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The NoHats Method and client_precache.txt
posted in Customization
1
#1
0 Frags +

So I took a look to see how Harbl did his no hats mod and he simply emptied out everything from each model's respective .vtx file, so I went and did the same for a bunch of models that are in the UI, such as casual's versus door that shows after the preround time, but that doesn't work for some reason but the hats load fine. My theory to the problem lies within the tf_misc_dir.vpk in the scripts folder that has the client_precache.txt file. If anything, what do you guys think is the purpose of this file anyways?

So I took a look to see how Harbl did his no hats mod and he simply emptied out everything from each model's respective .vtx file, so I went and did the same for a bunch of models that are in the UI, such as casual's versus door that shows after the preround time, but that doesn't work for some reason but the hats load fine. My theory to the problem lies within the tf_misc_dir.vpk in the scripts folder that has the client_precache.txt file. If anything, what do you guys think is the purpose of this file anyways?
2
#2
1 Frags +

If you figure it out I'd like to know. I tried to remove festive lights from weapons in the same manner but it doesnt work with any consistently.

If you figure it out I'd like to know. I tried to remove [url=http://www.teamfortress.tv/35222/no-hats-mod/?page=5#134]festive lights[/url] from weapons in the same manner but it doesnt work with any consistently.
3
#3
5 Frags +
HonsterIf you figure it out I'd like to know. I tried to remove festive lights from weapons in the same manner but it doesnt work with any consistently.

I actually figured out how to do the festive lights. The thing is though, is you wouldn't be able to remove any of the festive variants from 2014 because they actually have their own separate model. And they have a significantly higher polycount as well, often considered to be the most unoptimized weapon models. Only way you'd be able to unfestivize them is to recompile them with the mesh data from their original variant, as well as their texture from the original model through the SMD file, maybe I'll do that later sometime.

Aside from that, I went and made a variant of a mod I made a couple days ago to remove not only all festive lights, but as well as Stat Track clocks and botkiller models. The mod in question was basically the CleanTF2's prop removal but removing even more props.

heres the link

Try this mod and see if it works.

edit: i'm illiterate, but try this mod anyways.

[quote=Honster]If you figure it out I'd like to know. I tried to remove [url=http://www.teamfortress.tv/35222/no-hats-mod/?page=5#134]festive lights[/url] from weapons in the same manner but it doesnt work with any consistently.[/quote]
I actually figured out how to do the festive lights. The thing is though, is you wouldn't be able to remove any of the festive variants from 2014 because they actually have their own separate model. And they have a significantly higher polycount as well, often considered to be the most unoptimized weapon models. Only way you'd be able to unfestivize them is to recompile them with the mesh data from their original variant, as well as their texture from the original model through the SMD file, maybe I'll do that later sometime.

Aside from that, I went and made a variant of a mod I made a couple days ago to remove not only all festive lights, but as well as Stat Track clocks and botkiller models. The mod in question was basically the CleanTF2's prop removal but removing even more props.

[url=https://www.dropbox.com/s/0bcwt41gnlg0e8u/festivelightremoval.vpk?dl=0]heres the link[/url]

Try this mod and see if it works.

edit: i'm illiterate, but try this mod anyways.
4
#4
0 Frags +
hamburger_crisisheres the link

Try this mod and see if it works.

Joined a Valve server to test and couldnt get it to work. Heres Scout, I tested it with other classes festives too and no luck.

[quote=hamburger_crisis]
[url=https://www.dropbox.com/s/0bcwt41gnlg0e8u/festivelightremoval.vpk?dl=0]heres the link[/url]

Try this mod and see if it works. [/quote]

Joined a Valve server to test and couldnt get it to work. [url=https://imgur.com/a/K4sBA]Heres Scout,[/url] I tested it with other classes festives too and no luck.
5
#5
0 Frags +
Honsterhamburger_crisisheres the link

Try this mod and see if it works.

Joined a Valve server to test and couldnt get it to work. Heres Scout, I tested it with other classes festives too and no luck.

Damn, hopefully I can find a fix soon.

[quote=Honster][quote=hamburger_crisis]
[url=https://www.dropbox.com/s/0bcwt41gnlg0e8u/festivelightremoval.vpk?dl=0]heres the link[/url]

Try this mod and see if it works. [/quote]

Joined a Valve server to test and couldnt get it to work. [url=https://imgur.com/a/K4sBA]Heres Scout,[/url] I tested it with other classes festives too and no luck.[/quote]

Damn, hopefully I can find a fix soon.
6
#6
2 Frags +
Honsterhamburger_crisisheres the link

Try this mod and see if it works.

Joined a Valve server to test and couldnt get it to work. Heres Scout, I tested it with other classes festives too and no luck.

So I found out festivizers are handled the same way as the GUI models, they have some sort of method they are handled similar to items_game.txt files, or something like that. What I need to do is find out how they work precisely.

[quote=Honster][quote=hamburger_crisis]
[url=https://www.dropbox.com/s/0bcwt41gnlg0e8u/festivelightremoval.vpk?dl=0]heres the link[/url]

Try this mod and see if it works. [/quote]

Joined a Valve server to test and couldnt get it to work. [url=https://imgur.com/a/K4sBA]Heres Scout,[/url] I tested it with other classes festives too and no luck.[/quote]

So I found out festivizers are handled the same way as the GUI models, they have some sort of method they are handled similar to items_game.txt files, or something like that. What I need to do is find out how they work precisely.
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