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[TF2] [CA] Custom Weapon Model


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Author
Zabaniya
New Member
Join Date: Oct 2020
Location: Fyrestone
Plugin ID:
7579
Plugin Version:
1.1.1
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    This custom attribute lets you set a custom weapon model to both worldmodel and viewmodel.
    Old 03-29-2021 , 10:29   [TF2] [CA] Custom Weapon Model
    Reply With Quote #1

    Custom Weapon Model


    This plugin utilizes Nosoop's beautiful Custom Attributes framework.
    This plugin, custom attributes, lets you set a custom weapon model to both worldmodel and viewmodel. Unlike most of the other plugins that lets you do this kind of thing, this one doesn't have any lighting issues ( aka your arms turning red and such ).
    The weapon model persists on dropped weapons ( both when you pick it up and when it's lying on the ground.

    Tested it on Nosoop's Custom Weapon X and it works without any problems.

    Works on CW3 as well! Follow this guide

    Note that shields aren't supported as of now.

    ## How to apply the attribute

    Code:
    "weaponmodel override" "model path"
    Shove it inside tf_custom_attributes.txt if you want to replace a normal weapon's model ( or anything else that supports custom attributes ) or in the Custom Attributes section inside a custom weapon's cfg if you use Custom Weapons X.

    Example of a model path:
    "models/necgaming/weapons/kunai/australium/c_shogun_kunai.mdl"








    ( I didn't make the Sentry Gun pistol model. Credits to the original creator for it. Amazing model btw )

    HOWEVER, the model won't show on non-bot clients. There is a missing property to enable it, but it's your job to find it ( in case you find it and want to put it in the plugin, I wrote a comment where you should put it ). It's not allowed to share it publicly, I'm sorry!

    Please, this is the first version of this plugin. If you find any issues, make sure to open an issue to let me know!

    Also, I've got no clue how to properly format this.

    DEPENDENCIES ( use the ones below just to be sure tyvm ):
    Custom Attributes Framework
    tf2attributes
    Econ Data
    TF2 Wearables

    Github Page ( use this just to be sure it's up-to-date ):
    Custom Weapon Models
    Attached Files
    File Type: zip build.zip (19.6 KB, 49 views)

    Last edited by Zabaniya; 04-04-2021 at 10:00.
    Zabaniya is offline
    PC Gamer
    Veteran Member
    Join Date: Mar 2014
    Old 03-30-2021 , 15:20   Re: [TF2] [CA] Custom Weapon Model
    Reply With Quote #2

    The pictures look very interesting. However, I don't understand the scope of this plugin or how to use it. Maybe you can answer a few questions.

    1. Does this replace the models for a single weapon, or multiple weapons?
    2. What models are you providing with the plugin?
    3. Does this view replace all weapons by type? For example, all Scatterguns to include warpainted? or just the base stock Scattergun?
    4. ...or.. Do you create a new weapon index with the new model?
    5. Where do you get new models from?
    6. How do you install the new models?
    7. Are there any commands to enable or disable the custom models?

    Last edited by PC Gamer; 03-30-2021 at 15:23.
    PC Gamer is offline
    Zabaniya
    New Member
    Join Date: Oct 2020
    Location: Fyrestone
    Old 03-31-2021 , 11:16   Re: [TF2] [CA] Custom Weapon Model
    Reply With Quote #3

    Quote:
    Originally Posted by PC Gamer View Post
    The pictures look very interesting. However, I don't understand the scope of this plugin or how to use it. Maybe you can answer a few questions.

    1. Does this replace the models for a single weapon, or multiple weapons?
    2. What models are you providing with the plugin?
    3. Does this view replace all weapons by type? For example, all Scatterguns to include warpainted? or just the base stock Scattergun?
    4. ...or.. Do you create a new weapon index with the new model?
    5. Where do you get new models from?
    6. How do you install the new models?
    7. Are there any commands to enable or disable the custom models?
    Hey! Thank you for taking interest in this plugin. Sorry for not replying earlier but I barely use AlliedModders.

    1. It replaces every weapon unless it's a wearable ( like shields ), as of now.
    2. Zero. I'm not a model maker so I can't make any of my own. However, I could ask a friend of mine for a few examples to put. You can use gamebanana or anything else to get a weapon model ( not a vpk ).
    3. Yep, you can do that as well.
    4. Nope.
    5. Gamebanana, custom made, other sites.
    6. Shove them inside models and materials. You could actually just use an existing tf2 model if you wanted, up to you.
    7. Nope. But you can remove the attribute and they won't show up.

    I'll try to explain how it works. Do you know about the "replace projectile model" attribute in tf2? It's pretty much like that but for weapon models ( and it's not built-in ). It's a "custom attribute", and you can give it and manage everything thanks to Nosoop's custom attributes framework as stated and linked in the initial thread.
    How and what you want to do... it's up to you.
    Do you want to replace a stock weapon's model? Sure.
    Do you want to have a custom model for a custom weapon? Sure. Use Nosoop's Custom Weapons X manager ( linked in the thread ) and add it as an attribute in the Custom Attributes section or anything else that supports that framework.

    "weaponmodel override" "model path"

    This is the attribute. Replace model path with the model you're interested in, for example: "models/necgaming/weapons/kunai/australium/c_shogun_kunai.mdl".

    I have another version of the same plugin, but it has a store system ( batfoxkid's text-store ) without the whole custom attribute thingy. I could post it if people are interested and happen to use that store.
    Zabaniya is offline
    Old Bill
    Junior Member
    Join Date: Jun 2020
    Old 04-07-2021 , 23:55   Re: [TF2] [CA] Custom Weapon Model
    Reply With Quote #4

    Do you think you are going to look further into a fix for cw3 overriden model not showing up until you switch?
    Old Bill is offline
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