So I stumbled across this thread about wireframe translucent viewmodels a bit ago, and i learned that it only works for 2 weapons. wow, this sucks, right?
through the magic of weapon crosshairs, it is possible to do this for every weapon in the game, with some caveats, mainly:
you need a hud crosshair to aim with because these use weapon crosshairs to display the "viewmodel" (which is just a vtf cropped and centered)
you need to adjust some settings
viewmodel_fov doesnt do anything as, again, these are static vtf textures (i use viewmodel_fov 100 with full viewmodels, which is what these are based off of)
some weapons share the same script file, so they share a viewmodel, meaning i have to pick one to display
anywho, i've spent the past few days working on this project, and i think it's time to release at least a rudimentary version of it
this works perfectly at 1920x1080 with cl_crosshair_scale "32" and tf_hud_no_crosshair_on_scope_zoom "1"
if you're at 1280x720, you should change cl_crosshair_scale to around 22ish, if i'm remembering correctly, fiddle with it yourself
at the moment this only supports the following weapons:
- rocket launcher/original (shows rl model because i use it)
- any sticky launcher
- grenade launcher / iron bomber (shows iron bomber model because i use it)
- any medigun (shows medigun model)
- sniper rifle/awp (shows awp because i use it)
i didnt do melee weapons because IMO it makes them harder to hit because the .25 sec delay on all of them isnt shown as the viewmodel would be static
for any other weapon it will show a blank crosshair, but if there's any interest i'll consider doing more weapons
download it here and put it in your /custom/ folder
this works in sv_pure 2 and any dxlevel, by the way, and since they're weapon crosshairs, you can change the color with the built in settings in tf2.
edit, almost forgot:
if you want to hide the normal viewmodels and only show the wireframe ones, you need to set up class configs with a slot based viewmodel switcher, which there are plenty of tutorials out there for.
should look something like this:
// slot keys
bind 1 "slot1;r_drawviewmodel 0"
bind 2 "slot1;r_drawviewmodel 0"
bind 3 "slot1;r_drawviewmodel 1"