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#46 | |
![]() Join Date: Oct 2006
Reputation: 366
Posts: 4,322
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Quote:
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#47 | |
![]() Join Date: Dec 2008
Reputation: 588
Posts: 4,688
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Quote:
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#48 |
![]() Join Date: Nov 2008
Reputation: 1
Posts: 206
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yeah shame to valve, we asked them for help fixing it /implementing(what wouldn't be that much work cause the code already exist ) and they just make a cvar to mlimit/forbid it....nicely done -.-
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#49 |
![]() Join Date: Feb 2009
Reputation: 52
Posts: 307
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That would be a great addition!
/signed |
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#50 |
![]() Join Date: Nov 2008
Reputation: 1
Posts: 206
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dont play with viewmodel but can understand why people want to play with it...
/signed (altough i'm more for the fov cap increase) |
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#51 |
![]() Join Date: Jan 2011
Reputation: 457
Posts: 2,503
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Been wanting this since I started playing. I fail to play well when not using viewmodels so this'd be a Godsend.
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#52 | |
![]() Join Date: Jun 2011
Reputation: 142
Posts: 1,844
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Oh, I'm surprised I didn't think of this. Excellent idea, sir!
/signed! Quote:
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#53 |
![]() Join Date: Jan 2009
Reputation: 42
Posts: 700
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#54 |
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Join Date: Jun 2012
Reputation: 0
Posts: 5
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i think yz50 does this but i have no idea how, or if he's still able to.
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#55 |
![]() Join Date: May 2012
Reputation: 16
Posts: 491
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/signed
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#56 |
![]() Join Date: Dec 2010
Reputation: 1151
Posts: 6,648
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/signed.
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#57 |
![]() Join Date: Apr 2012
Reputation: 361
Posts: 3,529
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I know a guy who does it - will ask him how to do.
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#58 |
![]() Join Date: Sep 2011
Reputation: 32
Posts: 189
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Someone made another thingie (not a plugin) that lets you do this, it's on the ETF2L forums in the General TF2 section. I can't link to it atm cos I'm browsing the web on my 3DS (like a baus)
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#59 |
![]() Join Date: Jun 2011
Reputation: 67
Posts: 1,165
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/Signed, there should be an option for each weapon to change the transparency, like a slider bay 100% is normal 0% is off and you could choose inbetween.
Since i'm lazy to write scripts I wouldn't have to type r_drawviewmodel 1 or 0 when I need to. |
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#60 |
![]() Join Date: Aug 2012
Reputation: 94
Posts: 358
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The reason this is not happening is because it would have to apply the new transparency to every single texture in your viewmodel, which is a large number of individual files.There's also no way of making your flames transparent with a Flamethrower without making enemy Pyro flames transparent too, and they are supposed to be distracting.
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