Been messing around a bit more.
- Seems there's no invis watch/dead ringer options?
- Been getting the "texture quality too high" crash a couple times playing online. I'm currently testing a fix by dismantling the vpk and removing everything that isn't the animations (preload_room, preload cfg, etc)
I won't be looking to center everything, but I've been trying to find a setup that works for scout and soldier. neither are perfect and it depends on your viewmodel_fov (mine is currently 80) and whether or not you use minimal viewmodels. I've been going back and forth between having minimal viewmodels on and off. The advantage of using high Y and Z pos (see below) is that this doesn't change a lot so it hopefully didn't result in inconsistencies
starting point for centring scatterguns and scout pistolposition: -12 15 15
rotation -2 1 -6
I copied the scattergun values to pistol and called it a day. Pistol needs most work still.
starting point for centring soldier stuffstock RL position: -8 15 15 seems to center the stock rocket launcher. needs rotation values still
original position: 0 15 15 obv doesn't need centring, but including this for the Y and Z pos consistency
shotgun position: -8 15 15 centers stock shotguns (also for engi, pyro, heavy)
X_position is most important. Y_ and Z_position I recommend keeping the same number. higher values move it down and make it smaller. Once your position is the way you want it for your settings, figure out rotation using the references provided by a_horse. For me it helped holding the palm of my hand horizontally and following the motion shown in the reference pictures to figure out the purpose of each value
scout settings (viewmodel_fov 80, tf_use_min_viewmodels 1) example clip