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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#84 Prism HUD & Clean TF2 in Customization
Kond3PCouple places in hightower barely have any contrast. I assume there's going to be other cases like this in other maps.
RED1
RED2
BLU for reference
for pic2

Spy's arms not going invisible is only really a problem for dead ringer, but it's there.
Also, is custom crosshair installation process unchanged? There's so many clientscheme.res files.

I don't really know what I can do for those first ones, I could always try to increase the saturation of those sorts of walls but I don't know if there'll be any inconsistencies anywhere else then.

As for custom crosshairs, I have afaik every crosshair font floating around properly set up in \resource\schemes\clientscheme_crosshair_fonts.res but none of them (other than fog's v3) actually declared yet in a usable form.
The res file I use to place crosshairs is \resource\ui\base_customs\crosshairs.res though it's a bit more empty than I'd like.
Though following this is 100% optional and you could still install them the same way as before, it just might be a bit messy.

posted about 9 years ago
#4 Smooth tf2 look in Customization
ghettofishNightGoatsv_pure 0 = no restrictions on skins, textures etc.
sv_pure 1 = some restrictions on skins, textures etc.
sv_pure 2 = completely restricted.

http://teamfortress.tv/thread/21756/prism-hud--clean-tf2 works in sv_pure 1/2 if you preload on a sv_pure 0 server first.
Well i like my hud and custom settings, i just want the flat textures themselves, so is it possible to extract the texture files themselves. And if i create a bot server from my own computer is that sv_pure 0?

Just take flat.vpk (and anything else you might want) from the clean tf2 download and you'll be good.

Creating a bot server works for preloading, yes.

posted about 9 years ago
#3 Crit heal timer/counter in Customization

http://teamfortress.tv/thread/7516/damage-indicators#2
The better way is to use damage indicators and set minimumtime to 10.

You'd have to press a bind every time you took damage if you wanted to do it the way the uber tracker does it.

posted about 9 years ago
#82 Prism HUD & Clean TF2 in Customization
OCTANEhttp://puu.sh/dNGZn/ac9ed2eaa7.jpg
I like it, but can somebody tell me how i get rid of the blocky shadows?

Type "mat_filterlightmaps 1; mat_filtertextures 1" in console.

posted about 9 years ago
#76 Prism HUD & Clean TF2 in Customization
KaptainI don't know anything about this really but if downscaling makes it look like this, could upscaling it to a really high resolution maybe make it vague / "flat" while not having this effect? I don't know if it's even doable or anyone tried it, but it's worth a try maybe?

Tried it and got mixed results.

On things like doors it works perfectly:

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

On other things not so much:

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

I'll be putting these working sorts of upscaled things in their own vpk in an update soon, but it would come at some cost to fps and filesize (instead of being 4x4 it's now 4096x4096). A pretty small cost if I keep it minimal (I don't know what else to put other than doors actually so it's pretty certainly going to be minimal) but a cost nonetheless.

uyScutiThe fire particles look a bit weird. Do you know if they are actually more fps friendly than the original particles?

They do give some fps bonus, since the shader they're using is much cheaper than what they normally use (that's also why they look so bad), but the cost of returning them to default would be very small too. I'll be putting them into their own vpk soon.

posted about 9 years ago
#69 Prism HUD & Clean TF2 in Customization
BonafideWhat exactly would you call those ripples that appear on the textures on sv_pure 2? It might be fixable with a certain GPU tweak

Extreme downscaling I guess. It fits textures that are 512x512 or 1024x1024 (usually, always with exceptions) into the space of a 4x4 texture. That's why stuff like the door, which has a black border in the texture, has much more noticable ripples than stuff like white plaster, which is almost unicolored as it is.

I'd probably be able to convert to 2x2 if it'd help but I'm pretty sure last time I did it without any gpu tweaks it was quite a bit harder on the eyes.

posted about 9 years ago
#498 flatHUD in Customization
VictorThere's a problem with the health/ammo icons where they might show the wrong colors for the wrong numbers. For instance, ammo might be red/orange at full (even though it should only be that at low ammo) and the health might stay green even after an overheal has ended. I can't recall specific instances, but it seems to happen the most between lives, but it tends to correct itself almost randomly. I'm not really sure when I first noticed it, but I think it's been around a while.

That's a problem with huds in general. Sometimes the animations won't fire when you die and it will look like that until you get damaged/overhealed/low ammo again.

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

PRISM HUD 0.1.2
-edited team select and class select menus (edited from ejphud)
-added engie building and spy disguise menus (edited from bwhud)
-added optional team indicator bar below health (enable it inside cfg/prismhud.txt)
Pictures

Also I figured out I can (hopefully/probably) create res files with tf2's scripting, so I'm thinking I might just scrap using 4plug and prismhud.txt entirely and move on to a secondary main menu with all the hud's options, that only appears on the first run. The only real issue with this is atm I don't have a way to edit or delete those generated res files with scripting, so if you want to change an option you'd need to delete all the options you picked before. What do you guys think?

Kond3PIt might be a lot to ask, but if the ground textures had some sort of stripes that gave depth information, it would be great. Could default ground textures also be an option?

It wouldn't be possible to do the stripes, though it would be possible to do the default ground textures option. The big issue with it is all those textures that appear as both ground and walls, so it wouldn't be 100% consistent, but it'd be doable. It may take a while but it's on my to-do list now.

posted about 9 years ago
#635 HUD editing: short questions, quick answers in Customization
DrJeremyyou need to add the PlayerStatus_ runes that point to /Effects/powerup_[rune type]_hud - but there's no Effects folder?

Halp

The "../" at the start of the directory means 'go back a folder'. So the actual directory for the materials would be "materials/effects/" instead of "materials/vgui/effects/".

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

CLEAN TF2 UPDATED
-split up the .vpk's
-some more map support for flat.vpk
-fixed mvm bots appearing with the flame detail

Hergan5glissalso lots of missing textures on sunshineIt's because Phi probably used custom textures for the map, that's why they're not changed

It's half that (unless I'm just overlooking something simple I can't seem to modify any materials that come with the map so far), and half me having to go through every material by hand and editing it.

posted about 9 years ago
#47 Prism HUD & Clean TF2 in Customization
BLoodSire1) Does it remove the black around the sniper scope?

Yes.

BLoodSire2) Do this and/or the clean textures really work on sv_pure 2?

Scope removal does work on sv_pure 2. Clean textures does in some ways and doesn't in others (it won't be all "clean" but will very visibly affect tf2 on sv_pure).

posted about 9 years ago
#45 Prism HUD & Clean TF2 in Customization
IsoWhat mechanics does this hud use to make transparent viewmodels?

I'm interested in using it but iirc the last modification for them on sv_pure (openplugin) causes vac bans.

It overlays the screen with a transparent mask material that's in /replay/thumbnails/ to get past sv_pure. And masking is just using a refract material with no refraction over hud elements. It will not get you VAC banned and never will.

YesProbably the achievement tracker animations or something related to those, there was some discussion about having transparent viewmodels with that before in tf.tv but Im not sure if anyone ever actually worked on it and got it working.

I started work on implementing that but never really got far. Without some sort of script or program to run alongside tf2, I don't think you ever actually could get that to work.

Benroads
event ScopeRemoval
{
	Animate HudScope Position	"9999 9999" Linear 0.0 0.0
	Animate HudWeaponSelection Position "100 100" Linear 0.0 0.0
	Animate HudWeaponSelection Alpha "50" Linear 0.0 0.0
}

I forgot to remove some testing stuff I did :'C

That works fine but the HudWeaponSelection stuff isn't needed there. For cleanliness it should just be the animate hudscope position part that's in the event.

If you want to run it on startup you can put "sv_cheats 1; testhudanim scoperemoval" into your autoexec too.

posted about 9 years ago
#39 Prism HUD & Clean TF2 in Customization
BonafideCould you possibly make a DX81 version? So many people use dx81

Setting up fallbacks and options for dx8 is on my to-do list, but a fair bit of things (the circle healthcross, various blurs, transparent viewmodels, etc) would have to be removed from that version.

posted about 9 years ago
#37 Prism HUD & Clean TF2 in Customization
BonafideJarateKingKond3PLinKr_not much of a problem but.....
This seems like an issue but I really really want to use that "glitch" to prevent hitting myself in the face with the Ambassador. You know how bad some reload animations are when they block your crosshair? Could this be a fix?
I did something similar by making transparent viewmodels with this method (type pcfg_vmalpha=1 in console at the main menu, or edit prismhud.txt in the cfg folder).

I could pretty easily make it entirely invisible around the crosshair if that's in demand though.
Is that also how you removed that black overlay when scoping in?

That would've worked, I guess I already did that in a way since the healthcross' masking would remove parts of the scope if I left it in, but what I did instead was remove it with hud animations.

Everytime you start tf2 or do damage, an animation fires that sends HudScope to xpos and ypos 9999. You can't normally move it with hudlayout but I guess nothing's been done to prevent animations.

posted about 9 years ago
#35 Prism HUD & Clean TF2 in Customization
Kond3PLinKr_not much of a problem but.....
This seems like an issue but I really really want to use that "glitch" to prevent hitting myself in the face with the Ambassador. You know how bad some reload animations are when they block your crosshair? Could this be a fix?

I did something similar by making transparent viewmodels with this method (type pcfg_vmalpha=1 in console at the main menu, or edit prismhud.txt in the cfg folder).

I could pretty easily make it entirely invisible around the crosshair if that's in demand though.

posted about 9 years ago
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