Upvote Upvoted 319 Downvote Downvoted
1 2 3 4 5 6 7 8 ⋅⋅ 20
yttrium's competitive viewmodels
posted in Customization
121
#121
0 Frags +

Is there any way of installing this if you're not running windows.
I've tried running your installer through wine on Linux but it wont accept my tf2 folder.
Is there any set of files i can copy into /tf/custom/ or something to install it manually?

Is there any way of installing this if you're not running windows.
I've tried running your installer through wine on Linux but it wont accept my tf2 folder.
Is there any set of files i can copy into /tf/custom/ or something to install it manually?
122
#122
0 Frags +
Uks2Is there any way of installing this if you're not running windows.
I've tried running your installer through wine on Linux but it wont accept my tf2 folder.
Is there any set of files i can copy into /tf/custom/ or something to install it manually?

You need to download a custom VPK file that he made and put it in your customs folder

[quote=Uks2]Is there any way of installing this if you're not running windows.
I've tried running your installer through wine on Linux but it wont accept my tf2 folder.
Is there any set of files i can copy into /tf/custom/ or something to install it manually?[/quote]
You need to download a custom VPK file that he made and put it in your customs folder
123
#123
6 Frags +

should anyone want to customize these viewmodels themselves, it's possible.

go to yttrium's github where he has the files' source. under the source folder, there are a bunch of .qc files and a bunch of anims folders. save all of these.
the .smd files are the actual animations, and you'll be editing them with your text editor of choice. the .qc files are like a .vmt file, but for animations. the ones yttrium supplies work perfectly.

should you want to get back any animations that yttrium hid, open up tf2_misc_dir.vpk in your tf folder and go to models/weapons/c_models. these are the stock animations in .mdl form. you'll have to decompile them with crowbar to get at the .smd files.

now that you've got all that out of the way, you can start hiding animations. crack open an .smd file with notepad++. before doing anything else, go to settings/preferences and then tab settings. set the size to 2 and check the replace with spaces box. this is to preserve the original formatting. take note of the number of bones in the animation under the nodes section at the top and the number of frames in the animation near the bottom. run this shitty python script, replacing the numbers next to bonecount and ticks with the number of bones and the number of frames respectively. paste the output over all the animation's frames and indent like the original file. you just replaced that animation with a new one that moves the viewmodel offscreen. repeat this process for every .smd animation you want to hide. this is what your .smd file should resemble, varying with the number of frames and bones.

once you're happy with what you've done, you need to compile your .smd files into a .mdl file. luckily, the tools to do so are bundled with tf2. go to steamapps/common/Team Fortress 2/bin and scroll down until you see studiomdl. it's an .exe file that takes .qc files as input. split-screen your c_models folder and the bin folder and drag the .qc files for every class you modified onto studiomdl.exe. it'll send all your .mdl files over to your tf folder, under models. grab those, make folders to match the path models/weapons/c_models as necessary, and drag your new models folder onto vpk.exe in your bin folder. it'll create a .vpk folder with your new animations in it. put that in your custom and, if you followed this guide correctly, it'll work like a charm.

should anyone want to customize these viewmodels themselves, it's possible.

go [url=https://github.com/Yttrium-tYcLief/CompetitiveViewmodels/]to yttrium's github[/url] where he has the files' source. under the source folder, there are a bunch of .qc files and a bunch of anims folders. save all of these.
the .smd files are the actual animations, and you'll be editing them with your text editor of choice. the .qc files are like a .vmt file, but for animations. the ones yttrium supplies work perfectly.

should you want to get back any animations that yttrium hid, open up tf2_misc_dir.vpk in your tf folder and go to models/weapons/c_models. these are the stock animations in .mdl form. you'll have to decompile them with crowbar to get at the .smd files.

now that you've got all that out of the way, you can start hiding animations. crack open an .smd file with notepad++. before doing anything else, go to settings/preferences and then tab settings. set the size to 2 and check the replace with spaces box. this is to preserve the original formatting. take note of the number of bones in the animation under the nodes section at the top and the number of frames in the animation near the bottom. run [url=http://pastebin.com/sM0TZDQS/]this shitty python script,[/url] replacing the numbers next to bonecount and ticks with the number of bones and the number of frames respectively. paste the output over all the animation's frames and indent like the original file. you just replaced that animation with a new one that moves the viewmodel offscreen. repeat this process for every .smd animation you want to hide. [url=http://pastebin.com/PzcJ81sd/]this is what your .smd file should resemble, varying with the number of frames and bones.[/url]

once you're happy with what you've done, you need to compile your .smd files into a .mdl file. luckily, the tools to do so are bundled with tf2. go to steamapps/common/Team Fortress 2/bin and scroll down until you see studiomdl. it's an .exe file that takes .qc files as input. split-screen your c_models folder and the bin folder and drag the .qc files for every class you modified onto studiomdl.exe. it'll send all your .mdl files over to your tf folder, under models. grab those, make folders to match the path models/weapons/c_models as necessary, and drag your new models folder onto vpk.exe in your bin folder. it'll create a .vpk folder with your new animations in it. put that in your custom and, if you followed this guide correctly, it'll work like a charm.
124
#124
0 Frags +

is studiomdl even included on Linux?

is studiomdl even included on Linux?
125
#125
0 Frags +

nope not on linux

nope not on linux
126
#126
2 Frags +

then lol there's a reason this doesn't work on Linux. Even if you were to try running it with WINE I think its DLLs are too deeply rooted in Win32 to load properly.

Again, just tell me what you want disabled and I'll make VPKs for you. It takes like, a single minute of my time.

then lol there's a reason this doesn't work on Linux. Even if you were to try running it with WINE I think its DLLs are too deeply rooted in Win32 to load properly.

Again, just tell me what you want disabled and I'll make VPKs for you. It takes like, a single minute of my time.
127
#127
1 Frags +

incredible work! thank you so much for this

incredible work! thank you so much for this
128
#128
2 Frags +

do you think you could eventually center viewmodels with this as well? i'm not to familiar with smd files, otherwise i'd do it myself. This is as close as I could get using $origin in soldier_animations.qc, but i dont believe you can do this for each animation like you can with an smd edit:

Show Content

as good as this looks, it applies for every soldier animation, and breaks reload and equip animations.

do you think you could eventually center viewmodels with this as well? i'm not to familiar with smd files, otherwise i'd do it myself. This is as close as I could get using $origin in soldier_animations.qc, but i dont believe you can do this for each animation like you can with an smd edit:

[spoiler][img]http://images.akamai.steamusercontent.com/ugc/262716559709255007/AA1780BCFE9EF30F8404CF492D94EF567F0B0D6C/[/img][/spoiler]

as good as this looks, it applies for every soldier animation, and breaks reload and equip animations.
129
#129
4 Frags +
Paladin_IMSdo you think you could eventually center viewmodels with this as well? i'm not to familiar with smd files, otherwise i'd do it myself. This is as close as I could get using $origin in soldier_animations.qc, but i dont believe you can do this for each animation like you can with an smd edit:
Show Content

as good as this looks, it applies for every soldier animation, and breaks reload and equip animations.

Yeah, what's going to have to happen is I'm gunna have to create alternate SMDs just for centering, and make that a separate option. It'll definitely happen but not for awhile. I'll probably use SFM if I can find a proper pipeline for that.

[quote=Paladin_IMS]do you think you could eventually center viewmodels with this as well? i'm not to familiar with smd files, otherwise i'd do it myself. This is as close as I could get using $origin in soldier_animations.qc, but i dont believe you can do this for each animation like you can with an smd edit:

[spoiler][img]http://images.akamai.steamusercontent.com/ugc/262716559709255007/AA1780BCFE9EF30F8404CF492D94EF567F0B0D6C/[/img][/spoiler]

as good as this looks, it applies for every soldier animation, and breaks reload and equip animations.[/quote]
Yeah, what's going to have to happen is I'm gunna have to create alternate SMDs just for centering, and make that a separate option. It'll definitely happen but not for awhile. I'll probably use SFM if I can find a proper pipeline for that.
130
#130
0 Frags +
yttriumthen lol there's a reason this doesn't work on Linux. Even if you were to try running it with WINE I think its DLLs are too deeply rooted in Win32 to load properly.

Again, just tell me what you want disabled and I'll make VPKs for you. It takes like, a single minute of my time.

Thanks for offering but I think it do it through a virtual machine or something, that way I know I can change it if need be.

[quote=yttrium]then lol there's a reason this doesn't work on Linux. Even if you were to try running it with WINE I think its DLLs are too deeply rooted in Win32 to load properly.

Again, just tell me what you want disabled and I'll make VPKs for you. It takes like, a single minute of my time.[/quote]

Thanks for offering but I think it do it through a virtual machine or something, that way I know I can change it if need be.
131
#131
1 Frags +
yttriumYeah, what's going to have to happen is I'm gunna have to create alternate SMDs just for centering, and make that a separate option. It'll definitely happen but not for awhile. I'll probably use SFM if I can find a proper pipeline for that.

alright, cool. i'm just going to try and fuck around with them in blender and see if I can figure out how to do it that way

[quote=yttrium]
Yeah, what's going to have to happen is I'm gunna have to create alternate SMDs just for centering, and make that a separate option. It'll definitely happen but not for awhile. I'll probably use SFM if I can find a proper pipeline for that.[/quote]

alright, cool. i'm just going to try and fuck around with them in blender and see if I can figure out how to do it that way
132
#132
1 Frags +

This is amazing thanks

This is amazing thanks
133
#133
3 Frags +
Uks2yttriumthen lol there's a reason this doesn't work on Linux. Even if you were to try running it with WINE I think its DLLs are too deeply rooted in Win32 to load properly.

Again, just tell me what you want disabled and I'll make VPKs for you. It takes like, a single minute of my time.

Thanks for offering but I think it do it through a virtual machine or something, that way I know I can change it if need be.

Okay, then I'll make this easy for you. When looking for the "Team Fortress 2" folder it expects to find vpk.exe and studiomdl.exe under the Team Fortress 2/bin folder. It doesn't care about anything else. Now, those executables do need their corresponding dlls - so here's a zip of a Win32 bin folder. Much lighter than downloading a full TF2 install. Then just copy its output from tf/custom/compviewmodels.vpk.

[quote=Uks2][quote=yttrium]then lol there's a reason this doesn't work on Linux. Even if you were to try running it with WINE I think its DLLs are too deeply rooted in Win32 to load properly.

Again, just tell me what you want disabled and I'll make VPKs for you. It takes like, a single minute of my time.[/quote]

Thanks for offering but I think it do it through a virtual machine or something, that way I know I can change it if need be.[/quote]
Okay, then I'll make this easy for you. When looking for the "Team Fortress 2" folder it expects to find vpk.exe and studiomdl.exe under the Team Fortress 2/bin folder. It doesn't care about anything else. Now, those executables do need their corresponding dlls - so [url=http://puu.sh/q7Npl/bb8145227c.zip]here's a zip of a Win32 bin[/url] folder. Much lighter than downloading a full TF2 install. Then just copy its output from tf/custom/compviewmodels.vpk.
134
#134
0 Frags +

Any idea what type of pure serveme.tf uses?
Most lobbies / team leaders use it for servers, so if the mod doesn't work on those it'd be a bit depressing

Any idea what type of pure serveme.tf uses?
Most lobbies / team leaders use it for servers, so if the mod doesn't work on those it'd be a bit depressing
135
#135
4 Frags +

Depends on the league config that the person who makes the reservation picks.

UGC uses sv_pure 2 but they don't seem to include an sv_pure whitelist, which means it might be blocked unless the server is configured to allow it. ETF2L also seems to use sv_pure 2 without providing their own whitelist.

I'm going to see about contacting both of these leagues to check if they can adopt Valve's whitelist for future seasons, so that this mod works.

I do know that the mod at least works on Pugchamp. I haven't tested it elsewhere yet.

Depends on the league config that the person who makes the reservation picks.

UGC uses sv_pure 2 but they don't seem to include an sv_pure whitelist, which means it might be blocked unless the server is configured to allow it. ETF2L also seems to use sv_pure 2 without providing their own whitelist.

I'm going to see about contacting both of these leagues to check if they can adopt Valve's whitelist for future seasons, so that this mod works.

I do know that the mod at least works on Pugchamp. I haven't tested it elsewhere yet.
136
#136
0 Frags +

Can anyone with Windows run CompVMInstaller.exe and then just share the resulting compviewmodels.vpk with Linux/Mac users?

Can anyone with Windows run CompVMInstaller.exe and then just share the resulting compviewmodels.vpk with Linux/Mac users?
137
#137
1 Frags +

Yup, the output is platform agnostic.

The Windows user will need a full install of TF2 though because CompVMInstaller relies on the bundled SDK tools.

Yup, the output is platform agnostic.

The Windows user will need a full install of TF2 though because CompVMInstaller relies on the bundled SDK tools.
138
#138
1 Frags +

can I get a vpk that just hides all the arms/hands for every class and leaves the weapon models the way they are

especially the stupid disembodied hand on the original

can I get a vpk that just hides all the arms/hands for every class and leaves the weapon models the way they are

especially the stupid disembodied hand on the original
139
#139
2 Frags +

Not yet, sorry. Right now I can disable things that are lower on the bone chain but not higher. For example, arms attach to the origin and then eventually down the chain the weapons attach to the arms. I can't remove something from the middle without also removing everything that attaches to it. It can be done in theory but I haven't yet solved a way to do it programmatically. So eventually yes but not yet.

Not yet, sorry. Right now I can disable things that are lower on the bone chain but not higher. For example, arms attach to the origin and then eventually down the chain the weapons attach to the arms. I can't remove something from the middle without also removing everything that attaches to it. It can be done in theory but I haven't yet solved a way to do it programmatically. So eventually yes but not yet.
140
#140
1 Frags +
yttriumI'm going to see about contacting both of these leagues to check if they can adopt Valve's whitelist for future seasons, so that this mod works.

Thanks for this, I'm tired of all these mods which only work on certain sv_pure 2 servers and not other sv_pure 2 servers, the idea of one universal white list for these things is amazing.

[quote=yttrium]
I'm going to see about contacting both of these leagues to check if they can adopt Valve's whitelist for future seasons, so that this mod works.
[/quote]

Thanks for this, I'm tired of all these mods which only work on certain sv_pure 2 servers and not other sv_pure 2 servers, the idea of one universal white list for these things is amazing.
141
#141
0 Frags +
yttriumDoes it happen if you remove the graphics config (and run autoconfig)?

It seems that if I launch the game and connect to a server with sv_pure 1 or less they load, even on sv_pure 2 servers later. However, connecting to sv_pure 2 servers first causes a bunch of errors, they don't load and they won't load later either when connecting to sv_pure 1 or less. Then I'll have to restart the game.

[quote=yttrium]Does it happen if you remove the graphics config (and run autoconfig)?[/quote]

It seems that if I launch the game and connect to a server with sv_pure 1 or less they load, even on sv_pure 2 servers later. However, connecting to sv_pure 2 servers first causes a bunch of errors, they don't load and they won't load later either when connecting to sv_pure 1 or less. Then I'll have to restart the game.
142
#142
2 Frags +

I now see how it works very clever http://imgur.com/a/YMIRw

I now see how it works very clever http://imgur.com/a/YMIRw
143
#143
1 Frags +

I run into some problems, see, I downloaded the installer, installed the viewmodels and everything work perfectly. (Mind you I'm on Windows 10). The next day I boot up tf2 and the viewmodels are back to normal for some reason. I tried reinstalling it again and the next day they broke again. Is it just me? Is there a way to fix it?

Please help, I really like this mod.

edit: After restarting tf2 4 times, it works. huh.

I run into some problems, see, I downloaded the installer, installed the viewmodels and everything work perfectly. (Mind you I'm on Windows 10). The next day I boot up tf2 and the viewmodels are back to normal for some reason. I tried reinstalling it again and the next day they broke again. Is it just me? Is there a way to fix it?

Please help, I really like this mod.

edit: After restarting tf2 4 times, it works. huh.
144
#144
0 Frags +
TatoI run into some problems, see, I downloaded the installer, installed the viewmodels and everything work perfectly. (Mind you I'm on Windows 10). The next day I boot up tf2 and the viewmodels are back to normal for some reason. I tried reinstalling it again and the next day they broke again. Is it just me? Is there a way to fix it?

Please help, I really like this mod.

edit: After restarting tf2 4 times, it works. huh.

Maybe you're having the same issue as me. Are you getting a bunch of model errors in console when it doesn't work? Try connecting to servers with sv_pure 1 and then try sv_pure 2. It's important that every single time you connect to a server you restart the game.

[quote=Tato]I run into some problems, see, I downloaded the installer, installed the viewmodels and everything work perfectly. (Mind you I'm on Windows 10). The next day I boot up tf2 and the viewmodels are back to normal for some reason. I tried reinstalling it again and the next day they broke again. Is it just me? Is there a way to fix it?

Please help, I really like this mod.

edit: After restarting tf2 4 times, it works. huh.[/quote]

Maybe you're having the same issue as me. Are you getting a bunch of model errors in console when it doesn't work? Try connecting to servers with sv_pure 1 and then try sv_pure 2. It's important that every single time you connect to a server you restart the game.
145
#145
3 Frags +

I'm going to look into these issues... sometime...

http://i.imgur.com/yBkX7Bq.jpg

I'm going to look into these issues... sometime...

[img]http://i.imgur.com/yBkX7Bq.jpg[/img]
146
#146
0 Frags +

Can you guys send me a couple of IPs of servers where the viewmodels don't work?

Can you guys send me a couple of IPs of servers where the viewmodels don't work?
147
#147
0 Frags +

TF2Pickup EU DM#2

[url=steam://connect/TF2PickupTDM.game.nfoservers.com:27015]TF2Pickup EU DM#2[/url]
148
#148
0 Frags +
tnmTF2Pickup EU DM#2

That server works fine for me across multiple reconnects and restarts.

Can you share your entire console with me when this bug starts happening? And can you upload your entire custom folder for me?

[quote=tnm][url=steam://connect/TF2PickupTDM.game.nfoservers.com:27015]TF2Pickup EU DM#2[/url][/quote]
That server works fine for me across multiple reconnects and restarts.

Can you share your entire console with me when this bug starts happening? And can you upload your entire custom folder for me?
149
#149
2 Frags +

Try this:
badwater.pub/europe - 212.47.245.244

Try this:
badwater.pub/europe - 212.47.245.244
150
#150
1 Frags +

Same thing is happening to me

I haven't done a lot of testing but I think loading a listenserver when you start TF2 should make it work
I think all the times it didn't work after starting TF2 was when I didn't warm up offline first
Not 100% on this yet though. I can test it later

Same thing is happening to me

I haven't done a lot of testing but I think loading a listenserver when you start TF2 should make it work
I think all the times it didn't work after starting TF2 was when I didn't warm up offline first
Not 100% on this yet though. I can test it later
1 2 3 4 5 6 7 8 ⋅⋅ 20
Please sign in through STEAM to post a comment.