Obtaining the latest copy of items_game.txt and editing it just got easier! This program allows you to import the file directly from the GCF (inside the folder named as your username inside steamapps) and simply click on the item you want to edit from a drop-down menu. Note: doesn't work for unusual effects. You still have to do that yourself (or use the premade one without the effects below).
Do you think that unusual hats are an eyesore? Are there certain headpieces that you wish could just go away forever?
Languish no longer! Now YOU can be the master over what you see in-game! Hide those ugly particle effects, make any hat you wish disappear not-right-before-your-eyes, or disable everything for a nice FPS boost and make the game look like it did back at launch!* New discoveries in work-around sciences have made it possible to edit Team Fortress 2's items properties list, and getting the look you want for your game has never been easier! As part of this special promotion, four different levels of automated removal have been prefabricated and made available to you here for FREE, thanks to the mindbrains at the TF2 Steam Forums!
See them here! (click)
1) Remove ALL cosmetics, including all hats (including Polycount set hats), accessories, and cosmetic particle effects
2) Remove all cosmetics EXCEPT Polycount set hats - know thy enemy!
3) Remove ONLY unusual particle effects
4) Hide all hats EXCEPT for Scout, Soldier, Engineer, and Sniper hats**
To install them, simply navigate to your Program Files\Steam\steamapps\<your username here>\team fortress 2\tf folder, and create a new folder named scripts if there isn't one already. Inside scripts, make another folder called items. Then, download your file of choice from the linked thread above (See them here!), name it items_game.txt if it isn't already, and paste it into your new items folder! It's that simple!
BUT THAT'S NOT ALL!
We promised you that you would be the master of what you see, and we weren't lying! If you only want to hide some things and not others, take a gander at this guide (summary after):
Summary: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 poo poo:
STEP 1: 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.
STEP 2: 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" }
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. I don't even know if you can edit weapon models or not but hey, feel free to try.
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" }
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". either way works. I haven't hosed 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 gently caress 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" } }
Notice how "visuals" is empty. I deleted the particle system poo poo 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 ♥♥♥♥♥♥♥♥ 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" } }
There used to be a bunch of effects after "5", but i deleted them because they're all unusual hat effects. gently caress your ugly poo poo, valve!
-To hide individual hats, find that hat's section of code***. Once that's found, find the line that says "model_player", and delete the model directory after it (leave the quotes, though).
-To hide particle effects related to specific items, find its section of code. Once that's found, find the subsection that says visuals, and delete anything in it related to particle effects.
-To hide unusual hat particle effects, find the attribute_controlled_attached_particles section of code. Find the subsection that says 5, and delete everything in it that doesn't have to do with the Halo.
IMPORTANT NOTES
-Sometimes/usually/always after updates, the text file will be reset.
--If you are using one of the pre-made files, simply re-download it after the thread manager has updated them to include any changes.
--If you are using a file that you have customized, be sure to back it up so that you can go back and make the changes again to the new one.
-If you mess something up that you didn't mean to do and are unable to revert it, simply delete the file.
*It is recommended that weapon models are left unchanged so that characters don't appear to be holding airguns.
**Most hats used by these classes remove the default headgear (i.e., the Soldier's helmet), so disabling them will make these classes appear "hatless". There is no known workaround for this.
***Some hats use different names in the text file than they do in-game. For example, the Magistrate's Mullet is "Spy Noble Hair".
This advertisement has been brought to you by the Players Against Silly Cosmetics.
Edited by MafiaGuy7, 10 February 2011 - 04:06 PM.
















