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HUD editing: short questions, quick answers
posted in Customization
3211
#3211
0 Frags +
Silvvy~snip

Finally figured out how to hide it, disregard this

[quote=Silvvy]~snip[/quote]

Finally figured out how to hide it, disregard this
3212
#3212
0 Frags +

what am i supposed to edit to change the position of my chat?

what am i supposed to edit to change the position of my chat?
3213
#3213
1 Frags +
shinsowhat am i supposed to edit to change the position of my chat?

basechat.res, x/ypos of hudchat

[quote=shinso]what am i supposed to edit to change the position of my chat?[/quote]
basechat.res, x/ypos of hudchat
3214
#3214
0 Frags +

http://i.imgur.com/S9mC2Yf.png

Managed to update my hud to add the healthbar by adding spectator_extra to spectator.res, spectatortournament.res and hudlayout.res but I can't work out how to get the player name as well like it is in the default hud

[img]http://i.imgur.com/S9mC2Yf.png[/img]

Managed to update my hud to add the healthbar by adding spectator_extra to spectator.res, spectatortournament.res and hudlayout.res but I can't work out how to get the player name as well like it is in the default hud
3215
#3215
2 Frags +
eeevanshttp://i.imgur.com/S9mC2Yf.png

Managed to update my hud to add the healthbar by adding spectator_extra to spectator.res, spectatortournament.res and hudlayout.res but I can't work out how to get the player name as well like it is in the default hud

The font that controls the names is usually "SpectatorVerySmall", I can't find out what file(s) it's used in though. Which HUD is it?

[quote=eeevans][img]http://i.imgur.com/S9mC2Yf.png[/img]

Managed to update my hud to add the healthbar by adding spectator_extra to spectator.res, spectatortournament.res and hudlayout.res but I can't work out how to get the player name as well like it is in the default hud[/quote]


The font that controls the names is usually "SpectatorVerySmall", I can't find out what file(s) it's used in though. Which HUD is it?
3216
#3216
0 Frags +
STOGEThe font that controls the names is usually "SpectatorVerySmall", I can't find out what file(s) it's used in though. Which HUD is it?

It's based on bxhud but heavily modified by myself, here's a download if that helps
https://www.dropbox.com/sh/g26ttydpwrmuma9/AACt05zLlnEIcs4Qbgo-TiU7a?dl=0

Edit: fixed by adding SpectatorVerySmall to clientscheme.res, thanks

[quote=STOGE]
The font that controls the names is usually "SpectatorVerySmall", I can't find out what file(s) it's used in though. Which HUD is it?[/quote]

It's based on bxhud but heavily modified by myself, here's a download if that helps
https://www.dropbox.com/sh/g26ttydpwrmuma9/AACt05zLlnEIcs4Qbgo-TiU7a?dl=0

Edit: fixed by adding SpectatorVerySmall to clientscheme.res, thanks
3217
#3217
0 Frags +

https://a.pomf.cat/snwlzg.jpg

anyone know where i would be able to modify the color of the red cross

[img]https://a.pomf.cat/snwlzg.jpg[/img]
anyone know where i would be able to modify the color of the red cross
3218
#3218
0 Frags +

Is it possible to move the health value here into the targetID box?

Is it possible to move the health value [url=https://imgur.com/csMAi4D]here[/url] into the targetID box?
3219
#3219
3 Frags +
gabbyhttps://a.pomf.cat/snwlzg.jpg
anyone know where i would be able to modify the color of the red cross

hudplayerhealth.res, edit "HealthDeathWarningColor" near the top to be the color you want.

TheRealSSIs it possible to move the health value here into the targetID box?

In console, type "tf_hud_target_id_disable_floating_health 1" and it'll do that for you.

[quote=gabby][img]https://a.pomf.cat/snwlzg.jpg[/img]
anyone know where i would be able to modify the color of the red cross[/quote]
hudplayerhealth.res, edit "HealthDeathWarningColor" near the top to be the color you want.

[quote=TheRealSS]Is it possible to move the health value [url=https://imgur.com/csMAi4D]here[/url] into the targetID box?[/quote]
In console, type "tf_hud_target_id_disable_floating_health 1" and it'll do that for you.
3220
#3220
0 Frags +

I have many questions, some of them about hud editing, some of them related to file structure, user customization, and #base. So let's start with the simple stuff.

How do you crop the border of the EventPromo background from the Main Menu. It doesn't seem to be defined in mainmenuoverride.res, but I also can't find it as an image border in clientscheme. Below is how mine looks now, and immediately below that is mHud by Marblr.

http://i.imgur.com/nzh9p3S.png

http://i.imgur.com/S3JUF0w.png

In mHud the border for option menus and the console is also squared. I know that it's a border type thing in sourcescheme.res but I haven't been able to isolate it. So what controls that border is sourcescheme?

Marblr also redefines "TFOrangeBright to be a white colour in sourcescheme. Is there something that's hardcoded to use this colour? If so what is it? I'm curious to know what it changes. Below is the code.

"TFOrangeBright"            "227 227 227 255" //156 82 33 255

Can you use #base for normal .res files like scoreboard.res? So you could have a reference file for how you want the scoreboard, and also the option to change 1 tiny thing using your own reference file as a base? So scoreboard.res would basically just contain #base "scoreboard_default.res" or something, and scoreboard_default.res would contain the actual scoreboard.

Currently I have a lot of customizations that I keep in a separate folder called "customizations" but I'm transitioning into using the #base method. So would it be dumb to have some customization options in clientscheme.res and some in the folder? Or should I just make the customization in customizations/ overwrite the base file? Basically a matter of consistency over convenience.

Also, would you recommend assigning a neutral colour name for different elements, e.g. "BoxNeutral" and then define that in a #base file? This allows for clientscheme customization for the colour, but if you do that, then you can't have a #base customization for the alpha of the colour, right? So is it better to set the element's colour in the relevant .res file, and then have the alpha of the colour set in a #base file?

So for the fairly long and out-there questions, but I appreciate your thoughts on this as I'm new to using #base for customization.

I have many questions, some of them about hud editing, some of them related to file structure, user customization, and #base. So let's start with the simple stuff.

How do you crop the border of the EventPromo background from the Main Menu. It doesn't seem to be defined in mainmenuoverride.res, but I also can't find it as an image border in clientscheme. Below is how mine looks now, and immediately below that is mHud by Marblr.

[img]http://i.imgur.com/nzh9p3S.png[/img]
[img]http://i.imgur.com/S3JUF0w.png[/img]

In mHud the border for option menus and the console is also squared. I know that it's a border type thing in sourcescheme.res but I haven't been able to isolate it. So what controls that border is sourcescheme?

Marblr also redefines "TFOrangeBright to be a white colour in sourcescheme. Is there something that's hardcoded to use this colour? If so what is it? I'm curious to know what it changes. Below is the code.

[code]"TFOrangeBright" "227 227 227 255" //156 82 33 255[/code]

Can you use #base for normal .res files like scoreboard.res? So you could have a reference file for how you want the scoreboard, and also the option to change 1 tiny thing using your own reference file as a base? So scoreboard.res would basically just contain #base "scoreboard_default.res" or something, and scoreboard_default.res would contain the actual scoreboard.

Currently I have a lot of customizations that I keep in a separate folder called "customizations" but I'm transitioning into using the #base method. So would it be dumb to have some customization options in clientscheme.res and some in the folder? Or should I just make the customization in customizations/ overwrite the base file? Basically a matter of consistency over convenience.

Also, would you recommend assigning a neutral colour name for different elements, e.g. "BoxNeutral" and then define that in a #base file? This allows for clientscheme customization for the colour, but if you do that, then you can't have a #base customization for the alpha of the colour, right? So is it better to set the element's colour in the relevant .res file, and then have the alpha of the colour set in a #base file?

So for the fairly long and out-there questions, but I appreciate your thoughts on this as I'm new to using #base for customization.
3221
#3221
2 Frags +
Medico_di_BiscottiHow do you crop the border of the EventPromo background from the Main Menu

By default "Background" under "EventPromo" has a border that acts as the background, I removed the border and put "EventBGPanel" under it which is an ImagePanel. Use vgui_drawtree 1 to help find the names of elements.

Medico_di_BiscottiIn mHud the border for option menus and the console is also squared. I know that it's a border type thing in sourcescheme.res but I haven't been able to isolate it. So what controls that border is sourcescheme?

I believe changing the "FrameBorder" border is what changes the border for menus and the console, in which case I used this: http://pastebin.com/0rLkQENV.

Medico_di_BiscottiMarblr also redefines "TFOrangeBright to be a white colour in sourcescheme. Is there something that's hardcoded to use this colour?

Possibly, I only changed it because I wanted anything orange to be white and was lazy.

Medico_di_BiscottiCan you use #base for normal .res files like scoreboard.res?

Yes, as far as I know it works with every res file, even hudlayout. mhud uses #base in scoreboard.res as a reference.

[quote=Medico_di_Biscotti]How do you crop the border of the EventPromo background from the Main Menu[/quote]
By default "Background" under "EventPromo" has a border that acts as the background, I removed the border and put "EventBGPanel" under it which is an ImagePanel. Use [i]vgui_drawtree 1[/i] to help find the names of elements.

[quote=Medico_di_Biscotti]In mHud the border for option menus and the console is also squared. I know that it's a border type thing in sourcescheme.res but I haven't been able to isolate it. So what controls that border is sourcescheme?[/quote]
I believe changing the "FrameBorder" border is what changes the border for menus and the console, in which case I used this: [url=http://pastebin.com/0rLkQENV]http://pastebin.com/0rLkQENV[/url].

[quote=Medico_di_Biscotti]Marblr also redefines "TFOrangeBright to be a white colour in sourcescheme. Is there something that's hardcoded to use this colour?[/quote]
Possibly, I only changed it because I wanted anything orange to be white and was lazy.

[quote=Medico_di_Biscotti]Can you use #base for normal .res files like scoreboard.res?[/quote]
Yes, as far as I know it works with every res file, even hudlayout. mhud uses #base in scoreboard.res as a reference.
3222
#3222
0 Frags +
MarblrBy default "Background" under "EventPromo" has a border that acts as the background, I removed the border and put "EventBGPanel" under it which is an ImagePanel. Use vgui_drawtree 1 to help find the names of elements.

This is just the overall background, right? I already got rid of that by commenting out the border and then I gave it a transparent black bgcolor_override. What I meant was the background immediately under the Mayflower Key stuff (the dark gray-ish black one). Sorry, I should've pointed to it in the image. I can't seem to get rid of that, but it seems to be tied in with CyclingAd. If that's also the background that you meant, then I must've done something wrong.

EDIT: I found a file called cyclingadcontainer.res and it has the adcontainer, but I can't seem to get rid of the background image without "visible" "0"-ing the entire thing which also removes the actual ads.

EDIT 2: Wow, I did it. It's econ/itemaddefault. That contains the actual ad panels. Then just visible 0 that ugly ass background :D It's surprising, though, that your HUD doesn't have that file then. Guess you must've found a different way.

MarblrYes, as far as I know it works with every res file, even hudlayout. mhud uses #base in scoreboard.res as a reference.

Holy poop. I tried it once but I put the #base reference inside the "Scoreboard.res"{} bracket that every file starts with and it didn't work. Just deleted those brackets, totally works. This is so useful, thanks :)

MarblrI believe changing the "FrameBorder" border is what changes the border for menus and the console

You're right, it does. I had tried copying over your entire sourcescheme and that worked, but when I only copied over the border section, it didn't. Turns out it was because the colours were missing. Of course I knew that, but I just thought that the edges would still be square, so I thought it didn't work. I guess the border covers up the rounded edges instead of making the edges actually square.

Thank you so much for this. :)

[quote=Marblr]
By default "Background" under "EventPromo" has a border that acts as the background, I removed the border and put "EventBGPanel" under it which is an ImagePanel. Use [i]vgui_drawtree 1[/i] to help find the names of elements.
[/quote]

This is just the overall background, right? I already got rid of that by commenting out the border and then I gave it a transparent black bgcolor_override. What I meant was the background immediately under the Mayflower Key stuff (the dark gray-ish black one). Sorry, I should've pointed to it in the image. I can't seem to get rid of that, but it seems to be tied in with CyclingAd. If that's also the background that you meant, then I must've done something wrong.

EDIT: I found a file called cyclingadcontainer.res and it has the adcontainer, but I can't seem to get rid of the background image without "visible" "0"-ing the entire thing which also removes the actual ads.

EDIT 2: Wow, I did it. It's econ/itemaddefault. That contains the actual ad panels. Then just visible 0 that ugly ass background :D It's surprising, though, that your HUD doesn't have that file then. Guess you must've found a different way.

[quote=Marblr]
Yes, as far as I know it works with every res file, even hudlayout. mhud uses #base in scoreboard.res as a reference.[/quote]

Holy poop. I tried it once but I put the #base reference inside the "Scoreboard.res"{} bracket that every file starts with and it didn't work. Just deleted those brackets, totally works. This is so useful, thanks :)

[quote=Marblr]
I believe changing the "FrameBorder" border is what changes the border for menus and the console
[/quote]

You're right, it does. I had tried copying over your entire sourcescheme and that worked, but when I only copied over the border section, it didn't. Turns out it was because the colours were missing. Of course I knew that, but I just thought that the edges would still be square, so I thought it didn't work. I guess the border covers up the rounded edges instead of making the edges actually square.

Thank you so much for this. :)
3223
#3223
0 Frags +

Is it possible to change at which value the low ammo color warning is triggered?

Is it possible to change at which value the low ammo color warning is triggered?
3224
#3224
0 Frags +

just downloaded ell's hud and was wondering how to get rid of the grey box on the top left

http://i.imgur.com/4u62Rn9.jpg

just downloaded ell's hud and was wondering how to get rid of the grey box on the top left
[img]http://i.imgur.com/4u62Rn9.jpg[/img]
3225
#3225
0 Frags +

Hey all. I was trying to take the Brosel Health Cross customization from FlatHUB and put it into my own HUD (built off of the Evolve HUD). Anyways, for some reason the cross color won't change, so I'm suck with a white text on a white cross. Can anyone help me figure out how to fix this coloring issue?

IMAGE: http://i.imgur.com/53pNJCN.png

Hey all. I was trying to take the Brosel Health Cross customization from FlatHUB and put it into my own HUD (built off of the Evolve HUD). Anyways, for some reason the cross color won't change, so I'm suck with a white text on a white cross. Can anyone help me figure out how to fix this coloring issue?

IMAGE: http://i.imgur.com/53pNJCN.png
3226
#3226
0 Frags +

so I battled with the values in my scoreboard.res file and eventually got them to look normal again, but it ended up moving my scoreboard to the left side of my screen. Am I supposed to edit something in hudlayout or in my scoreboard file, and what field name? I've tried messing with the x-pos but no progress

edit: I've found a fix for it

so I battled with the values in my scoreboard.res file and eventually got them to look normal again, but it ended up [url=http://imgur.com/1h0Uw4M]moving my scoreboard to the left side of my screen[/url]. Am I supposed to edit something in hudlayout or in my scoreboard file, and what field name? I've tried messing with the x-pos but no progress

edit: I've found a fix for it
3227
#3227
0 Frags +

edit: sorry to bother you again.

Marblr, how do you make the main menu background image not downscale (low-res) itself after the menu loads. Does it have to do the .vtf and .vmt in materials/replay/thumbnails? How does that work?

Basically, when the menu is loading the background image is full-res, then when it loads the menu, it immediately downscales. mHUD appears to not do that, but I also can't seem to figure out where you even tell the HUD what the background image is since "Background" image "" is blank.

edit: sorry to bother you again.

Marblr, how do you make the main menu background image not downscale (low-res) itself after the menu loads. Does it have to do the .vtf and .vmt in materials/replay/thumbnails? How does that work?

Basically, when the menu is loading the background image is full-res, then when it loads the menu, it immediately downscales. mHUD appears to not do that, but I also can't seem to figure out where you even tell the HUD what the background image is since "Background" image "" is blank.
3228
#3228
3 Frags +
Medico_di_Biscottiedit: sorry to bother you again.

Marblr, how do you make the main menu background image not downscale (low-res) itself after the menu loads. Does it have to do the .vtf and .vmt in materials/replay/thumbnails? How does that work?

Basically, when the menu is loading the background image is full-res, then when it loads the menu, it immediately downscales. mHUD appears to not do that, but I also can't seem to figure out where you even tell the HUD what the background image is since "Background" image "" is blank.

When exporting the .vtf, disable the setting to generate mipmaps. On the paint.net plugin at least it has its own tab, it shouldn't be hard to find when looking around for it.

It's due to mat_picmip settings that it becomes blurry, and mipmaps are what you're seeing.

[quote=Medico_di_Biscotti]edit: sorry to bother you again.

Marblr, how do you make the main menu background image not downscale (low-res) itself after the menu loads. Does it have to do the .vtf and .vmt in materials/replay/thumbnails? How does that work?

Basically, when the menu is loading the background image is full-res, then when it loads the menu, it immediately downscales. mHUD appears to not do that, but I also can't seem to figure out where you even tell the HUD what the background image is since "Background" image "" is blank.[/quote]
When exporting the .vtf, disable the setting to generate mipmaps. On the paint.net plugin at least it has its own tab, it shouldn't be hard to find when looking around for it.

It's due to mat_picmip settings that it becomes blurry, and mipmaps are what you're seeing.
3229
#3229
0 Frags +
JarateKingWhen exporting the .vtf, disable the setting to generate mipmaps. On the paint.net plugin at least it has its own tab, it shouldn't be hard to find when looking around for it.

It's due to mat_picmip settings that it becomes blurry, and mipmaps are what you're seeing.

Thank you very much!

Still, in mHUD there are very few background files yet it still works because of how it's applied. So in the interest of saving space, I'd still very much like to know how that works. Marblr has 2 vtfs in console (upward and upward_widescreen) and 1 vtf and 1 vmt in replay/thumbnails. Assuming they're all needed for it to work, that is still 3 files, down from 8 to cover all the background files.

Also, I forgot to ask:

  1. How does mHUD get the transparent black filter over the menu background when it loads. I can't find it in mainmenuovcerride. Is it the vmt?
  2. How do you edit this thing? The mouseoverpanel when hovering certain elements. And can you add new ones for other buttons?

    http://i.imgur.com/RM44nzn.png

[quote=JarateKing]
When exporting the .vtf, disable the setting to generate mipmaps. On the paint.net plugin at least it has its own tab, it shouldn't be hard to find when looking around for it.

It's due to mat_picmip settings that it becomes blurry, and mipmaps are what you're seeing.
[/quote]

Thank you very much!

Still, in mHUD there are very few background files yet it still works because of how it's applied. So in the interest of saving space, I'd still very much like to know how that works. Marblr has 2 vtfs in console (upward and upward_widescreen) and 1 vtf and 1 vmt in replay/thumbnails. Assuming they're all needed for it to work, that is still 3 files, down from 8 to cover all the background files.

Also, I forgot to ask:
[olist]
[*] How does mHUD get the transparent black filter over the menu background when it loads. I can't find it in mainmenuovcerride. Is it the vmt?
[*] How do you edit this thing? The mouseoverpanel when hovering certain elements. And can you add new ones for other buttons?
[img]http://i.imgur.com/RM44nzn.png[/img]
[/olist]
3230
#3230
1 Frags +
Medico_di_BiscottiJarateKingWhen exporting the .vtf, disable the setting to generate mipmaps. On the paint.net plugin at least it has its own tab, it shouldn't be hard to find when looking around for it.

It's due to mat_picmip settings that it becomes blurry, and mipmaps are what you're seeing.

Thank you very much! Still, in mHUD there are very few background files yet it still works because of how it's applied. So in the interest of saving space, I'd still very much like to know how that works. Marblr has 2 vtfs in console (upward and upward_widescreen) and 1 vtf and 1 vmt in replay/thumbnails. Assuming they're all needed for it to work, that is still 3 files, down from 8 to cover all the background files.

scripts/chapterbackgrounds.txt controls the loading of background files, and can be changed to only load the one.

I don't know the details of mHUD but an option some huds follow (usually to get the loading background to be different) is to throw in a background in mainmenuoverride.res and have it disappear ingame through gamemenu.res.

[quote=Medico_di_Biscotti][quote=JarateKing]
When exporting the .vtf, disable the setting to generate mipmaps. On the paint.net plugin at least it has its own tab, it shouldn't be hard to find when looking around for it.

It's due to mat_picmip settings that it becomes blurry, and mipmaps are what you're seeing.
[/quote]

Thank you very much! Still, in mHUD there are very few background files yet it still works because of how it's applied. So in the interest of saving space, I'd still very much like to know how that works. Marblr has 2 vtfs in console (upward and upward_widescreen) and 1 vtf and 1 vmt in replay/thumbnails. Assuming they're all needed for it to work, that is still 3 files, down from 8 to cover all the background files.[/quote]
scripts/chapterbackgrounds.txt controls the loading of background files, and can be changed to only load the one.

I don't know the details of mHUD but an option some huds follow (usually to get the loading background to be different) is to throw in a background in mainmenuoverride.res and have it disappear ingame through gamemenu.res.
3231
#3231
2 Frags +
Medico_di_BiscottiHow does mHUD get the transparent black filter over the menu background when it loads.

I looked and I'm not noticing this at all, if anything it's something with the engine (opening and closing the server browser/options menu dims the background as well).

Medico_di_BiscottiHow do you edit this thing? The mouseoverpanel when hovering certain elements. And can you add new ones for other buttons?

"TooltipPanel" in mainmenuoverride.res. I've tried to add tooltips to other buttons by adding "tooltip" to a button in both mainmenuoverride.res and gamemenu.res, but it didn't work for me. There might be another way I'm unaware of.

[quote=Medico_di_Biscotti]How does mHUD get the transparent black filter over the menu background when it loads.
[/quote]
I looked and I'm not noticing this at all, if anything it's something with the engine (opening and closing the server browser/options menu dims the background as well).

[quote=Medico_di_Biscotti]How do you edit this thing? The mouseoverpanel when hovering certain elements. And can you add new ones for other buttons?[/quote]
"TooltipPanel" in mainmenuoverride.res. I've tried to add tooltips to other buttons by adding "tooltip" to a button in both mainmenuoverride.res and gamemenu.res, but it didn't work for me. There might be another way I'm unaware of.
3232
#3232
0 Frags +

Any way to limit length of healer's id element no matter how long your healer's medi gun name is?

Any way to limit length of healer's id element no matter how long your healer's medi gun name is?
3233
#3233
0 Frags +

What causes this?
http://puu.sh/pGVQw/64cc5a07f8.png

What causes this?
http://puu.sh/pGVQw/64cc5a07f8.png
3234
#3234
0 Frags +

when I'm a medic, what do I need to edit to change the color of my heal target's health when they're buffed/overhealed?

edit: found the fix to what I was looking for

when I'm a medic, what do I need to edit to change the color of my heal target's health when they're buffed/overhealed?

edit: found the fix to what I was looking for
3235
#3235
0 Frags +

what should i edit to change the killstreak ?

what should i edit to change the killstreak ?
3236
#3236
1 Frags +
shinsowhat should i edit to change the killstreak ?

HudItemEffectMeter_KillStreak.res in resource/ui

[quote=shinso]what should i edit to change the killstreak ?[/quote]

HudItemEffectMeter_KillStreak.res in resource/ui
3237
#3237
0 Frags +
STOGEshinsowhat should i edit to change the killstreak ?
HudItemEffectMeter_KillStreak.res in resource/ui

thank you

[quote=STOGE][quote=shinso]what should i edit to change the killstreak ?[/quote]

HudItemEffectMeter_KillStreak.res in resource/ui[/quote]
thank you
3238
#3238
0 Frags +

So basically, I'm using m0rehud black, however, I want to change how my buffed health/low health looks. Kinda more like this and this. I also want to remove the buff animations as well.

So basically, I'm using [url=http://imgur.com/a/DTWOm]m0rehud black[/url], however, I want to change how my buffed health/low health looks. Kinda more like [url=http://prnt.sc/bmh0nh]this[/url] and [url=http://prnt.sc/bmh0kx]this[/url]. I also want to remove the buff animations as well.
3239
#3239
1 Frags +
ccloudSo basically, I'm using m0rehud black, however, I want to change how my buffed health/low health looks. Kinda more like this and this. I also want to remove the buff animations as well.

https://www.dropbox.com/s/1tcipl0eqnmml4b/fix.rar?dl=0
replace the two files, enjoy

[quote=ccloud]So basically, I'm using [url=http://imgur.com/a/DTWOm]m0rehud black[/url], however, I want to change how my buffed health/low health looks. Kinda more like [url=http://prnt.sc/bmh0nh]this[/url] and [url=http://prnt.sc/bmh0kx]this[/url]. I also want to remove the buff animations as well.[/quote]
https://www.dropbox.com/s/1tcipl0eqnmml4b/fix.rar?dl=0
replace the two files, enjoy
3240
#3240
0 Frags +

I removed the standard quality color border from the backpack somehow, and I can't figure out how to add it back.

http://i.imgur.com/xQ03ywS.jpg

I shrunk the other quality color borders, but I can't find the standard one to save my life. Anyone know what it's called? The backpackitemborder entries under "Standard" in clientscheme don't appear to be it.

I removed the standard quality color border from the backpack somehow, and I can't figure out how to add it back.

[img]http://i.imgur.com/xQ03ywS.jpg[/img]

I shrunk the other quality color borders, but I can't find the standard one to save my life. Anyone know what it's called? The backpackitemborder entries under "Standard" in clientscheme don't appear to be it.
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