yttrium
Account Details
SteamID64 76561197994749697
SteamID3 [U:1:34483969]
SteamID32 STEAM_0:1:17241984
Country United States
Signed Up April 1, 2014
Last Posted July 21, 2026 at 4:13 AM
Posts 2142 (0.5 per day)
Game Settings
In-game Sensitivity 6.0
Windows Sensitivity 6/11
Raw Input 1
DPI
1600
Resolution
1920x1080
Refresh Rate
144Hz
Hardware Peripherals
Mouse Logitech MX Master
Keyboard Ducky 9008G2 Pro Limited Edition (PBT, MX Greens)
Mousepad Razer Sphex
Headphones Philips SHP9500
Monitor HP L1925 (vert), BenQ XL2420Z, Apple Monitor II
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#69 TF2 needs optimization in TF2 General Discussion
the301stspartanEh, feat of god? Compare this with a game such as battlefront 2 and the amount of animations it had.

It's not the amount of animations, it's the number of attachments with their own sub-animations that really stress an animation system.

Animations are (mostly) easy to blend together. It's when they start multiplying exponentially that shit hits the fan. Plus TF2 has to calculate up to 32 players in the worst case scenario (MvM) - L4D2 only has to account for 4 and then NPCs, which Source is pretty good at handling.

posted about 10 years ago
#1 yttrium's competitive viewmodels in Customization

http://i.imgur.com/HZdI7eZ.png

What's that? r_drawviewmodel is locked to 1 in competitive? Can't even control viewmodel_fov, and it's stuck at an abysmal 54?

I have a question - what do you actually ever use viewmodels for, in a perfect world? Do you use a clunky crosshair switcher to have them enabled for melee weapons so you can time your swings? Do you wish you could have them for throwable items like Jarate, Mad Milk, Sandviches, and more, but not have them for things like the Pistol? Do you wish you could enable viewmodels for your inspect animations so you can show off ur l33t 5k1n5 but have them turn back off as soon as you need them to? But mainly, do you want them to just get the hell out of the way when you're playing the official Competitive Mode?

What if I told you I've got the solution? A tiny little tool that can evade cvar restrictions? That can hide viewmodels for every single class, weapon, and ANIMATION individually? That doesn't have the clunky issue with crosshair switchers where they don't work if a weapon runs out of ammo, or if you use a scrollwheel? Does all of this sound like heaven?

Well, it's not. yttrium's competitive viewmodels are here.

It started with a simple idea:

Show Content

Just download this installer and run it, and it'll guide you through the rest.
Current version: 1.4.1
Requires .NET Framework 4.5
Looking for a previous release? Look here.

FAQ

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Does this work on MvM servers, Casual Mode servers, Competitive Mode servers, and sv_pure 2 servers?
Now that a preloader comes bundled with the installer, this works on every single TF2 server. The only downside is a slightly longer cold startup time (initial game load).

How does it even work?
Put simply, I've modified the viewmodel animations for every single class. When one of the weapons marked hidden is pulled out, the animations for that weapon tell the viewmodel to move off-screen rather than to animate normally. Other weapons are not affected because the viewmodel moves back on-screen for them.

Can I use other viewmodel animation replacements with this?
Not yet, possibly in the future.

Does my screen get blurry like with the transparent viewmodels?
Nope. No weird motion blur shader tricks here. It even works in DX8.

Does this work with min viewmodels?
Yes, and I feel like my competitive viewmodels + tf_use_min_viewmodels 1 gives the best experience. It's not required though.

Can these be turned off ingame?
You can hide any shown viewmodels with r_drawviewmodel 0 while still ingame (assuming you aren't in competitive MM), but you can't show any pre-hidden viewmodels without uninstalling the mod first.

Can Valve possibly patch this method?
The only way they can fix it now is by fixing preloading, which has been in the game forever and is a staple of Source. Good luck Valve!

Sauce pls?
This will only make sense if you actually know your way around Valve's MDL internals: GitHub

An option isn't working, or something is being disabled that shouldn't be!
Leave a message here telling me every option you have checked, and what behavior is happening that shouldn't be, and I'll take a look. I probably just messed something up in the database that links weapons with their animation files.

Why are the tracers from my weapon coming from really weird angles?
Disable them, for now, with r_drawtracers_firstperson 0.

Help! It doesn't seem to work, or it's working sometimes but then stops working after I join multiple servers.
If you aren't using mastercomfig, add these lines to the end of your autoexec.cfg:mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0
mod_touchalldata 1
mod_forcedata 1

If you are using mastercomfig, set these values in tf/cfg/user/modules.cfg:mod_support=on
dynamic_background=preload

Can I donate to you?
I want to reiterate that I do not do any of this to make a profit, but if you really want to I won't complain.

Changelog

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1.4.1
Merged Oblique's Jungle Inferno updates.
  • Named 1.4.1 to stem confusion about the unofficial 1.4.0 binary.
1.3.2
Fixed a critical issue where models would be rotated by 90 degrees at the start of an animation.
Settings are now saved between launches using .NET's internal Settings framework.
  • The previous registry entry has been updated to use this same framework.
Fixed some small grammatical mistakes.
Fixed an issue where returning from an unhidden inspect animation to a hidden idle animation would bug out.
Polished how the image guide behaves.
Added an application icon, which also shows in the About window.
Added icons to the class tabs.
Updated the localization files.

1.3.1
Fixed an issue where trying to install the mod a second time would end with an End Of Central Directory error.

1.3
Added a new About window.
Added a visual image guide.
Included the installation of a preloader during the compilation process.
  • This adds preload_room.bsp to the Maps folder, and adds the following line to autoexec.cfg:
    • map_background preload_room; wait 10; disconnect
Updated for the most recent viewmodel changes (as of 10/16/2016).

1.2
The install/uninstall progress dialog is now Always On Top.
Updated animation files to support the July 28, 2016 patch.

1.1
Added dedicated "uninstall" button.
Moved buttons to a lower panel for better consistency.
Mod now fully installs even if nothing is checked.
Mod now installs as a single VPK archive rather than a set of loose folders and files.
  • This makes it easier to distribute configurations and wipe over old installs.
The installer now saves your TF2 directory to the registry, and attempts to recall it upon future loads.
  • The registry path is HKEY_CURRENT_USER\Software\CompVMInstaller\TF2Path

1.0
Base release.
posted about 10 years ago
#19 UPDATE FIX in TF2 General Discussion

just queued for casual and got put into a competitive match

on the up side i found a way to get rid of viewmodels.

posted about 10 years ago
#17 Revolver Animations in Customization

dude I fucking linked it in my first post in this thread.

posted about 10 years ago
#11 Revolver Animations in Customization

Exciting times are ahead.

posted about 10 years ago
#4 how to change nvidia graphic driver language in Off Topic

"nvm fixed"

https://imgs.xkcd.com/comics/wisdom_of_the_ancients.png

posted about 10 years ago
#9 Revolver Animations in Customization
Firehttps://www.reddit.com/r/tf2/comments/3c3jf0/anyone_got_a_link_to_download_the_old_revolver/

one of the first links i got when i googled "old revolver animation".
im quite sure they dont work in sv_pure 2 or mm tho

Valve recently allowed viewmodel animations to be modified in their sv_pure 2 whitelist and I'm fairly certain leagues have followed.

posted about 10 years ago
#6 Revolver Animations in Customization

dude...

posted about 10 years ago
#11 Question On ConVar formats in Customization
Gemmellnessif you wanna 'type' the scripting system i guess you can have expressions (consisting of a cvar or series of cvars separated by ;s), 'functions' (e.g. alias/bind) and values (which can be ints/reals/strings)

what i'm trying to say is that all values can just be strings internally for whatever parser the OP is trying to make, because when tf2 interprets them it converts them on its own.

posted about 10 years ago
#4 Revolver Animations in Customization

it's your funeral

posted about 10 years ago
#9 Question On ConVar formats in Customization
VictorDo binds count?

yeah binds take strings as an arugment.

it's honestly best to just think of every convar as taking a number of strings - the game will convert strings to integers (or reals) whenever necessary.

posted about 10 years ago
#8 Question On ConVar formats in Customization
DaMeiNHere is what the GUI will look like.
[img ]https://imgur.com/OpIJHvl[/ img]

you gotta link to an actual image with the img tags and not a webpage.

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posted about 10 years ago
#66 TF2 needs optimization in TF2 General Discussion
sage78why does L4D2 at max with hundreds of zombies run much more stable than a TF2 match with 6 players on each team in viaduct?
i drop to 40 fps all the time when MM puts me there

Besides arguing "hurr tf2 buggy as shit", just inspecting the models in L4D2 using SFM unveiled some frankly amazing optimization they've done regarding animations and attachment models. I guess that's why the game's limb detachment system feels so good and performs so well. There's some really cool tech under the hood there that I haven't seen in any other Source game to date.

posted about 10 years ago
#63 TF2 needs optimization in TF2 General Discussion

nerdstars are earned not memed

posted about 10 years ago
#71 Shit that shouldn't happen in matchmaking in TF2 General Discussion
DamnEasy
This is not a fair picture because the tf2 picture is in 4:3 or something...
edit: ok nvm I tried it ingame and kinda looks the same but you could just use -->

tf_use_min_viewmodels 1, I dont understand people still complaining about viewmodels when its barely visible, i even use them now instead of turning them off

its 16:10 not 4:3, it was the most obvious screenshot i could find on a dime with low bandwidth (not screencapping videos).

i'm not arguing about min viewmodels i'm arguing about tf2's viewmodels actually being bad in general. but if you want an argument against min viewmodels: https://secure.twitch.tv/truktruk/v/77515372?t=02h02m52s

posted about 10 years ago
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