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Yttrium's Competitive Viewmodels for Linux
posted in Customization
1
#1
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I play TF2 on Linux natively and can only run Yttrium's Competitive Viewmodels on Wine. I was considering making a launcher for Linux. I also saw that there's a GameBanana page with the individual VPKs. Would I just need to make a launcher that manually installs those, or would I need more files from Yttrium's GitHub?

I play TF2 on Linux natively and can only run Yttrium's Competitive Viewmodels on Wine. I was considering making a launcher for Linux. I also saw that there's a GameBanana page with the individual VPKs. Would I just need to make a launcher that manually installs those, or would I need more files from Yttrium's GitHub?
2
#2
RGB LAN
3 Frags +

The reason it uses an installer is because it modifies the models based on your config and then has to re-compile them using studiomdl, which at the time did not ship on the Linux client, only the Windows one. No idea if that has changed. It also relies on the vpk tool to package itself, but I think that one does ship.

If you build a mod .vpk file using a Windows client, that .vpk can be brought to a Linux client and should work just fine.

The source code for my installer is on Github, and sloppy as it is, it should be pretty clear how to implement a Linux version (what steps are performed that you'd need to replicate) were you to do that, but without a Linux version of studiomdl you're gunna be pretty SOL.

Now that the Source 2013 SDK's TF2 branch itself is on Github you can likely build a studiomdl version for Linux and pre-package it.

The reason it uses an installer is because it modifies the models based on your config and then has to re-compile them using studiomdl, which at the time did not ship on the Linux client, only the Windows one. No idea if that has changed. It also relies on the vpk tool to package itself, but I think that one does ship.

If you build a mod .vpk file using a Windows client, that .vpk can be brought to a Linux client and should work just fine.

The source code for my installer is on Github, and sloppy as it is, it should be pretty clear how to implement a Linux version (what steps are performed that you'd need to replicate) were you to do that, but without a Linux version of studiomdl you're gunna be pretty SOL.

Now that the Source 2013 SDK's TF2 branch itself is on Github you can likely build a studiomdl version for Linux and pre-package it.
3
#3
0 Frags +
yttriumThe reason it uses an installer is because it modifies the models based on your config and then has to re-compile them using studiomdl, which at the time did not ship on the Linux client, only the Windows one. No idea if that has changed. It also relies on the vpk tool to package itself, but I think that one does ship.

If you build a mod .vpk file using a Windows client, that .vpk can be brought to a Linux client and should work just fine.

The source code for my installer is on Github, and sloppy as it is, it should be pretty clear how to implement a Linux version (what steps are performed that you'd need to replicate) were you to do that, but without a Linux version of studiomdl you're gunna be pretty SOL.

Now that the Source 2013 SDK's TF2 branch itself is on Github you can likely build a studiomdl version for Linux and pre-package it.

This is the link for the 2006 Source studiomdl for Linux, it mentions the 2013 version only being available for single player games, not sure if that works.

https://github.com/MSteam/studiomdl-linux

However, have you checked out the GameBanana files? Would making something from the ground up that uses those work? I'm also partly doing this for the experience.

[quote=yttrium]The reason it uses an installer is because it modifies the models based on your config and then has to re-compile them using studiomdl, which at the time did not ship on the Linux client, only the Windows one. No idea if that has changed. It also relies on the vpk tool to package itself, but I think that one does ship.

If you build a mod .vpk file using a Windows client, that .vpk can be brought to a Linux client and should work just fine.

The source code for my installer is on Github, and sloppy as it is, it should be pretty clear how to implement a Linux version (what steps are performed that you'd need to replicate) were you to do that, but without a Linux version of studiomdl you're gunna be pretty SOL.

Now that the Source 2013 SDK's TF2 branch itself is on Github you can likely build a studiomdl version for Linux and pre-package it.[/quote]
This is the link for the 2006 Source studiomdl for Linux, it mentions the 2013 version only being available for single player games, not sure if that works.

https://github.com/MSteam/studiomdl-linux

However, have you checked out the GameBanana files? Would making something from the ground up that uses those work? I'm also partly doing this for the experience.
4
#4
RGB LAN
0 Frags +
HDC_WomboltThis is the link for the 2006 Source studiomdl for Linux, it mentions the 2013 version only being available for single player games, not sure if that works.

https://github.com/MSteam/studiomdl-linux

However, have you checked out the GameBanana files? Would making something from the ground up that uses those work? I'm also partly doing this for the experience.

I would expect that studiomdl repository to probably work, after a cursory glance.

Do you have a link to the Gamebanana stuff you're referring to in particular?

[quote=HDC_Wombolt]
This is the link for the 2006 Source studiomdl for Linux, it mentions the 2013 version only being available for single player games, not sure if that works.

https://github.com/MSteam/studiomdl-linux

However, have you checked out the GameBanana files? Would making something from the ground up that uses those work? I'm also partly doing this for the experience.[/quote]

I would expect that studiomdl repository to probably work, after a cursory glance.

Do you have a link to the Gamebanana stuff you're referring to in particular?
5
#5
0 Frags +
yttriumHDC_WomboltThis is the link for the 2006 Source studiomdl for Linux, it mentions the 2013 version only being available for single player games, not sure if that works.

https://github.com/MSteam/studiomdl-linux

However, have you checked out the GameBanana files? Would making something from the ground up that uses those work? I'm also partly doing this for the experience.

I would expect that studiomdl repository to probably work, after a cursory glance.

Do you have a link to the Gamebanana stuff you're referring to in particular?

https://gamebanana.com/mods/473962

[quote=yttrium][quote=HDC_Wombolt]
This is the link for the 2006 Source studiomdl for Linux, it mentions the 2013 version only being available for single player games, not sure if that works.

https://github.com/MSteam/studiomdl-linux

However, have you checked out the GameBanana files? Would making something from the ground up that uses those work? I'm also partly doing this for the experience.[/quote]

I would expect that studiomdl repository to probably work, after a cursory glance.

Do you have a link to the Gamebanana stuff you're referring to in particular?[/quote]
https://gamebanana.com/mods/473962
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