JarateKing
Account Details
SteamID64 76561198022106397
SteamID3 [U:1:61840669]
SteamID32 STEAM_0:1:30920334
Country Canada
Signed Up December 4, 2013
Last Posted June 24, 2021 at 10:24 AM
Posts 789 (0.2 per day)
Game Settings
In-game Sensitivity 0.4964244925
Windows Sensitivity xset m 00
Raw Input  
DPI
400
Resolution
1366x768
Refresh Rate
60Hz
Hardware Peripherals
Mouse Nixeus Revel / Modded WMO
Keyboard Minivan w/ gat browns & XMIT fullsize
Mousepad Glorious PC Gaming Race
Headphones  
Monitor Dell something
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#112 Prism HUD & Clean TF2 in Customization

For those that don't like the removed scope or play ETF2L where it's just been declared banned, I whipped up a quick vpk to disable it. Though there is still the issue of refracts getting through it, so you can't use any prism hud healthcross options that change the healthcross' shape.

Sorry for not being integrated at all, I'm working on the hud and it's too much of a mess to release right now.

Also CLEAN TF2 UPDATED
-removed the scope removal from _misc_removal.vpk, it's pointless considering the better alternatives
-added a readme for etf2l players warning against using _prop_removal.vpk

posted about 9 years ago
#36 Remove Sniper Scope in Customization
SevinThe .cfg uses sv_cheats though, doesn't that mean it can only be disabled on listen servers or do you not need it?

The cfg uses sv_cheats to perform the animation on startup. It's not entirely needed, since you can throw it into DamagedPlayer and just do some damage and it'll work, but it's useful to have.

To disable it you'd have to edit the scoperemoval animation. Afaik there's no way to disable it serverside and no way to disable it permanently ingame.

posted about 9 years ago
#10 Remove Sniper Scope in Customization
razkaris there any way you can be VAC ban by doing this ?

Nope. It's done through completely regular methods that the game supports, no .dll injections or anything that would cause VAC bans, it's just that the result could get called an exploit.

posted about 9 years ago
#8 Remove Sniper Scope in Customization
Hellbentthis is present in clean tf2 if u want quake like tf2 and this
http://teamfortress.tv/thread/21756/prism-hud--clean-tf2

kinda OP

Clean tf2 actually uses a completely different method that involves materials instead of animations. Though this leaves black bars on the side of the screen for any resolution above 4:3, as you can see in screenshot 2. Doing it with animations, like in the OP (or in prism hud, the other thing I released in that thread), doesn't have these black bars, but without making the animation rerun you'll end up with the regular scope any time you use hud_reloadscheme.

So also put this in your hudanimations:

event DamagedPlayer
{
	RunEvent ScopeRemoval 0.0
}
posted about 9 years ago
#34 Transparent Viewmodels in any HUD in Customization
Treshcould i use this method to get the old rocket view model back? if so how?

Nope. All this can do is make hud elements, viewmodels, and some already transparent world textures and models it seems, transparent. It doesn't in any way actually change how the viewmodels act or appear beyond its alpha.

posted about 9 years ago
#31 Transparent Viewmodels in any HUD in Customization
Diogo_Rajadasthe thing is when i delete that everything goes back to normal

heres my my hudlayout
also using dx8 (if it is relevant)

You need to paste it after the

"Resource/HudLayout.res"
{

In other words above the //crosshairs line

Though as a warning, it will not work with dx8 once you put it in properly. dx9 is needed.

posted about 9 years ago
#21 Transparent Viewmodels in any HUD in Customization
WithADanceNumberwell those custom materials that are used. what if someone uses world model ones that have a property that shows through walls or something? IDK if thats even possible but i mean these are pretty impressive.

The material used is just a simple texture that by luck will get rid of viewmodels (and hud elements but that's not really relevant here). It's not possible, unless there's some really trippy shader that I don't know about.

DreamerDoes anyone know why bleeding causes the viewmodel to no longer be transparent? It also causes motion blur on every tick of bleeding. It doesn't seem to affect ubers, regular damage, or fire damage. Just bleeding.

The bleed overlay is a refract material that the game's set up to also refract viewmodels.

I don't know of any proper fix but I just disable them entirely with clean tf2's _misc_removal.vpk.

posted about 9 years ago
#109 Prism HUD & Clean TF2 in Customization
Kond3PWhat is preventing overhead effects e.g Critical hit! from appearing? Also what is making rockets dark?

_particle_removal.vpk would be doing both.

quintoshvalve were very well aware of the materials/vgui/replays/thumbnail exploit as people have used it in years old huds (raysuhd, hudas iscariote for example) to make custom health icons, menu backgrounds, headers and just generally mess around with fancy stuff to change the layout of your game

since this can now be easily rewritten into a working mathack on sv_pure 2 servers, enjoy your ugly looking huds in a few weeks as valve is gonna patch this

I don't get it. The only thing I've put in replay\thumbnails that could possibly be considered an "exploit" is refracts to do stuff like the transparent viewmodels or change the healthcross' shape, which has absolutely nothing to do with mathacks.

You could maybe do the same stuff as in the removal vpk's with world textures (idk I never tried) and basically play without ever seeing any walls or floors, but really it'd be harder to play like that rather than give an advantage. And patching that in a way that makes everyone happy and doesn't break good mods (just make that not apply to world geometry) is easy too.

posted about 9 years ago
#11 Transparent Viewmodels in any HUD in Customization
digitalpantherIf someone does find a fix for dx 8, please share.
Thanks
UltrazDoes the .vmt properties differ depending on dxlevel?

On dx8 the refract shader doesn't work. You could setup a fallback material but that'd just get rid of the full white issue, not make masking work. I haven't tested some of the more obscure shaders (find their names in \common\Team Fortress 2\hl2\hl2_misc_dir.vpk\shaders\ ) but I'd assume if refract wouldn't work then the more specific shaders that act like refract wouldn't either.

posted about 9 years ago
#4 Transparent Viewmodels in any HUD in Customization
LtSteveCan you change the opacity of the viewmodels ?

The transparency is based on the transparency of the vtf. You'll have to edit that (easiest way is with paint.net or gimp with their vtf plugins). For some reason changing the alpha in hudlayout doesn't work.

komorebi
// Prism Settings (for refract)

mat_motion_blur_enabled 1 			//afaik the only sure-fire way to keep refract masking on
mat_motion_blur_strength 0 			//effectively disables motion blur, personal choice + motion blur gets masked and looks bad with refract masking
mat_disable_bloom 1 				//disables bloom so refract masking doesn't create a dark rectangle over light materials

I know there's at least one other command needed to make it work 100% of the time. Chris's maxframes and comanglia's config both come with whatever command, but I know chris's maxquality (and probably just default tf2) will break it occasionally. I'll try to find it but in the meantime I'd stick with configs :/

posted about 9 years ago
#102 Prism HUD & Clean TF2 in Customization
ZafusRan into a few issues which I'm now working on; basically loading the entire libary of TF2's textures into one map isn't an option [hits the limit of 1024 textures] - currently I have it split into 2 maps which isn't really ideal, especially considering that the maps don't have models or particles added yet.

A workaround I thought of would be to break the maps into the order of the ETF2L rotation.
For example, a map to pre-load for week 1 matches or scrims would contain Badlands and Granary textures + models.

This would be made really easy by adding +map "tf_etf2l_week_1" into your launch options so it automatically loads the map when your game is launched - so then you can get on with scrimming, mixing, or whatever on the week 1 rotation with everything preloaded in one load.

Not necessarily making this for everyone, but if there is a demand then that's good too.
Any feedback would be appreciated but ultimately I'm doing this as a personal project.

I should probably point it out then that materials applied to brushes do not actually need any preloading. For some reason, map brushes end up preloading themselves already or something like that, and if all you wanted was things to be applied to world geometry you could jump straight into an sv_pure 2 server and it'd be the same. It's only things like models and materials that do not appear applied to brushes (particles, things like the bleed overlay) that need preloading. Sorry you had to go through all that work :/

There should be a bit more working room with props since the limit is 2048, so that's solid, and the harder stuff to preload (things like the bleed overlay and particles as the main two) are still materials so (I haven't tested but) applying them to brushes might preload them (which shouldn't take more than 1024), so a preloading map that gets everything should still be possible. Wish I could help you with it but I know nothing of map making.

posted about 9 years ago
#99 Prism HUD & Clean TF2 in Customization
Kond3PJarateKingI don't really mind where the issues get posted as long as I see them.Awesome! I guess I'll ask the more general type of questions in those other places and Prismhud related stuff here.

I can't get the transparent viewmodels work on launch (in autoexec), I have to type pcfg_vmalpha command to console everytime before i join a server.

The command is also located inside prismhud.txt in your cfg folder which gets generated by the hud, and gets exec'd after autoexec so it'd be overriding it. Edit it there and you should be good.

posted about 9 years ago
#97 Prism HUD & Clean TF2 in Customization
ALEX_I just wanted to ask if it's possible if you made an alternative scoreboard option, cuz i kinda wanna see the avatars of other players and which one is on my friends list to join their team, without having score, streak and ping pushed away... Also I'd like to see in the freezecam what i was killed with... Just a request :) Other than that, great HUD, man! (Also a quickplay button would not be bad^^) And if possible, the small net_graph that we've seen in noto and several other HUDs could be implemented too. c: (I've tried to do it myself like I did with other HUDs, but with this one, i didn't get it working.. also requesting lots of stuff here, I'm sorry!)

I don't really know why the smaller net_graph wouldn't be implemented if it was in notohud. I'll look into it. The rest of the stuff should be easy to fix, but I'm midway in reworking how customization works (to get off 4plug and make it all within the hud) so it may take a little while for an update with those additions.

Kond3PI tried to configure the hudHealthDyingPulse in hudanimations.txt to have the health text itself change color when below 50% hp. I tried to copy stuff from rayshud but all i got it to permanently change it's color. If I further come up with issues like these should i just post to /r/TF2HUDS (it's pretty deserted though)?

You'd have to edit HudHealthDyingPulseLoop and HudHealthDyingPulseStop too if you wanted to implement animations from other huds. Unless there's an issue with shadow names or something like that, it should work fine though.

I check out this thread and the hud editing thread more than I do /r/tf2huds (and actually have an account on tf.tv :P), though you'd probably get a response on any of the three. I don't really mind where the issues get posted as long as I see them.

posted about 9 years ago
#93 Prism HUD & Clean TF2 in Customization
PureIs this supposed to happen? There is a large amount of red text in my console such as the above.

Those are side-effects of changing shaders on particle materials that don't get drawn, to save some fps.

The fix for most of it would be to type in console (or your autoexec) "con_filter_enable 1; con_filter_text_out C_OP_".

posted about 9 years ago
#91 Prism HUD & Clean TF2 in Customization

UPDATED CLEAN TF2
-More vpk's
-Fixed contrast issue on pl_hightower
-Fixed grate doors being opaque

DefluxHow do you get the scope back?
I really find it distracting.
Still great mod though

If you're using prism hud, go into resource\hudanimations\hudanimations_tf_extra.txt and delete the hudscope animation. Then go delete all the sniper_scope_ materials inside of materials\hud\ . Then go into 4plug and change your healthcross to something that doesn't involve changing the shape of the healthcross.
If you're using _misc_removal.vpk, unpack it and delete all the sniper_scope_ materials inside of materials\hud\ .

SevinYo could you include in the PrismHUD credits what you used from people? It's fine how it is now, I just want to know what you used :)

I'll be honest, I have no clue. I remember using bits of your hud but I wouldn't have any clue what they'd be or if they've even made it into the release without being replaced.

fooqpHey! Is there's any way to make walls less "psychedelic"? Screenshot from Valve server.

http://teamfortress.tv/thread/12706/help-with-flat-textures
A different flat textures mod like this will not get all those sorts of lines and graininess, and instead will be the default textures on sv_pure 2 (and is also many times larger in filesize :P).

Bonafide and I have been talking about possible solutions to get flat textures in sv_puew but nothing sure has come up yet. In the meantime bonafide has some nvidia tweaks to help but they don't work perfectly.

posted about 9 years ago
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