in the clip?
7
#7
0 Frags +
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.

[quote=JakSteppingstone]Can you tell me what settings you used for the stock rocket and shotgun in the clip?[/quote]
Rocket launcher was just hidden, shotgun offset was something like -8 0 0.
8
#8
0 Frags +
a_horseJakSteppingstoneCan 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.

Thanks, there was a brief bit where the rocket was unhidden though

[quote=a_horse][quote=JakSteppingstone]Can you tell me what settings you used for the stock rocket and shotgun in the clip?[/quote]
Rocket launcher was just hidden, shotgun offset was something like -8 0 0.[/quote]
Thanks, there was a brief bit where the rocket was unhidden though
9
#9
5 Frags +

hey does anyone know what the settings for completely centered scatterguns is?

very cool viewmodel customizer btw, works fine, easy to setup

edit: figured it out scattergun is -12.5 15 10 -7
pistol is -11.5 15 10 -7

hey does anyone know what the settings for completely centered scatterguns is?

very cool viewmodel customizer btw, works fine, easy to setup

edit: figured it out scattergun is -12.5 15 10 -7
pistol is -11.5 15 10 -7
10
#10
0 Frags +
RoLhey does anyone know what the settings for completely centered scatterguns is?

very cool viewmodel customizer btw, works fine, easy to setup

edit: figured it out scattergun is -12.5 15 10 -7
pistol is -11.5 15 10 -7

Are you using default viewmodels (old ones I mean)?

[quote=RoL]hey does anyone know what the settings for completely centered scatterguns is?

very cool viewmodel customizer btw, works fine, easy to setup

edit: figured it out scattergun is -12.5 15 10 -7
pistol is -11.5 15 10 -7[/quote]

Are you using default viewmodels (old ones I mean)?
11
#11
0 Frags +
marco5RoLhey does anyone know what the settings for completely centered scatterguns is?

very cool viewmodel customizer btw, works fine, easy to setup

edit: figured it out scattergun is -12.5 15 10 -7
pistol is -11.5 15 10 -7

Are you using default viewmodels (old ones I mean)?

they're roughly center regardless of min viewmodel setting

[quote=marco5][quote=RoL]hey does anyone know what the settings for completely centered scatterguns is?

very cool viewmodel customizer btw, works fine, easy to setup

edit: figured it out scattergun is -12.5 15 10 -7
pistol is -11.5 15 10 -7[/quote]

Are you using default viewmodels (old ones I mean)?[/quote]
they're roughly center regardless of min viewmodel setting
12
#12
1 Frags +
JakSteppingstonea_horseJakSteppingstoneCan 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.Thanks, there was a brief bit where the rocket was unhidden though

inspect animations are separate from normal weapon animations, so they'd have to be separately modified.

[quote=JakSteppingstone][quote=a_horse][quote=JakSteppingstone]Can you tell me what settings you used for the stock rocket and shotgun in the clip?[/quote]
Rocket launcher was just hidden, shotgun offset was something like -8 0 0.[/quote]
Thanks, there was a brief bit where the rocket was unhidden though[/quote]
inspect animations are separate from normal weapon animations, so they'd have to be separately modified.
13
#13
2 Frags +

Hey, I still have to understand how to remove the backstab animation and which one I can choose.

Hey, I still have to understand how to remove the backstab animation and which one I can choose.
14
#14
1 Frags +
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.

[quote=Sprasty]Hey, I still have to understand how to remove the backstab animation and which one I can choose.[/quote]
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.
15
#15
1 Frags +

this is sick ty

this is sick ty
16
#16
2 Frags +

Salut 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!

Salut 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!
17
#17
1 Frags +
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.

[quote=NoNoeWay]Salut 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![/quote]

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 [url=https://i.imgur.com/fHOouDo.png]"icons"[/url] 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.
18
#18
2 Frags +

This 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 used to be the usual knife draw sound, but now some weird wooshing sound plays instead. Odd AF.

This 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 used to be the usual knife draw sound, but now some weird wooshing sound plays instead. Odd AF.
19
#19
1 Frags +
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.

[quote=Raelyn]This 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.[/quote]

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.
20
#20
2 Frags +
a_horse

Baller, plain and simply. I know we Spy players are awkward and finnicky, very much appreciate the effort.

[quote=a_horse][/quote]
Baller, plain and simply. I know we Spy players are awkward and finnicky, very much appreciate the effort.
21
#21
Spaceship Servers
0 Frags +

Please 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)

Please 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)
22
#22
4 Frags +
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.

[quote=steph]Please 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)[/quote]
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.
23
#23
2 Frags +

Thank you horse, you are a goat!

Thank you horse, you are a goat!
24
#24
0 Frags +

Has 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.

Has 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.
25
#25
0 Frags +
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.

[quote=Raelyn]Has 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.[/quote]
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.
26
#26
0 Frags +

Definitely have preloading on somewhere.

https://i.imgur.com/w96NOVa.png

Definitely have preloading on somewhere.

https://i.imgur.com/w96NOVa.png
27
#27
0 Frags +
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.

[quote=Raelyn]Definitely have preloading on somewhere.

https://i.imgur.com/w96NOVa.png[/quote]

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.
28
#28
0 Frags +

Searched around a bit (honestly my cfgs are a mess) and made it so its execing the preloading cfg now. Will report back if it crashes, but no problems so far.

Searched around a bit (honestly my cfgs are a mess) and made it so its execing the preloading cfg now. Will report back if it crashes, but no problems so far.
29
#29
0 Frags +

So 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.

So 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.
30
#30
0 Frags +
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.

[quote=Raelyn]So 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.[/quote]
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.
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