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Prism HUD & Clean TF2
posted in Customization
31
#31
-1 Frags +
alec_the (team) part when typing a team chat message is misaligned

How the hell did you even notice that?

[quote=alec_]the (team) part when typing a team chat message is misaligned [/quote]
How the hell did you even notice that?
32
#32
5 Frags +
MOOSE_alec_the (team) part when typing a team chat message is misaligned How the hell did you even notice that?

Autism, not even joking.

[quote=MOOSE_][quote=alec_]the (team) part when typing a team chat message is misaligned [/quote]
How the hell did you even notice that?[/quote]
Autism, not even joking.
33
#33
3 Frags +

PRISM HUD 0.1.1
-Resolution fixes for 1920x1080 (option in 4plug)
-Added options, advanced options, and console button to the main menu

MOOSE_why is using Comanglia's config better especially good for clean tf2?

If you're going to downgrade your graphics severely through mods, I figured there'd be some reason for some people to use configs too.

alec_feedback-stupidly high viewmodels like mine cause a problem by the health (idk if that can be fixed)

It might be fixable through some console command, but I don't have an actual solution atm.

AmirBonkCould you possibly implement a quickplay button to the main menu? Because i didn't see one. I might be just blind, though.

I don't know where to put it that would work on 4:3. The obvious spot next to MvM gets cut off.

[b]PRISM HUD 0.1.1[/b]
-Resolution fixes for 1920x1080 (option in 4plug)
-Added options, advanced options, and console button to the main menu

[quote=MOOSE_]why is using Comanglia's config better especially good for clean tf2?[/quote]
If you're going to downgrade your graphics severely through mods, I figured there'd be some reason for some people to use configs too.

[quote=alec_][b]feedback[/b]-stupidly high viewmodels like mine cause a problem by the health (idk if that can be fixed)[/quote]
It might be fixable through some console command, but I don't have an actual solution atm.

[quote=AmirBonk]Could you possibly implement a quickplay button to the main menu? Because i didn't see one. I might be just blind, though.[/quote]
I don't know where to put it that would work on 4:3. The obvious spot next to MvM gets cut off.
34
#34
2 Frags +
LinKr_not much of a problem but.....

This seems like an issue but I really really want to use that "glitch" to prevent hitting myself in the face with the Ambassador. You know how bad some reload animations are when they block your crosshair? Could this be a fix?

[quote=LinKr_][url=http://i.imgur.com/FEg9Fgs.png]not much of a problem but.....[/url][/quote]

This seems like an issue but I really really want to use that "glitch" to prevent hitting myself in the face with the Ambassador. You know how bad some reload animations are when they block your crosshair? Could this be a fix?
35
#35
0 Frags +
Kond3PLinKr_not much of a problem but.....
This seems like an issue but I really really want to use that "glitch" to prevent hitting myself in the face with the Ambassador. You know how bad some reload animations are when they block your crosshair? Could this be a fix?

I did something similar by making transparent viewmodels with this method (type pcfg_vmalpha=1 in console at the main menu, or edit prismhud.txt in the cfg folder).

I could pretty easily make it entirely invisible around the crosshair if that's in demand though.

[quote=Kond3P][quote=LinKr_][url=http://i.imgur.com/FEg9Fgs.png]not much of a problem but.....[/url][/quote]

This seems like an issue but I really really want to use that "glitch" to prevent hitting myself in the face with the Ambassador. You know how bad some reload animations are when they block your crosshair? Could this be a fix?[/quote]
I did something similar by making transparent viewmodels with this method (type pcfg_vmalpha=1 in console at the main menu, or edit prismhud.txt in the cfg folder).

I could pretty easily make it entirely invisible around the crosshair if that's in demand though.
36
#36
0 Frags +
JarateKingKond3PLinKr_not much of a problem but.....
This seems like an issue but I really really want to use that "glitch" to prevent hitting myself in the face with the Ambassador. You know how bad some reload animations are when they block your crosshair? Could this be a fix?
I did something similar by making transparent viewmodels with this method (type pcfg_vmalpha=1 in console at the main menu, or edit prismhud.txt in the cfg folder).

I could pretty easily make it entirely invisible around the crosshair if that's in demand though.

Is that also how you removed that black overlay when scoping in?

[quote=JarateKing][quote=Kond3P][quote=LinKr_][url=http://i.imgur.com/FEg9Fgs.png]not much of a problem but.....[/url][/quote]

This seems like an issue but I really really want to use that "glitch" to prevent hitting myself in the face with the Ambassador. You know how bad some reload animations are when they block your crosshair? Could this be a fix?[/quote]
I did something similar by making transparent viewmodels with this method (type pcfg_vmalpha=1 in console at the main menu, or edit prismhud.txt in the cfg folder).

I could pretty easily make it entirely invisible around the crosshair if that's in demand though.[/quote]
Is that also how you removed that black overlay when scoping in?
37
#37
0 Frags +
BonafideJarateKingKond3PLinKr_not much of a problem but.....
This seems like an issue but I really really want to use that "glitch" to prevent hitting myself in the face with the Ambassador. You know how bad some reload animations are when they block your crosshair? Could this be a fix?
I did something similar by making transparent viewmodels with this method (type pcfg_vmalpha=1 in console at the main menu, or edit prismhud.txt in the cfg folder).

I could pretty easily make it entirely invisible around the crosshair if that's in demand though.
Is that also how you removed that black overlay when scoping in?

That would've worked, I guess I already did that in a way since the healthcross' masking would remove parts of the scope if I left it in, but what I did instead was remove it with hud animations.

Everytime you start tf2 or do damage, an animation fires that sends HudScope to xpos and ypos 9999. You can't normally move it with hudlayout but I guess nothing's been done to prevent animations.

[quote=Bonafide][quote=JarateKing][quote=Kond3P][quote=LinKr_][url=http://i.imgur.com/FEg9Fgs.png]not much of a problem but.....[/url][/quote]

This seems like an issue but I really really want to use that "glitch" to prevent hitting myself in the face with the Ambassador. You know how bad some reload animations are when they block your crosshair? Could this be a fix?[/quote]
I did something similar by making transparent viewmodels with this method (type pcfg_vmalpha=1 in console at the main menu, or edit prismhud.txt in the cfg folder).

I could pretty easily make it entirely invisible around the crosshair if that's in demand though.[/quote]
Is that also how you removed that black overlay when scoping in?[/quote]
That would've worked, I guess I already did that in a way since the healthcross' masking would remove parts of the scope if I left it in, but what I did instead was remove it with hud animations.

Everytime you start tf2 or do damage, an animation fires that sends HudScope to xpos and ypos 9999. You can't normally move it with hudlayout but I guess nothing's been done to prevent animations.
38
#38
1 Frags +

Could you possibly make a DX81 version? So many people use dx81

Could you possibly make a DX81 version? So many people use dx81
39
#39
1 Frags +
BonafideCould you possibly make a DX81 version? So many people use dx81

Setting up fallbacks and options for dx8 is on my to-do list, but a fair bit of things (the circle healthcross, various blurs, transparent viewmodels, etc) would have to be removed from that version.

[quote=Bonafide]Could you possibly make a DX81 version? So many people use dx81[/quote]
Setting up fallbacks and options for dx8 is on my to-do list, but a fair bit of things (the circle healthcross, various blurs, transparent viewmodels, etc) would have to be removed from that version.
40
#40
2 Frags +
JarateKingBonafideCould you possibly make a DX81 version? So many people use dx81Setting up fallbacks and options for dx8 is on my to-do list, but a fair bit of things (the circle healthcross, various blurs, transparent viewmodels, etc) would have to be removed from that version.

I don't like those blurs anyway personally, but that's cool man!

[quote=JarateKing][quote=Bonafide]Could you possibly make a DX81 version? So many people use dx81[/quote]
Setting up fallbacks and options for dx8 is on my to-do list, but a fair bit of things (the circle healthcross, various blurs, transparent viewmodels, etc) would have to be removed from that version.[/quote]
I don't like those blurs anyway personally, but that's cool man!
41
#41
1 Frags +
JarateKingBonafideCould you possibly make a DX81 version? So many people use dx81Setting up fallbacks and options for dx8 is on my to-do list, but a fair bit of things (the circle healthcross, various blurs, transparent viewmodels, etc) would have to be removed from that version.

There's some things I personally don't like about your hud. Can I incorporate some parts of your hud into rayshud? Currently I'm using dx81 but I might be able to give up on that if I get more fps from Clean TF2

[quote=JarateKing][quote=Bonafide]Could you possibly make a DX81 version? So many people use dx81[/quote]
Setting up fallbacks and options for dx8 is on my to-do list, but a fair bit of things (the circle healthcross, various blurs, transparent viewmodels, etc) would have to be removed from that version.[/quote]
There's some things I personally don't like about your hud. Can I incorporate some parts of your hud into rayshud? Currently I'm using dx81 but I might be able to give up on that if I get more fps from Clean TF2
42
#42
4 Frags +

What mechanics does this hud use to make transparent viewmodels?

I'm interested in using it but iirc the last modification for them on sv_pure (openplugin) causes vac bans.

What mechanics does this hud use to make transparent viewmodels?

I'm interested in using it but iirc the last modification for them on sv_pure (openplugin) causes vac bans.
43
#43
0 Frags +
IsoWhat mechanics does this hud use to make transparent viewmodels?

Probably the achievement tracker animations or something related to those, there was some discussion about having transparent viewmodels with that before in tf.tv but Im not sure if anyone ever actually worked on it and got it working.

[quote=Iso]What mechanics does this hud use to make transparent viewmodels? [/quote]
Probably the achievement tracker animations or something related to those, there was some discussion about having transparent viewmodels with that before in tf.tv but Im not sure if anyone ever actually worked on it and got it working.
44
#44
3 Frags +

If you want the hidden scope thing you need to load up your HudAnimations_tf.txt file that you can find in scripts. From there you're going to need to add this to the near top of the file

event ScopeRemoval
{
	Animate HudScope Position	"9999 9999" Linear 0.0 0.0
	Animate HudWeaponSelection Position "100 100" Linear 0.0 0.0
	Animate HudWeaponSelection Alpha "50" Linear 0.0 0.0
}

Then you need to search for "event DamagedPlayer" if you've edited your HUD to have a flash on hit crosshair you should know about this area. You'll need to add the following to this event.

RunEvent ScopeRemoval 0.0

Now the scope should be removed once you've done any damage. Hopefully this gets patched soonish.

If you want the hidden scope thing you need to load up your HudAnimations_tf.txt file that you can find in scripts. From there you're going to need to add this to the near top of the file

[code]
event ScopeRemoval
{
Animate HudScope Position "9999 9999" Linear 0.0 0.0
Animate HudWeaponSelection Position "100 100" Linear 0.0 0.0
Animate HudWeaponSelection Alpha "50" Linear 0.0 0.0
}
[/code]

Then you need to search for "event DamagedPlayer" if you've edited your HUD to have a flash on hit crosshair you should know about this area. You'll need to add the following to this event.

[code]RunEvent ScopeRemoval 0.0[/code]

Now the scope should be removed once you've done any damage. Hopefully this gets patched soonish.
45
#45
1 Frags +
IsoWhat mechanics does this hud use to make transparent viewmodels?

I'm interested in using it but iirc the last modification for them on sv_pure (openplugin) causes vac bans.

It overlays the screen with a transparent mask material that's in /replay/thumbnails/ to get past sv_pure. And masking is just using a refract material with no refraction over hud elements. It will not get you VAC banned and never will.

YesProbably the achievement tracker animations or something related to those, there was some discussion about having transparent viewmodels with that before in tf.tv but Im not sure if anyone ever actually worked on it and got it working.

I started work on implementing that but never really got far. Without some sort of script or program to run alongside tf2, I don't think you ever actually could get that to work.

Benroads
event ScopeRemoval
{
	Animate HudScope Position	"9999 9999" Linear 0.0 0.0
	Animate HudWeaponSelection Position "100 100" Linear 0.0 0.0
	Animate HudWeaponSelection Alpha "50" Linear 0.0 0.0
}

I forgot to remove some testing stuff I did :'C

That works fine but the HudWeaponSelection stuff isn't needed there. For cleanliness it should just be the animate hudscope position part that's in the event.

If you want to run it on startup you can put "sv_cheats 1; testhudanim scoperemoval" into your autoexec too.

[quote=Iso]What mechanics does this hud use to make transparent viewmodels?

I'm interested in using it but iirc the last modification for them on sv_pure (openplugin) causes vac bans.[/quote]
It overlays the screen with a transparent mask material that's in /replay/thumbnails/ to get past sv_pure. And masking is just using a refract material with no refraction over hud elements. It will not get you VAC banned and never will.

[quote=Yes]Probably the achievement tracker animations or something related to those, there was some discussion about having transparent viewmodels with that before in tf.tv but Im not sure if anyone ever actually worked on it and got it working.[/quote]
I started work on implementing that but never really got far. Without some sort of script or program to run alongside tf2, I don't think you ever actually could get that to work.

[quote=Benroads][code]
event ScopeRemoval
{
Animate HudScope Position "9999 9999" Linear 0.0 0.0
Animate HudWeaponSelection Position "100 100" Linear 0.0 0.0
Animate HudWeaponSelection Alpha "50" Linear 0.0 0.0
}
[/code][/quote]
I forgot to remove some testing stuff I did :'C

That works fine but the HudWeaponSelection stuff isn't needed there. For cleanliness it should just be the animate hudscope position part that's in the event.

If you want to run it on startup you can put "sv_cheats 1; testhudanim scoperemoval" into your autoexec too.
46
#46
1 Frags +

Wait so two things I'm not clear on.

1) Does it remove the black around the sniper scope?
2) Do this and/or the clean textures really work on sv_pure 2?

Wait so two things I'm not clear on.

1) Does it remove the black around the sniper scope?
2) Do this and/or the clean textures really work on sv_pure 2?
47
#47
0 Frags +
BLoodSire1) Does it remove the black around the sniper scope?

Yes.

BLoodSire2) Do this and/or the clean textures really work on sv_pure 2?

Scope removal does work on sv_pure 2. Clean textures does in some ways and doesn't in others (it won't be all "clean" but will very visibly affect tf2 on sv_pure).

[quote=BLoodSire]1) Does it remove the black around the sniper scope?[/quote]
Yes.

[quote=BLoodSire]2) Do this and/or the clean textures really work on sv_pure 2?[/quote]
Scope removal does work on sv_pure 2. Clean textures does in some ways and doesn't in others (it won't be all "clean" but will very visibly affect tf2 on sv_pure).
48
#48
1 Frags +
JarateKingIsoWhat mechanics does this hud use to make transparent viewmodels?

I'm interested in using it but iirc the last modification for them on sv_pure (openplugin) causes vac bans.
It overlays the screen with a transparent mask material that's in /replay/thumbnails/ to get past sv_pure. And masking is just using a refract material with no refraction over hud elements. It will not get you VAC banned and never will.
YesProbably the achievement tracker animations or something related to those, there was some discussion about having transparent viewmodels with that before in tf.tv but Im not sure if anyone ever actually worked on it and got it working.I started work on implementing that but never really got far. Without some sort of script or program to run alongside tf2, I don't think you ever actually could get that to work.
Benroads
event ScopeRemoval
{
	Animate HudScope Position	"9999 9999" Linear 0.0 0.0
	Animate HudWeaponSelection Position "100 100" Linear 0.0 0.0
	Animate HudWeaponSelection Alpha "50" Linear 0.0 0.0
}
I forgot to remove some testing stuff I did :'C

That works fine but the HudWeaponSelection stuff isn't needed there. For cleanliness it should just be the animate hudscope position part that's in the event.

If you want to run it on startup you can put "sv_cheats 1; testhudanim scoperemoval" into your autoexec too.

Yeah I was looking through your other animation files later and did not see any calls for other stuff, kept them in there just incase I missed anything.

BLoodSireWait so two things I'm not clear on.

1) Does it remove the black around the sniper scope?
2) Do this and/or the clean textures really work on sv_pure 2?

Yes the scope removal removes all the stuff around the scope but not the charge bar. The scope removal thing worked on sv_pure 2 for me but I have not tested the textures, normally custom textures break pretty bad on sv_pure 2 servers though.

http://puu.sh/dKPT0/a0244171de.jpg

What zoomed in looks like for me, I'm pretty sure you could have it remove the dot as well.

[quote=JarateKing][quote=Iso]What mechanics does this hud use to make transparent viewmodels?

I'm interested in using it but iirc the last modification for them on sv_pure (openplugin) causes vac bans.[/quote]
It overlays the screen with a transparent mask material that's in /replay/thumbnails/ to get past sv_pure. And masking is just using a refract material with no refraction over hud elements. It will not get you VAC banned and never will.

[quote=Yes]Probably the achievement tracker animations or something related to those, there was some discussion about having transparent viewmodels with that before in tf.tv but Im not sure if anyone ever actually worked on it and got it working.[/quote]
I started work on implementing that but never really got far. Without some sort of script or program to run alongside tf2, I don't think you ever actually could get that to work.

[quote=Benroads][code]
event ScopeRemoval
{
Animate HudScope Position "9999 9999" Linear 0.0 0.0
Animate HudWeaponSelection Position "100 100" Linear 0.0 0.0
Animate HudWeaponSelection Alpha "50" Linear 0.0 0.0
}
[/code][/quote]
I forgot to remove some testing stuff I did :'C

That works fine but the HudWeaponSelection stuff isn't needed there. For cleanliness it should just be the animate hudscope position part that's in the event.

If you want to run it on startup you can put "sv_cheats 1; testhudanim scoperemoval" into your autoexec too.[/quote]

Yeah I was looking through your other animation files later and did not see any calls for other stuff, kept them in there just incase I missed anything.

[quote=BLoodSire]Wait so two things I'm not clear on.

1) Does it remove the black around the sniper scope?
2) Do this and/or the clean textures really work on sv_pure 2?[/quote]

Yes the scope removal removes all the stuff around the scope but not the charge bar. The scope removal thing worked on sv_pure 2 for me but I have not tested the textures, normally custom textures break pretty bad on sv_pure 2 servers though.

[img]http://puu.sh/dKPT0/a0244171de.jpg[/img]

What zoomed in looks like for me, I'm pretty sure you could have it remove the dot as well.
49
#49
20 Frags +

hmmm well that is kind of awesome and terrifying. The sniper in TFC had a clean scope (no black) however in TF2 that might give a large advantage for grabbing close headshots. I'm certainly not complaining, I'm going to check that out right now, but I don't think it will have a long shelf life.

HOWEVER...

>this HUD gives the sniper no black
>the TFC rifle had no black
>the Classic is the TFC rifle
>this HUD is in TF2
>Valve will release an update to fix this HUD
>The Classic is a sniper in TF2
>Valve will release an update to fix the Classic

confirmed, thanks

hmmm well that is kind of awesome and terrifying. The sniper in TFC had a clean scope (no black) however in TF2 that might give a large advantage for grabbing close headshots. I'm certainly not complaining, I'm going to check that out right now, but I don't think it will have a long shelf life.

HOWEVER...

>this HUD gives the sniper no black
>the TFC rifle had no black
>the Classic is the TFC rifle
>this HUD is in TF2
>Valve will release an update to fix this HUD
>The Classic is a sniper in TF2
>Valve will release an update to fix the Classic

confirmed, thanks
50
#50
6 Frags +

that black scope removal needs to be patched ASAP.

that black scope removal needs to be patched ASAP.
51
#51
-1 Frags +

yo i really like the clean tf2 thing, but is there any chance we can get vac'd becoz of the sniper zoom thing and the no lights map? It's really nice to play with it, but just seems unfair.

yo i really like the clean tf2 thing, but is there any chance we can get vac'd becoz of the sniper zoom thing and the no lights map? It's really nice to play with it, but just seems unfair.
52
#52
1 Frags +
akumayo i really like the clean tf2 thing, but is there any chance we can get vac'd becoz of the sniper zoom thing and the no lights map? It's really nice to play with it, but just seems unfair.

Well seeing as it's done without any DLLs and just vpks I'm very sure that it's fine to use, it'll no doubt be patched soon though.

[quote=akuma]yo i really like the clean tf2 thing, but is there any chance we can get vac'd becoz of the sniper zoom thing and the no lights map? It's really nice to play with it, but just seems unfair.[/quote]
Well seeing as it's done without any DLLs and just vpks I'm very sure that it's fine to use, it'll no doubt be patched soon though.
53
#53
3 Frags +

The Clean TF2 pack is amazing, I can finally run the game decently on my toaster PC. I just wish I had this before, I'm upgrading my rig in a few weeks :)

It's literally beautiful. My dx8 config, Nvidia LOD bias tweek + Clean TF2 pack yields these results:

http://i.imgur.com/uMt5i4M.jpg

A few issues include not being able to see through spawn doors and certain fences, and MvM robots look really trippy, though I don't really care about MvM.

http://i.imgur.com/pQSzeQl.jpg

Thank for this, I really appreciate it!

The Clean TF2 pack is amazing, I can finally run the game decently on my toaster PC. I just wish I had this before, I'm upgrading my rig in a few weeks :)

It's literally beautiful. My dx8 config, Nvidia LOD bias tweek + Clean TF2 pack yields these results:
[img]http://i.imgur.com/uMt5i4M.jpg[/img]

A few issues include not being able to see through spawn doors and certain fences, and MvM robots look really trippy, though I don't really care about MvM.

[img]http://i.imgur.com/pQSzeQl.jpg[/img]

Thank for this, I really appreciate it!
54
#54
1 Frags +

http://steamcommunity.com/sharedfiles/filedetails/?id=363514530

textures don't really work that well on sv_pure but otherwise the particle removals are really nice (esp for firing rockets as soldier)

also lots of missing textures on sunshine

http://steamcommunity.com/sharedfiles/filedetails/?id=363514530

textures don't really work that well on sv_pure but otherwise the particle removals are really nice (esp for firing rockets as soldier)

also lots of missing textures on sunshine
55
#55
0 Frags +
glissalso lots of missing textures on sunshine

It's because Phi probably used custom textures for the map, that's why they're not changed

[quote=gliss]also lots of missing textures on sunshine[/quote]

It's because Phi probably used custom textures for the map, that's why they're not changed
56
#56
4 Frags +

Could you possibly make a vpk just for the particles? or is it really easy to do with gfscape?

Could you possibly make a vpk just for the particles? or is it really easy to do with gfscape?
57
#57
4 Frags +

CLEAN TF2 UPDATED
-split up the .vpk's
-some more map support for flat.vpk
-fixed mvm bots appearing with the flame detail

Hergan5glissalso lots of missing textures on sunshineIt's because Phi probably used custom textures for the map, that's why they're not changed

It's half that (unless I'm just overlooking something simple I can't seem to modify any materials that come with the map so far), and half me having to go through every material by hand and editing it.

[b]CLEAN TF2 UPDATED[/b]
-split up the .vpk's
-some more map support for flat.vpk
-fixed mvm bots appearing with the flame detail

[quote=Hergan5][quote=gliss]also lots of missing textures on sunshine[/quote]
It's because Phi probably used custom textures for the map, that's why they're not changed[/quote]
It's half that (unless I'm just overlooking something simple I can't seem to modify any materials that come with the map so far), and half me having to go through every material by hand and editing it.
58
#58
5 Frags +

Thanks dude! You're the best

If you use the FLAT vpk without the unlit world and props, or the other way around, it actually is much better playable

(this is not on my main pc)

http://i.imgur.com/UvcvVn9.jpg

.vpk's I used
-FLAT
-unlit player models
-prop removal
-misc removal
-decal removal

Thanks dude! You're the best

If you use the FLAT vpk without the unlit world and props, or the other way around, it actually is much better playable

(this is not on my main pc)
[img]http://i.imgur.com/UvcvVn9.jpg[/img]

.vpk's I used
-FLAT
-unlit player models
-prop removal
-misc removal
-decal removal
59
#59
3 Frags +

Will there be an option sometime to add team coloring somewhere near the health/ammo?

The spy disguise panel is also mia

great job with this hud btw, I'm impressed by the level of features put into it.

Will there be an option sometime to add team coloring somewhere near the health/ammo?

The spy disguise panel is also [url=https://i.imgur.com/VWFuSSv.jpg]mia[/url]

great job with this hud btw, I'm impressed by the level of features put into it.
60
#60
3 Frags +

mat_mipmaptextures 0 makes it a lot less bright, really helpful
messing with mat_filtertextures helped a little bit too

mat_mipmaptextures 0 makes it a lot less bright, really helpful
messing with mat_filtertextures helped a little bit too
1 2 3 4 5 ⋅⋅ 12
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