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Transparent viewmodels concept
posted in Customization
1
#1
41 Frags +

Thought of this concept in the weekend. Its basically an image overlay of the viewmodels using the HudAchievementTrackerItem and the classmodelpanelBG then using a script to toggle them with weapon switching. Not sure if this has been done before but thought it would be a good idea to share.

https://www.youtube.com/watch?v=3mueqZ7pSm8

Thought of this concept in the weekend. Its basically an image overlay of the viewmodels using the HudAchievementTrackerItem and the classmodelpanelBG then using a script to toggle them with weapon switching. Not sure if this has been done before but thought it would be a good idea to share.

https://www.youtube.com/watch?v=3mueqZ7pSm8
2
#2
6 Frags +

Looks interesting however some people may argue that the lines for the weapons are in the way.

Looks interesting however some people may argue that the lines for the weapons are in the way.
3
#3
3 Frags +

I really like that concept, mind giving a dropbox link? Also, I like that no animation on your weapon switching, mind giving me the scripts? Thanks man, nice work.

I really like that concept, mind giving a dropbox link? Also, I like that no animation on your weapon switching, mind giving me the scripts? Thanks man, nice work.
4
#4
-19 Frags +

Pretty sure it's banned or doesn't work with sv_pure, in tfc we used to have semi-transparent models which made it a lot easier to see things, along with transparent explosions etc. but in the end it was banned or removed from the game.

Pretty sure it's banned or doesn't work with sv_pure, in tfc we used to have semi-transparent models which made it a lot easier to see things, along with transparent explosions etc. but in the end it was banned or removed from the game.
5
#5
2 Frags +

Could centered viewmodels be done with this?

Also, are there any glitches with weapon slots (like crosshair switchers sometimes do)?

Could centered viewmodels be done with this?

Also, are there any glitches with weapon slots (like crosshair switchers sometimes do)?
6
#6
15 Frags +
blinKPretty sure it's banned or doesn't work with sv_pure, in tfc we used to have semi-transparent models which made it a lot easier to see things, along with transparent explosions etc. but in the end it was banned or removed from the game.

Nope, this is basically like a hud crosshair.

[quote=blinK]Pretty sure it's banned or doesn't work with sv_pure, in tfc we used to have semi-transparent models which made it a lot easier to see things, along with transparent explosions etc. but in the end it was banned or removed from the game.[/quote]
Nope, this is basically like a hud crosshair.
7
#7
7 Frags +

well if this can be any image, why not use something else, like quake models or something stupid

well if this can be any image, why not use something else, like quake models or something stupid
8
#8
2 Frags +

Correct me if I'm wrong, but instead of lines, someone could make this just like the Open Plugin models, yes? As in, the full image, just with an alpha channel.

Correct me if I'm wrong, but instead of lines, someone could make this just like the Open Plugin models, yes? As in, the full image, just with an alpha channel.
9
#9
0 Frags +
KC__I really like that concept, mind giving a dropbox link? Also, I like that no animation on your weapon switching, mind giving me the scripts? Thanks man, nice work.

Edited original post for link. Theres no animation because its just switching between two images

[quote=KC__]I really like that concept, mind giving a dropbox link? Also, I like that no animation on your weapon switching, mind giving me the scripts? Thanks man, nice work.[/quote]

Edited original post for link. Theres no animation because its just switching between two images
10
#10
3 Frags +
blinKPretty sure it's banned or doesn't work with sv_pure, in tfc we used to have semi-transparent models which made it a lot easier to see things, along with transparent explosions etc. but in the end it was banned or removed from the game.

As someone has said, this is practically like a hud crosshair. In TFC (at least in the current ozfortress league) transparent viewmodels are allowed, but the modified explosions are not.

I only really find weapon models useful in TFC due to conc aim.

[quote=blinK]Pretty sure it's banned or doesn't work with sv_pure, in tfc we used to have semi-transparent models which made it a lot easier to see things, along with transparent explosions etc. but in the end it was banned or removed from the game.[/quote]

As someone has said, this is practically like a hud crosshair. In TFC (at least in the current ozfortress league) transparent viewmodels are allowed, but the modified explosions are not.

I only really find weapon models useful in TFC due to conc aim.
11
#11
1 Frags +

But since it's only two images can't you have two viewmodels period? Like not two on one class but two in general?

Actually: you could have three, now that I think about it. Two in hudachievementtracker.res, one visible in minmode and one not, and then the classmodelpanel one. But you could still only switch between two at a time without game freeze. Interesting idea, but isn't it quite limited? Do you already know of/have plans for a workaround?

But since it's only two images can't you have two viewmodels period? Like not two on one class but two in general?

Actually: you could have three, now that I think about it. Two in hudachievementtracker.res, one visible in minmode and one not, and then the classmodelpanel one. But you could still only switch between two at a time without game freeze. Interesting idea, but isn't it quite limited? Do you already know of/have plans for a workaround?
12
#12
1 Frags +

This is amazing.

This is amazing.
13
#13
2 Frags +

pretty genius idea, interested to see how it looks on soldier/demo/medic.

pretty genius idea, interested to see how it looks on soldier/demo/medic.
14
#14
-10 Frags +

http://tf2.gamebanana.com/skins/121301

http://tf2.gamebanana.com/skins/121301
15
#15
-11 Frags +

I've tried those models from game banana they don't work with pure, I tried a long time ago not even with transparent models but just shinier re-skinned ones. Still didn't work.

It'd be pretty cool though if you could get it to work like a custom xhair. At least it's something different or in the middle.

I've tried those models from game banana they don't work with pure, I tried a long time ago not even with transparent models but just shinier re-skinned ones. Still didn't work.

It'd be pretty cool though if you could get it to work like a custom xhair. At least it's something different or in the middle.
16
#16
11 Frags +

this is so sick hahah

qw rl
tfc rl
qw ssg (not faithful :<)

try using different settings for saving your .vtf files, when I tried it in 1920x1080 it was scaled really poorly and blurry. I used DXT5 with no sharpen filter and point mipmap filter

this is so sick hahah

[url=http://i.imgur.com/t2qXpws.jpg]qw rl[/url]
[url=http://i.imgur.com/9ev7X0n.jpg]tfc rl[/url]
[url=http://i.imgur.com/GfRl4YD.jpg]qw ssg (not faithful :<)[/url]

try using different settings for saving your .vtf files, when I tried it in 1920x1080 it was scaled really poorly and blurry. I used DXT5 with no sharpen filter and point mipmap filter
17
#17
2 Frags +
glissthis is so sick hahah

qw rl
tfc rl
qw ssg (not faithful :<)

try using different settings for saving your .vtf files, when I tried it in 1920x1080 it was scaled really poorly and blurry. I used DXT5 with no sharpen filter and point mipmap filter

please tell me how to do that? It looks so amazing t(-_-t).

[quote=gliss]this is so sick hahah

[url=http://i.imgur.com/t2qXpws.jpg]qw rl[/url]
[url=http://i.imgur.com/9ev7X0n.jpg]tfc rl[/url]
[url=http://i.imgur.com/GfRl4YD.jpg]qw ssg (not faithful :<)[/url]

try using different settings for saving your .vtf files, when I tried it in 1920x1080 it was scaled really poorly and blurry. I used DXT5 with no sharpen filter and point mipmap filter[/quote]
please tell me how to do that? It looks so amazing t(-_-t).
18
#18
1 Frags +
glissthis is so sick hahah

qw rl
tfc rl
qw ssg (not faithful :<)

try using different settings for saving your .vtf files, when I tried it in 1920x1080 it was scaled really poorly and blurry. I used DXT5 with no sharpen filter and point mipmap filter

Good work glad to see this going somewhere.

[quote=gliss]this is so sick hahah

[url=http://i.imgur.com/t2qXpws.jpg]qw rl[/url]
[url=http://i.imgur.com/9ev7X0n.jpg]tfc rl[/url]
[url=http://i.imgur.com/GfRl4YD.jpg]qw ssg (not faithful :<)[/url]

try using different settings for saving your .vtf files, when I tried it in 1920x1080 it was scaled really poorly and blurry. I used DXT5 with no sharpen filter and point mipmap filter[/quote]

Good work glad to see this going somewhere.
19
#19
3 Frags +
glissthis is so sick hahah

qw rl
tfc rl
qw ssg (not faithful :<)

try using different settings for saving your .vtf files, when I tried it in 1920x1080 it was scaled really poorly and blurry. I used DXT5 with no sharpen filter and point mipmap filter

Upload for the quake rocket launcher?

[quote=gliss]this is so sick hahah

[url=http://i.imgur.com/t2qXpws.jpg]qw rl[/url]
[url=http://i.imgur.com/9ev7X0n.jpg]tfc rl[/url]
[url=http://i.imgur.com/GfRl4YD.jpg]qw ssg (not faithful :<)[/url]

try using different settings for saving your .vtf files, when I tried it in 1920x1080 it was scaled really poorly and blurry. I used DXT5 with no sharpen filter and point mipmap filter[/quote]
Upload for the quake rocket launcher?
20
#20
4 Frags +

Is there a way to do what

VoloderCorrect me if I'm wrong, but instead of lines, someone could make this just like the Open Plugin models, yes? As in, the full image, just with an alpha channel.

Said?

Is there a way to do what [quote=Voloder]Correct me if I'm wrong, but instead of lines, someone could make this just like the Open Plugin models, yes? As in, the full image, just with an alpha channel.[/quote]
Said?
21
#21
2 Frags +

what are the open plugin models

what are the open plugin models
22
#22
1 Frags +
PlatinumIs there a way to do what VoloderCorrect me if I'm wrong, but instead of lines, someone could make this just like the Open Plugin models, yes? As in, the full image, just with an alpha channel.Said?

Should be since OP said it just changes image that is displayed by the script. Get pictures of viewmodels and turn down the opacity as much as you want with photoshop/gimp/whatever you want to use and replace the files that OP has with your own transparent viewmodels that look like the ones with openplugin.

glisswhat are the open plugin models

Openplugin is a plugin that allows some specific cvars to be used and added cvar to change transparency of viewmodels. By openplugin viewmodels people just mean viewmodels that are somewhat transparent. This is what scattergun viewmodel with 50% opacity would look like

http://i.imgur.com/XY9OQSv.png

[quote=Platinum]Is there a way to do what [quote=Voloder]Correct me if I'm wrong, but instead of lines, someone could make this just like the Open Plugin models, yes? As in, the full image, just with an alpha channel.[/quote]
Said?[/quote]
Should be since OP said it just changes image that is displayed by the script. Get pictures of viewmodels and turn down the opacity as much as you want with photoshop/gimp/whatever you want to use and replace the files that OP has with your own transparent viewmodels that look like the ones with openplugin.

[quote=gliss]what are the open plugin models[/quote]
Openplugin is a plugin that allows some specific cvars to be used and added cvar to change transparency of viewmodels. By openplugin viewmodels people just mean viewmodels that are somewhat transparent. This is what scattergun viewmodel with 50% opacity would look like
[img]http://i.imgur.com/XY9OQSv.png[/img]
23
#23
8 Frags +
PlatinumIs there a way to do what VoloderCorrect me if I'm wrong, but instead of lines, someone could make this just like the Open Plugin models, yes? As in, the full image, just with an alpha channel.Said?

Made this up quickly as an example, edges aren't to pretty but if someone with more time and skill would like to give it a shot.

http://i.imgur.com/9yhthdz.jpg

[quote=Platinum]Is there a way to do what [quote=Voloder]Correct me if I'm wrong, but instead of lines, someone could make this just like the Open Plugin models, yes? As in, the full image, just with an alpha channel.[/quote]
Said?[/quote]

Made this up quickly as an example, edges aren't to pretty but if someone with more time and skill would like to give it a shot.

[img]http://i.imgur.com/9yhthdz.jpg[/img]
24
#24
-2 Frags +

played around with it a bit today but I feel like it would unfortunately be a large hassle unless there was a way to switch it based on your class
really fun(ny) proof of concept though

played around with it a bit today but I feel like it would unfortunately be a large hassle unless there was a way to switch it based on your class
really fun(ny) proof of concept though
25
#25
3 Frags +
glissplayed around with it a bit today but I feel like it would unfortunately be a large hassle unless there was a way to switch it based on your class
really fun(ny) proof of concept though

The whole point is that you can change it with the class...

[quote=gliss]played around with it a bit today but I feel like it would unfortunately be a large hassle unless there was a way to switch it based on your class
really fun(ny) proof of concept though[/quote]
The whole point is that you can change it with the class...
26
#26
13 Frags +

Awesome if someone could make a view model fov 83 version of stock rocket launcher and shotgun id use it for sure

Awesome if someone could make a view model fov 83 version of stock rocket launcher and shotgun id use it for sure
27
#27
6 Frags +
Voloderglissplayed around with it a bit today but I feel like it would unfortunately be a large hassle unless there was a way to switch it based on your class
really fun(ny) proof of concept though
The whole point is that you can change it with the class...

I can see that it's possible to change with weapon selection, but not on a per class basis. it just cycles two images back and forth and I don't understand how it's possible to switch those images based on your class selection without re-loading those HUD files on the fly.

edit: regardless, here are the files

https://copy.com/ValHtrjbgmVE

extract them into \materials\vgui\replay\thumbnails\

HudPlayerClass.res

	"classmodelpanelBG"
	{
		"ControlName"	"CTFImagePanel"
		"fieldName"		"classmodelpanelBG"
		"xpos"			"c-422"
		"ypos"			"c-235"
		"zpos"			"-10"
		"wide"			"900"
		"tall"			"900"
		"enabled"		"0"
		"image"			"replay/thumbnails/rl"
		"scaleImage"	"1"
	}

HudAchievementTrackerItem.res

"Viewmodel"
	{
		"visible"		"1"
		"ControlName"	"CTFImagePanel"
		"fieldName"		"scatter"
		"xpos"			"c-422"
		"ypos"			"c-235"
		"zpos"			"9910"
		"wide"			"900"
		"tall"			"900"
		"enabled"		"0"
		"image"			"replay/thumbnails/shotgun"
		"scaleImage"	"1"
	}

that's how I don't understand how it's possible to make this on a per-class basis. you'd have to swap out these two files on the fly and replace the text to reference different images.

images:

http://i.imgur.com/zcnl5vn.jpg
http://i.imgur.com/vWYkx5s.jpg

I desaturated the teamskins so there wouldn't be any confusion

[quote=Voloder][quote=gliss]played around with it a bit today but I feel like it would unfortunately be a large hassle unless there was a way to switch it based on your class
really fun(ny) proof of concept though[/quote]
The whole point is that you can change it with the class...[/quote]
I can see that it's possible to change with weapon selection, but not on a per class basis. it just cycles two images back and forth and I don't understand how it's possible to switch those images based on your class selection without re-loading those HUD files on the fly.

edit: regardless, here are the files

https://copy.com/ValHtrjbgmVE

extract them into \materials\vgui\replay\thumbnails\

HudPlayerClass.res

[code] "classmodelpanelBG"
{
"ControlName" "CTFImagePanel"
"fieldName" "classmodelpanelBG"
"xpos" "c-422"
"ypos" "c-235"
"zpos" "-10"
"wide" "900"
"tall" "900"
"enabled" "0"
"image" "replay/thumbnails/rl"
"scaleImage" "1"
}
[/code]

HudAchievementTrackerItem.res

[code]"Viewmodel"
{
"visible" "1"
"ControlName" "CTFImagePanel"
"fieldName" "scatter"
"xpos" "c-422"
"ypos" "c-235"
"zpos" "9910"
"wide" "900"
"tall" "900"
"enabled" "0"
"image" "replay/thumbnails/shotgun"
"scaleImage" "1"
}[/code]

that's how I don't understand how it's possible to make this on a per-class basis. you'd have to swap out these two files on the fly and replace the text to reference different images.

images:

http://i.imgur.com/zcnl5vn.jpg
http://i.imgur.com/vWYkx5s.jpg

I desaturated the teamskins so there wouldn't be any confusion
28
#28
14 Frags +

Has anyone considered the idea of having the weapon's icon appear somewhere near the ammo counter instead of a transparent viewmodel? That would be pretty cool I think.

Has anyone considered the idea of having the weapon's icon appear somewhere near the ammo counter instead of a transparent viewmodel? That would be pretty cool I think.
29
#29
4 Frags +

Any chance you could do the same for demo and medic? Same fov

Any chance you could do the same for demo and medic? Same fov
30
#30
7 Frags +

https://copy.com/CodSnVqc90tF crossbow + medigun
1 2

https://copy.com/cA1uBih6KRMt scattergun + pistol
1 2

https://copy.com/TvGat2Zaygsl 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

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/TvGat2Zaygsl 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
1 2
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