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yttrium's competitive viewmodels
posted in Customization
511
#511
0 Frags +
timothy_josephhttps://github.com/fnky/studiomdl

I hope this one works, we'll see when i start working on the thing. Otherwise i'm out of luck

Says it right in the description. That's for goldsrc, not Source.

[quote=timothy_joseph]
https://github.com/fnky/studiomdl

I hope this one works, we'll see when i start working on the thing. Otherwise i'm out of luck[/quote]
Says it right in the description. That's for goldsrc, not Source.
512
#512
1 Frags +
CloverDid this fucking ban me

No

[quote=Clover]Did this fucking ban me[/quote]
No
513
#513
0 Frags +
yttriumtimothy_josephhttps://github.com/fnky/studiomdl

I hope this one works, we'll see when i start working on the thing. Otherwise i'm out of luck
Says it right in the description. That's for goldsrc, not Source.

Well i guess i'm out of luck and i will continue to use the mod how i've been using it until now

[quote=yttrium][quote=timothy_joseph]
https://github.com/fnky/studiomdl

I hope this one works, we'll see when i start working on the thing. Otherwise i'm out of luck[/quote]
Says it right in the description. That's for goldsrc, not Source.[/quote]
Well i guess i'm out of luck and i will continue to use the mod how i've been using it until now
514
#514
1 Frags +

I've had this problem for a while, so I install the mod no problem, I go to private server (map cp_process_final etc) and works fine, but then I go on casual and it doesnt seem to work. I'm not using mastercomfig, im using Chris's maxframes
EDIT: ok i found out why, its installing on a different directory, the files are installing under Program Files (D) instead of (C), so how can i change the directory? what do i need to do?
EDIT 2: Nvm i figured it out, just change the "Team Fortress 2" Folder to anything, I changed it to "Team Fortress 2 2" so it says its invalid, and i can chagne it again

I've had this problem for a while, so I install the mod no problem, I go to private server (map cp_process_final etc) and works fine, but then I go on casual and it doesnt seem to work. I'm not using mastercomfig, im using Chris's maxframes
EDIT: ok i found out why, its installing on a different directory, the files are installing under Program Files (D) instead of (C), so how can i change the directory? what do i need to do?
EDIT 2: Nvm i figured it out, just change the "Team Fortress 2" Folder to anything, I changed it to "Team Fortress 2 2" so it says its invalid, and i can chagne it again
515
#515
-1 Frags +

Bro I am really confused. No matter what I do it always makes it that the original on soldier HAS to be hidden. How do I fix this???? Here is the list of all the things I have hidden, Scatterguns, Double Barrels, Shortstop, Pistols, Sniper Rifles, Huntsman, Original (forced wont let me uncheck it), Shotguns, Bison, Primaries (Medic), shotguns, revolvers. I only have shotguns on Heavy and Soldier removed, I keep them on for engie and pyro.

Bro I am really confused. No matter what I do it always makes it that the original on soldier HAS to be hidden. How do I fix this???? Here is the list of all the things I have hidden, Scatterguns, Double Barrels, Shortstop, Pistols, Sniper Rifles, Huntsman, Original (forced wont let me uncheck it), Shotguns, Bison, Primaries (Medic), shotguns, revolvers. I only have shotguns on Heavy and Soldier removed, I keep them on for engie and pyro.
516
#516
0 Frags +

Another thing, why do the sappers just break? like some parts of the ap sap just like disappear and its really weird.

Another thing, why do the sappers just break? like some parts of the ap sap just like disappear and its really weird.
517
#517
0 Frags +
AMamaWhoIsConcernedBro I am really confused. No matter what I do it always makes it that the original on soldier HAS to be hidden. How do I fix this???? Here is the list of all the things I have hidden, Scatterguns, Double Barrels, Shortstop, Pistols, Sniper Rifles, Huntsman, Original (forced wont let me uncheck it), Shotguns, Bison, Primaries (Medic), shotguns, revolvers. I only have shotguns on Heavy and Soldier removed, I keep them on for engie and pyro.

https://i.imgur.com/xUnONd7.png

AMamaWhoIsConcernedAnother thing, why do the sappers just break? like some parts of the ap sap just like disappear and its really weird.

can you provide footage of this

[quote=AMamaWhoIsConcerned]Bro I am really confused. No matter what I do it always makes it that the original on soldier HAS to be hidden. How do I fix this???? Here is the list of all the things I have hidden, Scatterguns, Double Barrels, Shortstop, Pistols, Sniper Rifles, Huntsman, Original (forced wont let me uncheck it), Shotguns, Bison, Primaries (Medic), shotguns, revolvers. I only have shotguns on Heavy and Soldier removed, I keep them on for engie and pyro.[/quote]
[img]https://i.imgur.com/xUnONd7.png[/img]
[quote=AMamaWhoIsConcerned]Another thing, why do the sappers just break? like some parts of the ap sap just like disappear and its really weird.[/quote]
can you provide footage of this
518
#518
0 Frags +

hey i used the installer and the viewmodels seemed to work fine for a session or so but then my flamethrower started randomly inspecting itself and this mod stopped working as well. after using the launcer to uninstall the inspect bug seems to be gone, however the scope removal still isnt working despite me reinstalling my hud. i just want to know what files to delete and verify so that my game goes back to normal.

i should also note that the little dropdown at the end of rounds that says "coming up next..." and has a picture of the map used to be cenetered and is now in the upper right corner, centered on the edge of my screen

edit; fixed by re-re-reinstalling my hud,

hey i used the installer and the viewmodels seemed to work fine for a session or so but then my flamethrower started randomly inspecting itself and [url=https://www.teamfortress.tv/22021/remove-sniper-scope]this mod[/url] stopped working as well. after using the launcer to uninstall the inspect bug seems to be gone, however the scope removal still isnt working despite me reinstalling my hud. i just want to know what files to delete and verify so that my game goes back to normal.

i should also note that the little dropdown at the end of rounds that says "coming up next..." and has a picture of the map used to be cenetered and is now in the upper right corner, centered on the edge of my screen

edit; fixed by re-re-reinstalling my hud,
519
#519
0 Frags +

The spy's revolver viewmodel is broken for me, it works on community servers but not on casual, all of the other things i have selected (scattergun, double barrels, shortstop, pistol, sniper rifle, smg, rocket launchers, grenade launchers, sticky launchers, mediguns, miniguns, shotguns (heavy), flamethrowers, thruster, shotguns (engie), pomson, pistols, pda and toolbox) work, just not the revolver. If it helps i use comanglia's config

EDIT : tweaked around with some other mods that were messing with it

The spy's revolver viewmodel is broken for me, it works on community servers but not on casual, all of the other things i have selected (scattergun, double barrels, shortstop, pistol, sniper rifle, smg, rocket launchers, grenade launchers, sticky launchers, mediguns, miniguns, shotguns (heavy), flamethrowers, thruster, shotguns (engie), pomson, pistols, pda and toolbox) work, just not the revolver. If it helps i use comanglia's config

EDIT : tweaked around with some other mods that were messing with it
520
#520
0 Frags +
kuasarThe spy's revolver viewmodel is broken for me, it works on community servers but not on casual, all of the other things i have selected (scattergun, double barrels, shortstop, pistol, sniper rifle, smg, rocket launchers, grenade launchers, sticky launchers, mediguns, miniguns, shotguns (heavy), flamethrowers, thruster, shotguns (engie), pomson, pistols, pda and toolbox) work, just not the revolver. If it helps i use comanglia's config

copy this to your autoexec to see if it works.

mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0

also, have you tried making a local sv_pure 0 server to preload?
perhaps try making a preload_room.cfg with

sv_cheats 1
sv_pure 0

[quote=kuasar]The spy's revolver viewmodel is broken for me, it works on community servers but not on casual, all of the other things i have selected (scattergun, double barrels, shortstop, pistol, sniper rifle, smg, rocket launchers, grenade launchers, sticky launchers, mediguns, miniguns, shotguns (heavy), flamethrowers, thruster, shotguns (engie), pomson, pistols, pda and toolbox) work, just not the revolver. If it helps i use comanglia's config[/quote]
copy this to your autoexec to see if it works.
[code]mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0[/code]
also, have you tried making a local sv_pure 0 server to preload?
perhaps try making a preload_room.cfg with
[code]sv_cheats 1
sv_pure 0[/code][s][/s]
521
#521
0 Frags +

spy player who uses viewmodel_fov 130, wanna use the no backstab vpk, the no backstab creates a horrible massive arm on the left side of the viewmodel, the no backstab and compvm conflict so one doesnt execute, unpacking and messing around has got me to the point where compvms work on all classes but spy, spy has no backstab and doesnt have the arm, but no compvms, any idea on how to get compvms to work in spy along w/no backstab and not having the arm?

spy player who uses viewmodel_fov 130, wanna use the no backstab vpk, the no backstab creates a horrible massive arm on the left side of the viewmodel, the no backstab and compvm conflict so one doesnt execute, unpacking and messing around has got me to the point where compvms work on all classes but spy, spy has no backstab and doesnt have the arm, but no compvms, any idea on how to get compvms to work in spy along w/no backstab and not having the arm?
522
#522
0 Frags +

I use E.V.E hud, and I slightly modify it in order to change the angles of the 3d character viewmodel at the bottom left of my screen. However, that causes issues with this mod. When I disconnect from a valve server, the mod stops functioning for every class that I don't spawn as (e.g if I don't pick Sniper, it breaks, pick Scout, it stays just fine). When I re-installed E.V.E hud, which removes my modifications to the 3d angles, this mod works just fine.

I know this is probably a really specific issue that hasn't shown up for anyone else, but I want to know if there's any possible fix for this.

I use E.V.E hud, and I slightly modify it in order to change the angles of the 3d character viewmodel at the bottom left of my screen. However, that causes issues with this mod. When I disconnect from a valve server, the mod stops functioning for every class that I don't spawn as (e.g if I don't pick Sniper, it breaks, pick Scout, it stays just fine). When I re-installed E.V.E hud, which removes my modifications to the 3d angles, this mod works just fine.

I know this is probably a really specific issue that hasn't shown up for anyone else, but I want to know if there's any possible fix for this.
523
#523
0 Frags +

I don't know if you're still updating this, but if you are I have a few requests for things I'd like to see included in this mod if possible:
-The ability to hide viewmodels per-weapon, rather than per-animation
-The old revolver reload
-No minigun viewmodel only when revved up
-Stabby's DR animation
(From what I understand, Stabby's DR mod is treated as a weapon skin rather than an animation, hence why it doesn't work as it is on sv_pure servers)

On another note, with the way Mastercomfig is set up, it includes the commands for preloading. All you have to do is create modules.cfg in the tf/cfg/user folder and put "dynamic_background=preload" in said file. The config will automatically execute it upon startup.

Thank you for your work, it is greatly appreciated.

I don't know if you're still updating this, but if you are I have a few requests for things I'd like to see included in this mod if possible:
-The ability to hide viewmodels per-weapon, rather than per-animation
-The old revolver reload
-No minigun viewmodel only when revved up
[url=https://drive.google.com/file/d/1BqsxGsdqLAaYXM37E2MGYMiw_aDlhpUB/view?usp=sharing]-Stabby's DR animation[/url]
(From what I understand, Stabby's DR mod is treated as a weapon skin rather than an animation, hence why it doesn't work as it is on sv_pure servers)

On another note, with the way Mastercomfig is set up, it includes the commands for preloading. All you have to do is create modules.cfg in the tf/cfg/user folder and put "dynamic_background=preload" in said file. The config will automatically execute it upon startup.

Thank you for your work, it is greatly appreciated.
524
#524
0 Frags +

I really like this mod yttrium, thanks for the great work soldier but I have a question, could you let us choose what weapons specifically we'd like to hide or show? Like for example I want to hide the minigun viewmodel but want to show the tomislav viewmodel.

I really like this mod yttrium, thanks for the great work soldier but I have a question, could you let us choose what weapons specifically we'd like to hide or show? Like for example I want to hide the minigun viewmodel but want to show the tomislav viewmodel.
525
#525
2 Frags +
gayrouI really like this mod yttrium, thanks for the great work soldier but I have a question, could you let us choose what weapons specifically we'd like to hide or show? Like for example I want to hide the minigun viewmodel but want to show the tomislav viewmodel.

that is not possible because certain weapon groups use the same animations (eg tomislav and minigun)

[quote=gayrou]I really like this mod yttrium, thanks for the great work soldier but I have a question, could you let us choose what weapons specifically we'd like to hide or show? Like for example I want to hide the minigun viewmodel but want to show the tomislav viewmodel.[/quote]
that is not possible because certain weapon groups use the same animations (eg tomislav and minigun)
526
#526
0 Frags +

So I've got a strange problem if anybody could help.
Whenever I use the mod, I disable my flamethrower model because I don't like seeing the flames. However, sometimes, the viewmodel just randomly comes back, with the flames and all.
I know it's not a preload_room problem, since I use that map every time I launch, and it works then, but then after a while, it just randomly decides to comeback.
Does anyone else have this problem?

So I've got a strange problem if anybody could help.
Whenever I use the mod, I disable my flamethrower model because I don't like seeing the flames. However, sometimes, the viewmodel just randomly comes back, with the flames and all.
I know it's not a preload_room problem, since I use that map every time I launch, and it works then, but then after a while, it just randomly decides to comeback.
Does anyone else have this problem?
527
#527
0 Frags +

Hey, slight problem. This has been working fine for about a month now but today I've had a problem where the mod works for the first class i play, but if i change class it stops working and i have to restart the game to preload the mod again :/

Hey, slight problem. This has been working fine for about a month now but today I've had a problem where the mod works for the first class i play, but if i change class it stops working and i have to restart the game to preload the mod again :/
528
#528
2 Frags +

#526 + #527
mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0

#526 + #527
mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0
529
#529
1 Frags +
gedu#526 + #527
mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0

Had this in my config from day 1, think it's an issue with latest mastercomfig though

[quote=gedu]#526 + #527
mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0[/quote]

Had this in my config from day 1, think it's an issue with latest mastercomfig though
530
#530
-4 Frags +
bat_gedu#526 + #527
mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0

Had this in my config from day 1, think it's an issue with latest mastercomfig though

mastercomfig has mod support module, by default it is on in newest version. Check on which version you are.

[quote=bat_][quote=gedu]#526 + #527
mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0[/quote]

Had this in my config from day 1, think it's an issue with latest mastercomfig though[/quote]
mastercomfig has mod support module, by default it is on in newest version. Check on which version you are.
531
#531
0 Frags +

I dont use mastercoms but have the same issue when after a while if I hop from servers to servers some classes will have their viewmodels reverted to the base ones
I also already have
mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0

I dont use mastercoms but have the same issue when after a while if I hop from servers to servers some classes will have their viewmodels reverted to the base ones
I also already have
mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0
532
#532
0 Frags +

I'm pretty sure the latest version of mastercomfig (since 8.103.0) fixes the issue where mods get reverted after a few loads.

I'm pretty sure the latest version of mastercomfig (since 8.103.0) fixes the issue where mods get reverted after a few loads.
533
#533
0 Frags +

well cool but now mastercomfig broke my autoexec and my cfg's :/

well cool but now mastercomfig broke my autoexec and my cfg's :/
534
#534
0 Frags +
Mofuwell cool but now mastercomfig broke my autoexec and my cfg's :/

https://docs.mastercomfig.com/en/stable/setup/install/#custom-configs

[quote=Mofu]well cool but now mastercomfig broke my autoexec and my cfg's :/[/quote]
https://docs.mastercomfig.com/en/stable/setup/install/#custom-configs
535
#535
5 Frags +

This mod stopped working properly on Casual mode as of today, August-27-2020, after an update was released for the game.

The note says:
"Fixed bsp-embedded models caching rules to allow for reloading the correct model when transitioning to a different map"
I think the mentioned fix note is the cause. Here is what I noticed:
The mod does not work when joining Casual upon launching TF2 (with the correct use of preload_room).
The mod DOES still work in Casual (temporarily) if you join your own map before joining Casual.

So after launching TF2, I type in console "map pl_borneo", which puts me in a borneo game where the mod works perfectly on, and then I queue for Casual. The mod works as expected when joining a Casual match after doing so, BUT if the server restarts or if I join another Casual match, the mod stops working and I have to disconnect, create my own game ("map pl_borneo"), and then queue again for Casual.

So it's the changing of servers or restarting a server that causes this mod to stop working.
Hopefully it's an easy fix, because I absolutely love this mod and have been using it for years.

This mod [b]stopped working[/b] properly on Casual mode as of today, [b]August-27-2020[/b], after an update was released for the game.

The note says:
[b]"Fixed bsp-embedded models caching rules to allow for reloading the correct model when transitioning to a different map"[/b]
I think the mentioned fix note is the cause. Here is what I noticed:
The mod does not work when joining Casual upon launching TF2 (with the correct use of preload_room).
The mod DOES still work in Casual (temporarily) if you join your own map before joining Casual.

So after launching TF2, I type in console "map pl_borneo", which puts me in a borneo game where the mod works perfectly on, and then I queue for Casual. The mod works as expected when joining a Casual match after doing so, BUT if the server restarts or if I join another Casual match, the mod stops working and I have to disconnect, create my own game ("map pl_borneo"), and then queue again for Casual.

So it's the changing of servers or restarting a server that causes this mod to stop working.
Hopefully it's an easy fix, because I absolutely love this mod and have been using it for years.
536
#536
0 Frags +

You can probably use the preload settings from mastercomfig if you aren't already.

You can probably use the preload settings from mastercomfig if you aren't already.
537
#537
5 Frags +

Does anybody know how to fix this after the update broke it?

Does anybody know how to fix this after the update broke it?
538
#538
0 Frags +
RoLDoes anybody know how to fix this after the update broke it?

From my findings you need to do the following:
After launching TF2:
1. Create a custom server with any map, so type "map ctf_turbine" in console
2. Join as the class you use this mod for and switch your weapons around (as in switch from primary to secondary and so on..)
You need to do this for every single class you have this mod used for. So in my case I have this mod used for sniper and spy, so I join the server, go spy, switch weapons around, switch class to sniper, switch weapons around.
If I only do this for spy, then spy is the only class this mod would work for in Casual. So you need to do this for the class you will play as in Casual next, however many.
3. Exit the server
4. Queue for Casual.

Now the mod should be working in Casual with no issues, and re-queuing should not cause any issues.
You need to do this once, every time you start TF2
Let me know if it works for you or not.

[quote=RoL]Does anybody know how to fix this after the update broke it?[/quote]

From my findings you need to do the following:
After launching TF2:
1. Create a custom server with any map, so type "map ctf_turbine" in console
2. Join as the class you use this mod for and switch your weapons around (as in switch from primary to secondary and so on..)
You need to do this for every single class you have this mod used for. So in my case I have this mod used for sniper and spy, so I join the server, go spy, switch weapons around, switch class to sniper, switch weapons around.
If I only do this for spy, then spy is the only class this mod would work for in Casual. So you need to do this for the class you will play as in Casual next, however many.
3. Exit the server
4. Queue for Casual.

Now the mod should be working in Casual with no issues, and re-queuing should not cause any issues.
You need to do this once, every time you start TF2
Let me know if it works for you or not.
539
#539
0 Frags +
cheetazRoLDoes anybody know how to fix this after the update broke it?things

or use

mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0

(I never play casual so I've not tested that. though this works for Serveme servers)

[quote=cheetaz][quote=RoL]Does anybody know how to fix this after the update broke it?[/quote]
things
[/quote]
or use

mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0

(I never play casual so I've not tested that. though this works for Serveme servers)
540
#540
1 Frags +
TobcheetazRoLDoes anybody know how to fix this after the update broke it?thingsor use

mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0

(I never play casual so I've not tested that. though this works for Serveme servers)

This works in casual as well.

[quote=Tob][quote=cheetaz][quote=RoL]Does anybody know how to fix this after the update broke it?[/quote]
things
[/quote]
or use

mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0

(I never play casual so I've not tested that. though this works for Serveme servers)[/quote]

This works in casual as well.
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