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Prism HUD & Clean TF2
posted in Customization
241
#241
2 Frags +
dbzis this gonna get updated anytime soon?

I just updated the dropbox and github downloads for Prism HUD now. It should be a hotfix that enables the whole update, but I'm not sure or able to test everything about it and feedback would be much appreciated. As for adding the things I've been meaning to add, they're still a wip.

I've got plans for updating clean tf2 (re-organize and get some particle removals working in sv_pure 0 again mostly) but I've still got a few things to test before I can.

[quote=dbz]is this gonna get updated anytime soon?[/quote]
I just updated the dropbox and github downloads for Prism HUD now. It should be a hotfix that enables the whole update, but I'm not sure or able to test everything about it and feedback would be much appreciated. As for adding the things I've been meaning to add, they're still a wip.

I've got plans for updating clean tf2 (re-organize and get some particle removals working in sv_pure 0 again mostly) but I've still got a few things to test before I can.
242
#242
1 Frags +

Thanks yeah everything seems good now, scoreboard is back to normal as well as the HUD, and the folder option for contracts is now available on the main menu, works great thanks JarateKing.

Thanks yeah everything seems good now, scoreboard is back to normal as well as the HUD, and the folder option for contracts is now available on the main menu, works great thanks JarateKing.
243
#243
0 Frags +

What parts of the hud are conflicting with dx8? Gun Mettle decreased my fps by like 30% and I'd still like to be able to play the game with this hud.

What parts of the hud are conflicting with dx8? Gun Mettle decreased my fps by like 30% and I'd still like to be able to play the game with this hud.
244
#244
0 Frags +
Kond3PWhat parts of the hud are conflicting with dx8? Gun Mettle decreased my fps by like 30% and I'd still like to be able to play the game with this hud.

Refracts don't work in dx8. The healthcross is the biggest thing that uses refracts to get its shape circular, and you can change the healthcross in the options, but things like scoreboard or build menu or ingame main menu that use it without any customization options.

[quote=Kond3P]What parts of the hud are conflicting with dx8? Gun Mettle decreased my fps by like 30% and I'd still like to be able to play the game with this hud.[/quote]
Refracts don't work in dx8. The healthcross is the biggest thing that uses refracts to get its shape circular, and you can change the healthcross in the options, but things like scoreboard or build menu or ingame main menu that use it without any customization options.
245
#245
0 Frags +

So, what's the difference (or purpose) of the "nofog" versions of the .vpk's? Wondering which one does what, and if one has a better impact on performance.

So, what's the difference (or purpose) of the "nofog" versions of the .vpk's? Wondering which one does what, and if one has a better impact on performance.
246
#246
0 Frags +

Bit of a long shot asking this, but is it possible to get a version of the particle_removal.vpk without the changes to rockets? I'm not able to edit .vpk files at the moment. It works beautifully but I can't stand how rockets look now.

Bit of a long shot asking this, but is it possible to get a version of the particle_removal.vpk without the changes to rockets? I'm not able to edit .vpk files at the moment. It works beautifully but I can't stand how rockets look now.
247
#247
1 Frags +

Is it possible to get _misc_removal.vpk working again on dx8? only thing i used because fuck having your screen go completely red when building uber.

Is it possible to get _misc_removal.vpk working again on dx8? only thing i used because fuck having your screen go completely red when building uber.
248
#248
5 Frags +

Just a heads up, if anyone's experiencing textures like in these screenshots (thanks fooqp), valve really messed up how world textures handle mods that change the shader probably accidentally, and now _unlit_world looks like this in sv_pure 2 with or without preloading.

It still works fine in sv_pure 0, but in the meantime I'd remove _unlit_world and/or _unlit_nofog_world if you plan on playing competitive or valve servers for the next little while. Nothing I can do other than advise for it.

Also sorry for the late replies but

ArrythmiaSo, what's the difference (or purpose) of the "nofog" versions of the .vpk's? Wondering which one does what, and if one has a better impact on performance.

Nofog removes the fog on textures at a distance. When textures that're far away are normally whiter and more pale from fog, they keep the full color with nofog. I'll be honest, I don't know which has a better impact on performance, since any difference I've gotten from it was within my margin of error (it doesn't help that my computer sucks).

VictorBit of a long shot asking this, but is it possible to get a version of the particle_removal.vpk without the changes to rockets? I'm not able to edit .vpk files at the moment. It works beautifully but I can't stand how rockets look now.

A modded one got posted earlier,

Ninjaxi edited the particle removal vpk to make rockets look brighter, here it is in case anyone wants to try it http://puu.sh/fb941/317e069d3b.vpkVanaIs it possible to get _misc_removal.vpk working again on dx8? only thing i used because fuck having your screen go completely red when building uber.

I'm always thinking of more ways to do things, but right now I've got nothing.

Just a heads up, if anyone's experiencing textures like in [url=http://imgur.com/a/gfnxD#0]these screenshots[/url] (thanks fooqp), valve really messed up how world textures handle mods that change the shader probably accidentally, and now _unlit_world looks like this in sv_pure 2 with or without preloading.

It still works fine in sv_pure 0, but in the meantime I'd remove _unlit_world and/or _unlit_nofog_world if you plan on playing competitive or valve servers for the next little while. Nothing I can do other than advise for it.

Also sorry for the late replies but
[quote=Arrythmia]So, what's the difference (or purpose) of the "nofog" versions of the .vpk's? Wondering which one does what, and if one has a better impact on performance.[/quote]
Nofog removes the fog on textures at a distance. When textures that're far away are normally whiter and more pale from fog, they keep the full color with nofog. I'll be honest, I don't know which has a better impact on performance, since any difference I've gotten from it was within my margin of error (it doesn't help that my computer sucks).

[quote=Victor]Bit of a long shot asking this, but is it possible to get a version of the particle_removal.vpk without the changes to rockets? I'm not able to edit .vpk files at the moment. It works beautifully but I can't stand how rockets look now.[/quote]
A modded one got posted earlier, [quote=Ninjax]i edited the particle removal vpk to make rockets look brighter, here it is in case anyone wants to try it http://puu.sh/fb941/317e069d3b.vpk[/quote]

[quote=Vana]Is it possible to get _misc_removal.vpk working again on dx8? only thing i used because fuck having your screen go completely red when building uber.[/quote]
I'm always thinking of more ways to do things, but right now I've got nothing.
249
#249
1 Frags +

Is there a way you can make the water more transparent? I mean it's almost impossible to see a player inside water with clean tf2 installed (although that's a problem only in 2fort I think but I would still like it to be more transparent :p). I use the flat, door_fix and misc_removal only.

Is there a way you can make the water more transparent? I mean it's almost impossible to see a player inside water with clean tf2 installed (although that's a problem only in 2fort I think but I would still like it to be more transparent :p). I use the flat, door_fix and misc_removal only.
250
#250
0 Frags +
rewolfIs there a way you can make the water more transparent? I mean it's almost impossible to see a player inside water with clean tf2 installed (although that's a problem only in 2fort I think but I would still like it to be more transparent :p). I use the flat, door_fix and misc_removal only.

don't forget about freight and well!

[quote=rewolf]Is there a way you can make the water more transparent? I mean it's almost impossible to see a player inside water with clean tf2 installed (although that's a problem only in 2fort I think but I would still like it to be more transparent :p). I use the flat, door_fix and misc_removal only.[/quote]
don't forget about freight and well!
251
#251
4 Frags +
rewolfIs there a way you can make the water more transparent? I mean it's almost impossible to see a player inside water with clean tf2 installed (although that's a problem only in 2fort I think but I would still like it to be more transparent :p). I use the flat, door_fix and misc_removal only.

http://tf2.gamebanana.com/skins/137388
I've always just used this. I've got an idea for something to try in the mod though.

[quote=rewolf]Is there a way you can make the water more transparent? I mean it's almost impossible to see a player inside water with clean tf2 installed (although that's a problem only in 2fort I think but I would still like it to be more transparent :p). I use the flat, door_fix and misc_removal only.[/quote]
http://tf2.gamebanana.com/skins/137388
I've always just used this. I've got an idea for something to try in the mod though.
252
#252
0 Frags +

That mod looked like exactly what I wanted except I am getting these weird texture bugs ;_;

http://i.imgur.com/lArQ0VX.jpg
(underwater)

http://i.imgur.com/V9scEoU.jpg
(over water)

Anyone aware of what's causing this, if not I will wait for your mod hopefully.

That mod looked like exactly what I wanted except I am getting these weird texture bugs ;_;

http://i.imgur.com/lArQ0VX.jpg
(underwater)

http://i.imgur.com/V9scEoU.jpg
(over water)

Anyone aware of what's causing this, if not I will wait for your mod hopefully.
253
#253
-1 Frags +

That modded particle remover doesn't seem to work for me (getting 100 different errors spammed in my console).

That modded particle remover doesn't seem to work for me (getting 100 different errors spammed in my console).
254
#254
0 Frags +

inspecting people's items that they're wearing is broken for me.
when I press F on someone it just removes the ammo counter.

inspecting people's items that they're wearing is broken for me.
when I press F on someone it just removes the ammo counter.
255
#255
1 Frags +

the clean tf2 mod is messed it is like
there is a problem in the ground

http://i.imgur.com/3vlwype.jpg
http://i.imgur.com/7A3SFoI.jpg

sorry for my english i really need help

the clean tf2 mod is messed it is like
there is a problem in the ground

http://i.imgur.com/3vlwype.jpg
http://i.imgur.com/7A3SFoI.jpg

sorry for my english i really need help
256
#256
0 Frags +
CoConuTzthe clean tf2 mod is messed it is like
there is a problem in the ground

http://i.imgur.com/3vlwype.jpg
http://i.imgur.com/7A3SFoI.jpg

sorry for my english i really need help

i believe flat world does that. try removing it.

[quote=CoConuTz]the clean tf2 mod is messed it is like
there is a problem in the ground

http://i.imgur.com/3vlwype.jpg
http://i.imgur.com/7A3SFoI.jpg

sorry for my english i really need help[/quote]

i believe flat world does that. try removing it.
257
#257
0 Frags +
rewolfCoConuTzthe clean tf2 mod is messed it is like
there is a problem in the ground

http://i.imgur.com/3vlwype.jpg
http://i.imgur.com/7A3SFoI.jpg

sorry for my english i really need help

i believe flat world does that. try removing it.

thank you now its fixed

[quote=rewolf][quote=CoConuTz]the clean tf2 mod is messed it is like
there is a problem in the ground

http://i.imgur.com/3vlwype.jpg
http://i.imgur.com/7A3SFoI.jpg

sorry for my english i really need help[/quote]

i believe flat world does that. try removing it.[/quote]

thank you now its fixed
258
#258
8 Frags +

http://i.imgur.com/yNwT14C.png

UPDATED CLEAN TF2
-added _clean_waters, which makes water look like the above and should help fps by a fair bit on water-heavy maps
-split _unlit_playermodels to make _unlit_weapons too
-added _unlit_weapons_noskins to remove the gunmettle skins from weapons (bit late coming, sorry bout that)
-reorganized everything to go into subfolders based on how they work in sv_pure

_clean_waters messes up a bit in sv_pure 2, much like _unlit_world now does, but I'm keeping both included in any case
I don't have any stattrack weapons to test it on so unfortunately _unlit_weapons_noskins just gets rid of the skin material, but should be fine 99% of the time.

[img]http://i.imgur.com/yNwT14C.png[/img]
[b]UPDATED CLEAN TF2[/b]
-added _clean_waters, which makes water look like the above and should help fps by a fair bit on water-heavy maps
-split _unlit_playermodels to make _unlit_weapons too
-added _unlit_weapons_noskins to remove the gunmettle skins from weapons (bit late coming, sorry bout that)
-reorganized everything to go into subfolders based on how they work in sv_pure

_clean_waters messes up a bit in sv_pure 2, much like _unlit_world now does, but I'm keeping both included in any case
I don't have any stattrack weapons to test it on so unfortunately _unlit_weapons_noskins just gets rid of the skin material, but should be fine 99% of the time.
259
#259
3 Frags +
JarateKinghttp://i.imgur.com/yNwT14C.png
UPDATED CLEAN TF2
-added _clean_waters, which makes water look like the above and should help fps by a fair bit on water-heavy maps
-split _unlit_playermodels to make _unlit_weapons too
-added _unlit_weapons_noskins to remove the gunmettle skins from weapons (bit late coming, sorry bout that)
-reorganized everything to go into subfolders based on how they work in sv_pure

_clean_waters messes up a bit in sv_pure 2, much like _unlit_world now does, but I'm keeping both included in any case
I don't have any stattrack weapons to test it on so unfortunately _unlit_weapons_noskins just gets rid of the skin material, but should be fine 99% of the time.

awesome man

[quote=JarateKing][img]http://i.imgur.com/yNwT14C.png[/img]
[b]UPDATED CLEAN TF2[/b]
-added _clean_waters, which makes water look like the above and should help fps by a fair bit on water-heavy maps
-split _unlit_playermodels to make _unlit_weapons too
-added _unlit_weapons_noskins to remove the gunmettle skins from weapons (bit late coming, sorry bout that)
-reorganized everything to go into subfolders based on how they work in sv_pure

_clean_waters messes up a bit in sv_pure 2, much like _unlit_world now does, but I'm keeping both included in any case
I don't have any stattrack weapons to test it on so unfortunately _unlit_weapons_noskins just gets rid of the skin material, but should be fine 99% of the time.[/quote]

awesome man
260
#260
0 Frags +

The new noskins vpk is making banners have fire textures, dunno if that's a bug (only have have decal/prop removal beside it).

The new noskins vpk is making banners have fire textures, dunno if that's a bug (only have have decal/prop removal beside it).
261
#261
0 Frags +
JarateKinghttp://i.imgur.com/yNwT14C.png
UPDATED CLEAN TF2
-added _clean_waters, which makes water look like the above and should help fps by a fair bit on water-heavy maps
-split _unlit_playermodels to make _unlit_weapons too
-added _unlit_weapons_noskins to remove the gunmettle skins from weapons (bit late coming, sorry bout that)
-reorganized everything to go into subfolders based on how they work in sv_pure

_clean_waters messes up a bit in sv_pure 2, much like _unlit_world now does, but I'm keeping both included in any case
I don't have any stattrack weapons to test it on so unfortunately _unlit_weapons_noskins just gets rid of the skin material, but should be fine 99% of the time.

Any word on the preloading map? I'm dying to use this in sv_pure :(

[quote=JarateKing][img]http://i.imgur.com/yNwT14C.png[/img]
[b]UPDATED CLEAN TF2[/b]
-added _clean_waters, which makes water look like the above and should help fps by a fair bit on water-heavy maps
-split _unlit_playermodels to make _unlit_weapons too
-added _unlit_weapons_noskins to remove the gunmettle skins from weapons (bit late coming, sorry bout that)
-reorganized everything to go into subfolders based on how they work in sv_pure

_clean_waters messes up a bit in sv_pure 2, much like _unlit_world now does, but I'm keeping both included in any case
I don't have any stattrack weapons to test it on so unfortunately _unlit_weapons_noskins just gets rid of the skin material, but should be fine 99% of the time.[/quote] Any word on the preloading map? I'm dying to use this in sv_pure :(
262
#262
4 Frags +

Damn I wish subscribing to threads would get implemented already, almost missed that you updated Clean TF2.

Thanks a ton.

Damn I wish subscribing to threads would get implemented already, almost missed that you updated Clean TF2.

Thanks a ton.
263
#263
4 Frags +

Don't know if this is already well known but you can add +map cp_whatever into your launch options and it will load that map when you start up TF2. Could be useful for the preloading map so that people don't forget to load it.

Don't know if this is already well known but you can add +map cp_whatever into your launch options and it will load that map when you start up TF2. Could be useful for the preloading map so that people don't forget to load it.
264
#264
0 Frags +

Wow, I missed the update. If it's ok with you JarateKing I'm going to provide a 4PLUG compatible version of the newest CleanTF2 update.

Wow, I missed the update. If it's ok with you JarateKing I'm going to provide a 4PLUG compatible version of the newest CleanTF2 update.
265
#265
0 Frags +

Is there any way to disable the Clean Textures just for sv_pure servers instead having those trippy lines everywhere? They start to hurt my eyes after a while. :(

Is there any way to disable the Clean Textures just for sv_pure servers instead having those trippy lines everywhere? They start to hurt my eyes after a while. :(
266
#266
0 Frags +
Cheese462kIs there any way to disable the Clean Textures just for sv_pure servers instead having those trippy lines everywhere? They start to hurt my eyes after a while. :(

There are other versions that don't, such as:
http://www.teamfortress.tv/12706/help-with-flat-textures

Though iirc it's more outdated and has a much larger filesize.

[quote=Cheese462k]Is there any way to disable the Clean Textures just for sv_pure servers instead having those trippy lines everywhere? They start to hurt my eyes after a while. :([/quote]
There are other versions that don't, such as:
http://www.teamfortress.tv/12706/help-with-flat-textures

Though iirc it's more outdated and has a much larger filesize.
267
#267
0 Frags +

Thank You. ^-^

Thank You. ^-^
268
#268
0 Frags +

Hey JarateKing & Community.

I found this HUD on huds.tf and have fallen in love with it.

However, there is one thing that i would like to change based on my personal preferences. How do I restore the sniper scope to the default in the game (with the orange tinge n all) - as I do not want to get lazy and disconnected from the original scope.

Also how would one edit the hud to move the health and ammo to the bottom of the screen?

Thanks guys!

JB

also PS with the changes made to the sniper rifle scope, is this legal (i.e. not VAC bannable).

Hey JarateKing & Community.

I found this HUD on huds.tf and have fallen in love with it.

However, there is one thing that i would like to change based on my personal preferences. How do I restore the sniper scope to the default in the game (with the orange tinge n all) - as I do not want to get lazy and disconnected from the original scope.

Also how would one edit the hud to move the health and ammo to the bottom of the screen?

Thanks guys!

JB

also PS with the changes made to the sniper rifle scope, is this legal (i.e. not VAC bannable).
269
#269
1 Frags +
theoneandonlyjdbHey JarateKing & Community.

I found this HUD on huds.tf and have fallen in love with it.

However, there is one thing that i would like to change based on my personal preferences. How do I restore the sniper scope to the default in the game (with the orange tinge n all) - as I do not want to get lazy and disconnected from the original scope.

Also how would one edit the hud to move the health and ammo to the bottom of the screen?

Thanks guys!

JB

also PS with the changes made to the sniper rifle scope, is this legal (i.e. not VAC bannable).

https://www.dropbox.com/s/ma4p9lrg84az7r3/keep_the_scope.zip?dl=1 Install this to custom and the scope will come back. It's completely fine by VAC, as a rule anything you put in custom will not have any issues with VAC.

You should be able to send things down to the bottom of the screen by editing tf/cfg/prismhud.txt, setting pcfg_hudpos=0 to pcfg_hudpos=1. If you want to manually edit, it'd be resource/ui/hudplayerhealth.res and resource/hudlayout/hudlayout_prism.res that you'd want to edit.

[quote=theoneandonlyjdb]Hey JarateKing & Community.

I found this HUD on huds.tf and have fallen in love with it.

However, there is one thing that i would like to change based on my personal preferences. How do I restore the sniper scope to the default in the game (with the orange tinge n all) - as I do not want to get lazy and disconnected from the original scope.

Also how would one edit the hud to move the health and ammo to the bottom of the screen?

Thanks guys!

JB

also PS with the changes made to the sniper rifle scope, is this legal (i.e. not VAC bannable).[/quote]
https://www.dropbox.com/s/ma4p9lrg84az7r3/keep_the_scope.zip?dl=1 Install this to custom and the scope will come back. It's completely fine by VAC, as a rule anything you put in custom will not have any issues with VAC.

You should be able to send things down to the bottom of the screen by editing tf/cfg/prismhud.txt, setting pcfg_hudpos=0 to pcfg_hudpos=1. If you want to manually edit, it'd be resource/ui/hudplayerhealth.res and resource/hudlayout/hudlayout_prism.res that you'd want to edit.
270
#270
1 Frags +
JarateKingtheoneandonlyjdbHey JarateKing & Community.

I found this HUD on huds.tf and have fallen in love with it.

However, there is one thing that i would like to change based on my personal preferences. How do I restore the sniper scope to the default in the game (with the orange tinge n all) - as I do not want to get lazy and disconnected from the original scope.

Also how would one edit the hud to move the health and ammo to the bottom of the screen?

Thanks guys!

JB

also PS with the changes made to the sniper rifle scope, is this legal (i.e. not VAC bannable).
https://www.dropbox.com/s/ma4p9lrg84az7r3/keep_the_scope.zip?dl=1 Install this to custom and the scope will come back. It's completely fine by VAC, as a rule anything you put in custom will not have any issues with VAC.

You should be able to send things down to the bottom of the screen by editing tf/cfg/prismhud.txt, setting pcfg_hudpos=0 to pcfg_hudpos=1. If you want to manually edit, it'd be resource/ui/hudplayerhealth.res and resource/hudlayout/hudlayout_prism.res that you'd want to edit.

Hey,

Thanks for the quick response. Very much appreciated. Clear to see you have done alot of work on this HUD.

I am surprised that Valve allows you to do with the Sniper Scope?! Even this is VAC-ok? (Sorry - just a little nervous)

Do you know how to restore that yellow glow to the sniper zoom? As you may see when playing Default TF2.

Cheers

JB

[quote=JarateKing][quote=theoneandonlyjdb]Hey JarateKing & Community.

I found this HUD on huds.tf and have fallen in love with it.

However, there is one thing that i would like to change based on my personal preferences. How do I restore the sniper scope to the default in the game (with the orange tinge n all) - as I do not want to get lazy and disconnected from the original scope.

Also how would one edit the hud to move the health and ammo to the bottom of the screen?

Thanks guys!

JB

also PS with the changes made to the sniper rifle scope, is this legal (i.e. not VAC bannable).[/quote]
https://www.dropbox.com/s/ma4p9lrg84az7r3/keep_the_scope.zip?dl=1 Install this to custom and the scope will come back. It's completely fine by VAC, as a rule anything you put in custom will not have any issues with VAC.

You should be able to send things down to the bottom of the screen by editing tf/cfg/prismhud.txt, setting pcfg_hudpos=0 to pcfg_hudpos=1. If you want to manually edit, it'd be resource/ui/hudplayerhealth.res and resource/hudlayout/hudlayout_prism.res that you'd want to edit.[/quote]

Hey,

Thanks for the quick response. Very much appreciated. Clear to see you have done alot of work on this HUD.

I am surprised that Valve allows you to do with the Sniper Scope?! Even this is VAC-ok? (Sorry - just a little nervous)

Do you know how to restore that yellow glow to the sniper zoom? As you may see when playing Default TF2.

Cheers

JB
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