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ultimate-tf2-visual-fix-pack's Introduction

Ultimate TF2 Visual Fix Pack

A version of this pack is now in Team Comtress 2!

UVF is now included with the Creators.TF Community Launcher, which can also auto-update it!

What is UVF?

It is a pack of visual fixes and improvements for TF2, to be sent to Valve. Not intended to be a subjective "overhaul" texture pack, but is intended to cohesively fix visual issues and revert not performance-related visual downgrades, and do a consistency pass through all the changes and additions that were made on the long history of the game. Fixes are made in-house or by the original item creator, which are also looked into pretty deeply and compared with the art style of the game if sometimes questions arise. "Subjective" visual improvements are attempted, e.g.: changes that make something look different for no reason, make something look too different, doesn't fit in cohesively, to be avoided (worst case the general community consensus goes), and nothing too drastic because this, as mentioned before, will be presented to Valve, both as it whole and a-la-carte. The full pack makes the game look a bit more modern, yet a bit more to its original intentions, before many updates negatively impacted, usually not even by intention, but by a consequence of other changes/rushed fixes.

Contains models, materials, textures, particles, and source files that can be easily modified and compiled.


Highlights of the pack:

  • A consistency pass for both stock and non-stock: the few weapons which had the ugly (particularly in darker environments or places with bright cube map) environmental cube map applied have been fixed, glass for all weapons is now more or less consistent.
  • Explosions have been improved, they look slightly better and have less annoying smoke with a shorter lifetime and more transparency. Additionally, a new Rocket/Sticky Jumper explosion has been made that fits the Jumper theme.
  • Fixed Dragon Fury itself looking bland, and Thermal Thruster has a better texture now (and synced up particles with the thrusters bursts!).
  • Fixed Dragon's Fury to not be as laggy and blinding, also particle size now correctly is like the hitbox size and visually improved.
  • Fixed killstreak sheens to work on weapons like the Prinny Machete and the Crossing Guard.
  • Fixed Photo Badge and Clan Pride to have the default texture the creators intended to be used. Valve said they will fix it 5 years ago, but it never happened.
  • Fixed Pyro flames being blinding and ugly (now in Pre-JI style), and them just breaking completely sometimes. Crit flames have also been improved so the vapor is no more completely separate from the flames.
  • Fixed many weapons missing glows when critical hit boosted.
  • Fixed some cosmetics sometimes becoming completely neon-colored (Being completely glowing white/yellow/blue).
  • General cosmetic fixes like fixing bad .vmt parameters and bad/wrong team texture colors. (e.g., several Ellis' Cap reskin cosmetics that had bad materials now look much better, Pocket Medic's Heavy version no longer looks bland and a Spy disguised as a Heavy equipping the cosmetic can fully cloak now, Tyurtlenek's blue texture now matches with Heavy's shirt, Lucky Shot now looks consistent with Soldier's actual helmet, Antarctic Eyewear's white goggles problem (fixed by item's creator) and such and similar fixes are included.)
  • Heavy's miniguns have 3D-looking shells now, not the orange squares.
  • Many non-stock weapons also got improved to be closer to the old stock weapon style and are more consistent.
  • Many stock weapons got the good/proper shading parameters which were messed up mainly in the Gun Mettle (a few other updates also degraded viewmodel quality) update.
  • Muzzleflashes have been improved, for example, Minigun's is similar to the pre-Mecha Update one and the pistol/revolver's flashes no longer lag and are more solid/locked.
  • Sentry Buster not being visibly Jarate'd and Ubered has been fixed, the Engineer and Heavy bots' heads aren't glowing anymore, additionally, the Engineer was given team-colored glowing eyes.
  • Several weapons that were missing proper lighting parameters entirely/used incorrect parameters for cosmetics received proper parameters.
  • Some weapons with incorrect light warps received the good-looking and correct "weapon" light warp.
  • Some weapons with missing LODs and bad smoothing have been fixed.
  • Wearable weapons received some fixes too, including the Gunboats looking like intended, and all wearable weapons received a consistent light warp for visibility and consistency purposes.
  • Other miscellaneous fixes (Panzer Pants tank material fix, Self-Made particles fix for them scattering too wide, etc.).

Thanks to the contributors:

  • agrastiOs
  • Nonhuman
  • N-Cognito
  • PieSavvy
  • JarateKing
  • Whurr
  • FlaminSarge

Download instructions

Go to the Releases section!

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ultimate-tf2-visual-fix-pack's Issues

Dragon's Fury crashes my entire PC.

Whenever I shoot the Dragon's Fury my computer shuts off and restarts immediately. I have no clue if this is on my end or if there's a problem with the particle or whatever.

[request] Spy's sapper

Spy's sapper used to drop a broken model when destroyed and no longer does so. I was wondering if it was possible to re-implement this. As per Team Comtress 2 #244 (mastercomfig/tf2-patches#244) they decided this issue is "too borderline" for them to take a stance on. However after a little digging I found that valve, as per update on March 12 2013 (https://wiki.teamfortress.com/wiki/March_12,_2013_Patch) converted the sapper to use the c_model system. If i recall it was this conversion that caused various issues with other stock weapons already fixed by this pack, so I wonder if this could've been the root of this issue as well?
On a side-note, I don't recall there being broken models for the Ap-Sap, the Snack Attack or the Red Tape Recorder (not sure about this last one) so I'm uncertain how this would work if the above issue would be fixed.
Anyway I took note of the integration into TC2 and plans for a part 2 of this pack, keep it up, you are doing god's work here!

Updated Gibs

It's well known that gibs are severely out of date. A lot of them look like they're from TF2 beta.

Gibbed_Spy

I've found a mod that updates the look of gibs by Hecates Gaspar. The mod doesn't change the models, but it is HD, so they might need downscaling to fit in with other TF2 textures. There are 2 versions: 1 has bloody gibs and 1 has bloodless gibs.
https://gamebanana.com/skins/89549
https://gamebanana.com/skins/87716

On another note, the Scout Robot's gibs have an error. Its arms are skin-coloured, but they are normally grey. One of the mods from #31 fixes this.

Scout_gibs

Scoutbot_blu

BLU Scout's Pants...

RED and BLU Scout normally have the same colour pants.

image

image

There's evidence that suggests that this is an error, however. Every other class has different colour pants for both teams, for one. BLU Scout's class picture in the class selection screen also shows him with blue pants.

class_sel_sm_scout_blu

There's a promotional image shows off BLU Scout's different pants (though it's a bit hard to tell). It's also more recent than Meet the Heavy, as shown by Heavy's class emblem.

image

Meet the Heavy:
image

The Postal III leak also had a BLU Scout with different coloured pants, and that texture is available here:
https://gamebanana.com/skins/178072

There's a couple of mods with their own version of the pants, such as this one by gibsarepeopletoo that also supports the Voodoo-Cursed Scout Soul:
https://gamebanana.com/skins/163041

#31 also addresses this.

The thing is, this change is very subjective. The community has gotten used to BLU Scout's pants, and changing their colour might mess up some cosmetics. Even Valve has embraced this pants colour, as seen in their animated shorts.

image

I have an idea for changing the pants differently. Instead of changing the pants colour, BLU Scout's belt loops could be changed to look the same as RED Scout's belt loops. This makes BLU Scout's pants look a bit better in my opinion.

image

image

If BLU Scout is gonna steal RED Scout's pants, he might as well steal his belt loops, too.

Mat_phong 0

Mat_phong 0 broke a lot of MVM textures and I'd really love to finally see them fixed in normal casual servers. I don't really know a lot about TF2 code so sorry if there isn't a huge notepad file here. I'd really love to finally get this fixed tho.

23413223112332121232132312321323123123123

Also posted a link to a mod that fixes it (only in servers that allow it) to see if this will help in any way.
https://gamebanana.com/skins/138140

70 FOV Fix Pack

There are a lot of viewmodels that get cut off at FOVs higher than 54, such as Engineer's shotgun draw (which gets cut off at even 70 FOV, the max FOV allowed with the slider in Advanced Options).

image

A longtime fix for this has been bl8demast3r's 70 FOV Fix Pack: https://gamebanana.com/skins/124706
I think the pack could use the versions of the mod that only fix the arms cutting off.

Integration of parts of the ModdingTF2/ TIP Update Pack

There's a handful of visual fixes catalogued in this repository that I would like to be considered for inclusion in this pack. Standouts are the Cut Throat Concierge Fire Texture Fix, Better Buff Banner Phong (somewhat subjective), the Shotgun Shells Texture Fix, and the Sentry's Rockets Texture Fix.

Other more drastic changes like the inclusion of the TF2 Texture Improvement project and the HD gibs textures (which are technically fixes as lots of gibs right now just straight up use the wrong textures) are a lot more subjective and wouldn't fit in a drag and drop pack of fixes. Don't worry about those, but they're present in that repo as well.

I also recognize that these are all changes made by other artists, I feel like if contacted they'd be happy to share them considering they're visual fixes, in any case this is a solid list of bugs to tackle :P

Eureka Effect

In TF2 there's a part of this weapon that remains red even when on the team BLU, which feels rather inconsistent.
I'm aware that this has been addressed in this pack by changing said part to yellow. I was wondering however why not leave the red color on the team RED and instead color the part blue on team BLU to remain more faithful to the original. Just a suggestion though!
eureka effect BLU
eureka effect RED

Many fixed items render invisible when preloaded in Valve servers

When I join a local game with sv_pure 0, the mod works as expected. However if I preload and then join casual, all items that have been fixed become invisible (hands are still seen however). A few examples below:

Backscatter:
Image 1 - Backscatter

Direct Hit (being inspected)
Image 2 - Direct Hit

Sniper Rifle
Image 3 - Sniper Rifle

The Jag
Image 4 - Jaggy :)

I don't know what is causing this. I have no configs and the only other mods are my self-made HUD, Carlzalph's Reduced Particles Mod and the No Bullet Dust script. It is likely the process of joining a sv_pure 1 server causing this.

Map fixes

Originally I planned on opening an issue related to bad poor lighting on older maps, but as I went through the different maps to screenshots of said bad lighting I have come across countless issues.

Most notably is indeed the bad lighting (blocky shadows, parts of the map and props being either full bright or too dark, artifacts, inconstant lighting,....) which is very prominent on most of the older maps but I've found that such instances can be found to a lesser extend on just about any official map. Makes me wonder if there could be some sort of streamlined high-quality standard for compiling the lighting on official maps (lighting on other source-based games' maps can look crisp, why wouldn't it in TF2 as well?). I would provide screenshots but the folder i have is just too big, opening up any map (especially the older ones) and looking around for a bit or inspecting props will quickly reveal what I'm talking about.

While on my quest for screenshots for the aforementioned issue I've also come across a few other miscellaneous visual issues on certain maps.

On cp_well, the logo on the main building of team RED is missing. I assume it is missing because said logo is present on ctf_well. I make no claims about a logo on the main building of team BLU as there's none on either map (although it may just as well be missing from both versions).

cp_well logo RED (missing)
cp_well: logo is missing
ctf_well RED logo (present)
ctf_well: logo is present

I have also come across a pixel-wide gap on ctf_well
ctf_well pixel-wide gap
ctf_well: pixel-wide gap near 1 of RED's spawns

Furthermore, there seems to be a missing some geometry on the main stairs of ctf_turbine on both sides
ctf_turbine gap in stairs on BLU 1
ctf_turbine: issue with the stairs on BLU's side
ctf_turbine gap in stairs on BLU 2
ctf_turbine: issue with the stairs on BLU's side
ctf_turbine gap in stairs RED
ctf_turbine: issue with the stairs on RED's side
ctf_turbine how stairs should be
ctf_turbine: interestingly enough, this other side of the stairs on RED's side are fine, immediately giving an idea of what the rest is supposed to look like.

And at last, I have also found the tiniest stripe of RED paint on an otherwise BLU-colored bit of the map on ctf_doublecross.
ctf_doublecross red bit on BLU side 1
ctf_turbine: that paint is a spy!

Note 1: I was told that one needs strict permissions from the respective creators of any map to be able to make any changes, so if that is true than I doubt anything I've said here can be fixed within the scope of this pack, aw chucks!
Note 2: I've only really gone and check maps up to cp_steel (starting from the oldest maps up to the update this one was added). If indeed these fixes could be applied within this pack, I'd happily set my eyes from some more to find other such miscellaneous issues in official maps.

Demoman Primary Fixes

Please fix the Demo Primary Reload, the Default one was made for only Stock, and it is just off with any other Grenade Launcher, maybe except the Loch-n-Load. It would also help adding a Battle Spin to Stock and the Iron Bomber when shooting and reloading if Possible. And center the Loose Cannon Pipes, so that they actually enter the chamber. Thanks.

Edit: You fixed the Iron Bomber Reload Transparency, nice.

Alive?

just checking. Also, could you make the jumper effects a sperate mod? Please.

Sniper rifle skins are incorrectly applied to scope

When a skinned Sniper Rifle is used, the Sniper Rifle's texture is incorrectly applied to the scope of the rifle.
See the images below for reference:

Without UTF2VFP installed:

Without pack (correct)

With UTF2VFP installed:

With pack (incorrect)

What I think is happening is that TF2 is replacing the sniper rifle scope's texture with that of the skinned sniper rifle's body because it only expects the rifle to use one texture, resulting in incorrect UV mappings. Interestingly, however, the scope seems to keep its shine, hinting that it might be keeping its material properties.

So, what I propose is to make the sniper rifle scope's material use the right part of the sniper rifle body's texture, just like it does in live TF2, alongside its custom material properties. That way, when the textures get replaced, the scope looks like it usually does.

AWPer hand invisible

I downloaded the latest release (not the master) and the AWPer hand's model just didn't render. All the other sniper rifles I tested worked fine. Any idea what's wrong?
Using mastercomfig ultra

Pyrovision Thermal Thruster taunt leaves behind particles after the taunt ends

Unfortunately, I think this is due to how it reuses rainblower particles, but taunting with the Thermal Thruster in Pyrovision leaves these behind for what seems to be indefinitely:
image

These potentially need a max-life so that they fizzle out on their own.

I've verified this does not happen with stock particles (I can test individually with Rainblower vs other particle files, if necessary).

Game stutters with this pack

When I have this pack installed, the game briefly stutters upon switching to a weapon with a war paint on it. This only happens when I switch to said weapon for the first time. Is there any way around this?

Creators.tf

Wondering if you're considering sending this to the creators.tf project? Would be really great if you did!

Mat_phong 0 fix

the one on gamebanana has not been updated and is still unfinished

Illumination inconsistencies on flame throwers

It's always been apparent to me that the flames from the Dragon's Fury, unlike the flames from the other flame throwers, has the property of illumination.

illumination dragon's fury
Dragon's fury flames

illumination flame thrower
regular Flame Thrower (also holds true for the Backburner and the Degreaser)

I understand that many things in TF2 could have the property of illumination (Unusuals, festive lights, certain cosmetics, all flame throwers) but don't because of visual clarity and performance. I also understand why these 2 arguments are less of an issue for just the Dragon's Fury, but it just feels inconsistent and out of place.

If there is one such case I do think deserves such properties instead, it is the light atop of the Mini-Sentry. Even though there's clearly a light mounted on top of it, the "light" is just a sprite and not a very good one at that.

illumination mini-sentry
Mini-Sentry's "light"

I understand this last suggestion is more subjective than anything else, but then again so is this entire post to a certain degree.

Back Scatter fix #2

Could you make scouts hand actually grab the gun and not be in the position he uses for the stock scattergun? It's very annoying and is a visual thing that could be fixed by one of your animators who've made custom animations before (like N-cognito).

Casual mode

When i enter in a match on casual mode the game crashes.
Why this is happening?

[Suggestion] Add "before and after" screenshots

I believe the description of this pack would benefit greatly from having various "before and after" screenshots to showcase all the changes and fixes included in this pack!
I have seen notes on this in the change-logs, so my bad if you guys are already working on this!

On a relevant note: I wouldn't mind trying this myself or helping out however I can if need-be!

Fixed Viewmodels Mod

We all know about Soldier's weird arm that shows up when he's holding the Original at a high viewmodel FOV.

image

There's a mod that fixes this and many other situations where an arm is in an awkward location made by ur kitty: https://gamebanana.com/skins/170679
I think this would make a fine addition to the pack.

TF2 Community Fix-Up Pack?

Have you got any plans to contribute some of the visual fixes to the steam workshop's TF2 Community Fix-up Pack?

Causes TF2 to crash upon joining `sv_pure` servers

I've been having this issue for a long time where installing the Ultimate TF2 Visual Fix Pack causes the game to crash when joining some servers (most notably, many of the Valve and Skial ones). Interestingly, it only crashes the game sometimes, although if the game crashes on a server when it's first joined, it's likely to keep crashing for a while if you keep trying to rejoin that server. The crashing doesn't occur when the fixes are removed.

I'm currently going through the files in groups to see which ones, if any of them specifically, are causing the crash.

[Request] Demoman fixes. and thermal thruster bug.

Before the love and war update, demoman had more 3d looking viewmodel arms, now there flat. Could you restore the more 3d looking viewmodels.

Also the Iron bomber has four barrel yet when the demoman fires, the barrels do not spin. Make the barrels spin.

The grenade launcher has 6 barrels yet has a clip of 4.

The port on the stickybomb launcher doesn't pull back when the stickybomb launcher is fired.

When on blu team and have the thermal thruster equipped the player model in hud had the red version and not the blu.

Love your work, your doing a great job.

Game crashes

Whenever I have this installed, the game crashes whenever the game is close to finishing loading when joining a server. Which doesn't happen to my other customs installed. I also tried Ultimate-Tf2-Visual-Fix as the only one in custom but it still crashes. Is it because Valve servers are sv_pure 1?

Restoring old revolver animations

Prior to the Gun Mettle update, the cylinder on the revolver would spin and the firing pin would move after every shot. After the update released and the reload animation was reworked, all of these animations were lost and the revolver is now static. The part of the cylinder that could be seen sticking out during the reload animation also no longer exists, making the cylinder appear to be floating. If the part 2 of the pack I've seen discussed with animation fixes is developed, this is probably something important that should be added.

In addition to this every non-stock revolver other than The Enforcer doesn't even use a quick-loader (issue since Sniper v.s. Spy) so the spy appears to just stick his fingers into the cylinder chamber with nothing entering or leaving (bullet casings are static within the weapon).

i dont know where i should put this but i put it here

so i wanted to know if you can make a version of this pack that is compatible with valve servers (i know that a lot of the fixes cant be compatible with valve servers but i'm asking if you can do a version with the things that can be done like the reduction of the fire particles, extended dragun fury fire that kind of stuff)

mat_picmip lower than -1

I was considering asking this over on TC2 but as per their issue #51 I think it better fits here instead.
Comments left there by people that I assume have much more knowledge when it comes to these kinds of things than I suggest that it would be better to achieve lower levels of mat_picmip by "cleaning up the assets" rather than allowing the game's code to set it to such a value (again). I myself have no clue what "cleaning up the assets" actually means in this particular case however.

sv_pure?

Not necessarily an issue, just a question.
How's this fix pack handling servers with sv_pure, like casual servers?

Team Comtress 2

Hey, loving the effort and dedication being put in here!
I saw that it is on your current planning to integrate this project with the community fix-up pack on the steam workshop, this made me wonder if it was also an idea to integrate this project with team comtress 2?
While I do believe they take a closer look at anything related to coding, I figure this would be a lovely addition to the goal of that project as well.

Uber Textures

Whenever a player gets ubered, their eyes become yellow. Pyro's eyepieces become yellow, too.

image

Because of that, you would think that Engineer's goggles would become yellow. Apparently, Valve thought so, too, but they messed up the location of RED Engie's eyes and forgot about BLU Engie's eyes.

image

image

Sniper also has an issue that, while subjective, would look a lot better if fixed. When ubered, his eyes do actually turn yellow, but it's hard to notice thanks to his nonshiny, irremovable (because of bodygroups), and black glasses.

image

image

I think it would be much better looking if the glasses became yellow, like Pyro's eyepieces. It doesn't seem like the glasses can be made translucent during uber. I don't think they would look very good with the shiny uber texture on them, either.

One other thing to note about uber eyes is the colour of BLU team's eyes. Ingame, they are yellow, like RED, but in the official BLU uber avatars, they are light blue. They were released in 2009, however, so the avatar creators might have been the ones who made the error. BLU's yellow eyes look fine, but it would be neat to make them match the avatar eyes.

image

image

Aside from eye-related issues, there are also general issues with uber textures. Specifically, their datedness. According to the TF2 wiki, the textures, like gibs, are based on early versions of the mercs. This is apparently the cause of RED Engie's eyes on his nose.
https://wiki.teamfortress.com/wiki/ÜberCharge#Bugs
There are a couple of mods that update these textures, such as these two by MrMannOfLeisure and LolzMan1325 respectively that make them look more like the textures used in Meet the Medic and Expiration Date. This also fixes up the uber eyes while keeping them yellow.
https://gamebanana.com/skins/180035
https://gamebanana.com/skins/120998
There's also this one by A Paint Bucket Named Huey that keeps the original metallic style of uber.
https://gamebanana.com/skins/179982

Shotgun Shell Ejection

Almost every Mod that fixes the Shotgun Shell Ejection has been abandoned and become outdated. It is a subtle but necessary thing to fix, seeing as this is the Ultimate TF2 Visual Fix.

Curly Bill's Mods

Curly Bill has made several mods that either overhaul or fix things in TF2. Some of their things can probably be ignored, such as their mod that makes gives a few weapons BLU team-colouring, but there's a lot of good stuff that could be good additions to the pack. The bottom 2 links are especially good fixes, while the middle 2 are good if paint is to be changed to fit the art style more.

https://steamcommunity.com/sharedfiles/filedetails/?id=1396598059
https://steamcommunity.com/sharedfiles/filedetails/?id=1512670207
https://steamcommunity.com/sharedfiles/filedetails/?id=1528231954
https://steamcommunity.com/sharedfiles/filedetails/?id=1567581803
https://steamcommunity.com/sharedfiles/filedetails/?id=1600180077
https://steamcommunity.com/sharedfiles/filedetails/?id=1970013329

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