• How To: Disable Certain Hats, Particle Effects, and More! Oh My!
    18 replies, posted
So i couldn't find my old thread about this. I assume it got buried long ago. Since the polycount update has introduced the largest amount of retarded ugly hats to date, i figured i'd repost this helpful thread. Valve uses a text file to store some clientside information about weapons (such as the weapon name, weapon model, and a few other insignificant things) and hats (such as the hat model, attached effects, and a few other insignificant things). If you edit this file, you can choose what model each item in TF2 uses. In theory you could replace every model in tf2 with the sandwich, if you dig that kind of thing. Here's a step by step tutorial on how to edit some shit: [b]STEP 1[/b]: Get GCFScape and open the team fortress 2 content GCF. Navigate to "scripts/items/items_game.txt" and copy it to the same destination in your TF2 folder. [b]STEP 2[/b]: Open it with notepad and start editing! Here is an example of what you'll see when you open it. [code] "21" { "name" "TF_WEAPON_FLAMETHROWER" "item_class" "tf_weapon_flamethrower" "craft_class" "weapon" "item_type_name" "#TF_Weapon_FlameThrower" "item_name" "#TF_Weapon_FlameThrower" "item_slot" "primary" "item_quality" "normal" "baseitem" "1" "min_ilevel" "1" "max_ilevel" "1" "image_inventory" "backpack/weapons/c_models/c_flamethrower/c_flamethrower" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_player" "models/weapons/w_models/w_flamethrower.mdl" "used_by_classes" { "pyro" "1" } "mouse_pressed_sound" "ui/item_heavy_gun_pickup.wav" "drop_sound" "ui/item_heavy_gun_drop.wav" }[/code] You can edit the model of the flamethrower by changing the "model_player" attribute to whatever other model. Most of the other stuff you should just leave alone. Here's a typical hat: [code]"174" { "name" "Scout Whoopee Cap" "item_class" "tf_wearable_item" "craft_class" "hat" "capabilities" { "nameable" "1" "paintable" "1" } "show_in_armory" "1" "item_type_name" "#TF_Wearable_Hat" "item_name" "#TF_ScoutWhoopee" "item_description" "#TF_ScoutWhoopee_Desc" "item_slot" "head" "item_quality" "unique" "image_inventory" "backpack/player/items/scout/scout_whoopee" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_player" "models/player/items/scout/scout_whoopee.mdl" "drop_type" "drop" "used_by_classes" { "scout" "1" } "visuals" { "hide_player_bodygroup_name" "hat" "hide_player_bodygroup_name" "headphones" } "mouse_pressed_sound" "ui/item_hat_pickup.wav" "drop_sound" "ui/item_hat_drop.wav" }[/code] You can obviously figure out how to change the model of the whoopee cap. If you want to make it invisible (if it annoys you or something) then simply delete the line that has "model_player", or change the model used by "model_player" to something really small such as a pistol shell model. either way works. I haven't fucked with the "paintable" attribute but i assume it won't do anything except stop you from being able to paint it. Some items have attached particle systems, like the earbuds. You can make those particle effects fuck off as well! Here's what you do: [code]"143" { "name" "OSX Item" "hidden" "0" "item_class" "tf_wearable_item" "show_in_armory" "1" "item_type_name" "#TF_Wearable_Hat" "item_name" "#TF_OSXItem" "item_description" "#TF_OSXItem_Desc" "item_slot" "misc" "item_quality" "unique" "image_inventory" "backpack/player/items/all_class/earbuds" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_player" "models/weapons/shells/shell_pistol.mdl" "drop_type" "none" "used_by_classes" { "scout" "1" "sniper" "1" "soldier" "1" "demoman" "1" "medic" "1" "heavy" "1" "spy" "1" "engineer" "1" "pyro" "1" } "visuals" { } "capabilities" { "nameable" "1" } }[/code] Notice how "visuals" is empty. I deleted the particle system shit out of there. No more stupid looking musical notes coming out of people's heads! With the new unusual hats there are now a bunch of retarded looking effects that can hover over characters wearing them! Guess what, that can be fixed too! [code]"attribute_controlled_attached_particles" { "1" { "system" "burningplayer_red" } "2" { "system" "burningplayer_flyingbits" } "3" { "system" "particle_nemesis_burst_blue" "attachment" "muzzle1" } "4" { "system" "community_sparkle" } "5" { "system" "halopoint" "attachment" "halopoint1" } }[/code] There used to be a bunch of effects after "5", but i deleted them because they're all unusual hat effects. Fuck your ugly shit, valve! If you're too lazy to cherry pick the entire file, then feel free to just copy my version to your tf2 folder. I disabled a bunch of ugly hats and removed all the dumb unusual hat particle effect shit. [url=http://dl.dropbox.com/u/3310518/items_game.txt]U R MR GAY[/url] [b]YOU HAVE FOUND THIS POST INFORMATIVE[/b].
fuck this, I just altered the hat vmts to force transparency [url]http://filesmelt.com/dl/No_Hats.zip[/url]
That seems like a lot more work. It is faster to just search this text file and replace model paths, in my opinion.
I would never delete the unusual hat effects. They make it just that much easier to spot peoples.
[QUOTE=BirdBro;25318008]In theory you could replace every model in tf2 with the sandwich, if you dig that kind of thing.[/QUOTE] I still want to see this done.
Removing models with items_game, you can do. You cannot [i]change[/i] models with items_game, as the server's copy of items_game will override you. So your all-sandwich fantasy is sadly a myth, at least with this method.
[QUOTE=Shugo;25318347]Removing models with items_game, you can do. You cannot [i]change[/i] models with items_game, as the server's copy of items_game will override you. So your all-sandwich fantasy is sadly a myth, at least with this method.[/QUOTE] it works with hats, why wouldn't it work on weapons?
[QUOTE=BirdBro;25318387]it works with hats, why wouldn't it work on weapons?[/QUOTE] Hell if I know. Valve has the system set up strangely. Some client-side items_game changes work, some don't. In my experience, [i]most[/i] model/visuals changes don't work and only serve to make things invisible, but that's the effect you were looking for anyway.
face it man........... you're never going to have vanilla tf2 ever again (unless you go to a couple of certain servers)
[QUOTE=Rob3k;25318668]face it man........... you're never going to have vanilla tf2 ever again (unless you go to a couple of certain servers)[/QUOTE] a man can dream
Vanilla TF2 would get old, fast.
Is there a way to disable the unique weapon names too? I'm sure it's as simple as deleting a string somewhere but I can't seem to find it.
[QUOTE=Rob3k;25318668]face it man........... you're never going to have vanilla tf2 ever again (unless you go to a couple of certain servers)[/QUOTE] i don't want vanilla tf2, i enjoy the unlockable weapons. i do, however, hate all the new hats and shit. most of them are ugly and don't fit the character at all. thank god for this.
This worked perfectly except I can still see the glow around where the halo should be.
I have to do this for the new Soldier hats. Terrible they are.
[QUOTE=DainBramageStudios;25328846]This worked perfectly except I can still see the glow around where the halo should be.[/QUOTE] Delete: [code] "5" { "system" "halopoint" "attachment" "halopoint1" }[/code] too to do that.
[QUOTE=Pilk;25329626]Delete: [code] "5" { "system" "halopoint" "attachment" "halopoint1" }[/code] too to do that.[/QUOTE] thanks man
[QUOTE=BirdBro;25320329]i don't want vanilla tf2, i enjoy the unlockable weapons. i do, however, hate all the new hats and shit. most of them are ugly and don't fit the character at all.[/QUOTE] This.
Interesting side effect: Hatless soldiers. They look badass.
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