How do I edit the koth timers in matchmaking? On morehud black they are where the killfeed is.
http://imgur.com/zZDyaSR
STOGEhttp://i.imgur.com/8tCvX3B.png
Is there a way I can remove these player name backgrounds? (outlined in green)
Is there a way I can remove these player name backgrounds? (outlined in green)[/quote]
deetrsAvenI'm not entirely certain if this is a hud problem, but it happened after I installed mkhud. I noticed that all commands that were going through the dev console were showing up on the main ui.
Can you post a screenshot? Could be developer 1 or cl_showerror 1 if it's a command thing
Actually, now that you mentioned it, I did add -dev into the console. I'll try to see if removing it does the trick.
Can you post a screenshot? Could be developer 1 or cl_showerror 1 if it's a command thing[/quote]
Actually, now that you mentioned it, I did add -dev into the console. I'll try to see if removing it does the trick.
Which files do I edit to edit the casual panel that I go to if I want to select my gamemode and start searching for a game?
@Burning Smile
> Look or timers HudMatchStatus + HudObjectiveKothTimePanel
> HudObjectiveTimePanel for the 'Overtime' bit
> positioning is done through HudLayout.res
@Stoge, impossible to remove those on the scoreboard afaik
@XenThePybro: LobbyPanel_casual.res
> Look or timers HudMatchStatus + HudObjectiveKothTimePanel
> HudObjectiveTimePanel for the 'Overtime' bit
> positioning is done through HudLayout.res
@Stoge, impossible to remove those on the scoreboard afaik
@XenThePybro: LobbyPanel_casual.res
Does anybody know a way to change the names of the loadout slots. For instance: change "A" to "Stock" B to "MvM" and so forth.
@ johnpb Copy chat_english.txt from Team Fortress 2\hl2\resource\chat_english.txt to your custom hud's resource folder.
Add and edit the following lines between Token { } together with the existing 'filter_' lines and make sure to save the file with the following encoding: UCS-2 Little Endian. This allows you to overrule any localization line from tf_english, without having to update that file every time Valve adds new items! (credit to JarateKing for figuring this out)
"TF_ItemPresetName0" "A"
"TF_ItemPresetName1" "B"
"TF_ItemPresetName2" "C"
"TF_ItemPresetName3" "D"
This should allow you to change the description on those buttons (and might completely screw you over in the +quickswitch menu (ItemQuickSwitch.res)
Add and edit the following lines between [i]Token { }[/i] together with the existing 'filter_' lines and make sure to save the file with the following encoding: [b]UCS-2 Little Endian[/b]. This allows you to overrule any localization line from tf_english, without having to update that file every time Valve adds new items! (credit to JarateKing for figuring this out)
[code]"TF_ItemPresetName0" "A"
"TF_ItemPresetName1" "B"
"TF_ItemPresetName2" "C"
"TF_ItemPresetName3" "D"[/code]
This should allow you to change the description on those buttons (and might completely screw you over in the [i]+quickswitch[/i] menu (ItemQuickSwitch.res)
sAvendeetrsAvenI'm not entirely certain if this is a hud problem, but it happened after I installed mkhud. I noticed that all commands that were going through the dev console were showing up on the main ui.
Can you post a screenshot? Could be developer 1 or cl_showerror 1 if it's a command thing
Actually, now that you mentioned it, I did add -dev into the console. I'll try to see if removing it does the trick.
That's developer 1. Set it to 0.
Can you post a screenshot? Could be developer 1 or cl_showerror 1 if it's a command thing[/quote]
Actually, now that you mentioned it, I did add -dev into the console. I'll try to see if removing it does the trick.[/quote]
That's developer 1. Set it to 0.
Wiethoofd@ johnpb Copy chat_english.txt from Team Fortress 2\hl2\resource\chat_english.txt to your custom hud's resource folder.
Add and edit the following lines between Token { } together with the existing 'filter_' lines and make sure to save the file with the following encoding: UCS-2 Little Endian. This allows you to overrule any localization line from tf_english, without having to update that file every time Valve adds new items! (credit to JarateKing for figuring this out)
"TF_ItemPresetName0" "A" "TF_ItemPresetName1" "B" "TF_ItemPresetName2" "C" "TF_ItemPresetName3" "D"
This should allow you to change the description on those buttons (and might completely screw you over in the +quickswitch menu (ItemQuickSwitch.res)
It worked out great! Thank you!
Image proof :
Add and edit the following lines between [i]Token { }[/i] together with the existing 'filter_' lines and make sure to save the file with the following encoding: [b]UCS-2 Little Endian[/b]. This allows you to overrule any localization line from tf_english, without having to update that file every time Valve adds new items! (credit to JarateKing for figuring this out)
[code]"TF_ItemPresetName0" "A"
"TF_ItemPresetName1" "B"
"TF_ItemPresetName2" "C"
"TF_ItemPresetName3" "D"[/code]
This should allow you to change the description on those buttons (and might completely screw you over in the [i]+quickswitch[/i] menu (ItemQuickSwitch.res)[/quote]
It worked out great! Thank you!
Image proof :
[img]http://i.imgur.com/85IUJXq.jpg[/img]
johnpbIt worked out great! Thank you!
Screenshot for proof? I'm so happy JarateKing found this tech! It allows for a whole new area of customization without having to modify regularly updated localization files
Screenshot for proof? I'm so happy JarateKing found this tech! It allows for a whole new area of customization without having to modify regularly updated localization files
I've got a question. I'm looking to change the PlayerStatusHealthValue text color, so I did. I change fgcolor in every place I found that was associated with the text, but whenever it goes in to under half health or I get buffed (and it changes color for the buffed or under half health), whenever it goes back to normal from the state, it goes to White. Is there anything I can do about this or is it just something I'll have to live with?
LadDuckI've got a question. I'm looking to change the PlayerStatusHealthValue text color, so I did. I change fgcolor in every place I found that was associated with the text, but whenever it goes in to under half health or I get buffed (and it changes color for the buffed or under half health), whenever it goes back to normal from the state, it goes to White. Is there anything I can do about this or is it just something I'll have to live with?
You need to go into your hud directory, open the "scripts" folder and then open the file called "HudAnimation".
After you've done that, you have to find the line "Health Bonus Pulse", under this section you need to find the line
"Animate PlayerStatusHealthValueTarget" and change the FgColor to whatever you like your buffed health to be.
Now you have to do the same for "Health Dying Pulse", this time is for low hp.
Hopefully I was clear enough!
You need to go into your hud directory, open the "scripts" folder and then open the file called "HudAnimation".
After you've done that, you have to find the line "Health Bonus Pulse", under this section you need to find the line
"Animate PlayerStatusHealthValueTarget" and change the FgColor to whatever you like your buffed health to be.
Now you have to do the same for "Health Dying Pulse", this time is for low hp.
Hopefully I was clear enough!
BoboTheSexyBearLadDuckI've got a question. I'm looking to change the PlayerStatusHealthValue text color, so I did. I change fgcolor in every place I found that was associated with the text, but whenever it goes in to under half health or I get buffed (and it changes color for the buffed or under half health), whenever it goes back to normal from the state, it goes to White. Is there anything I can do about this or is it just something I'll have to live with?
You need to go into your hud directory, open the "scripts" folder and then open the file called "HudAnimation".
After you've done that, you have to find the line "Health Bonus Pulse", under this section you need to find the line
"Animate PlayerStatusHealthValueTarget" and change the FgColor to whatever you like your buffed health to be.
Now you have to do the same for "Health Dying Pulse", this time is for low hp.
Hopefully I was clear enough!
I am aware of the script files, but I don't think you fully understood my problem.
My problem is that after I'm hurt below that halfway mark or if I have been buffed, when it returns to the default health it returns to the color white, regardless of the color that PlayerStatusHealthValue is initially set to, or the buffed or hurt text is set to.
Thank you for your answer regardless.
You need to go into your hud directory, open the "scripts" folder and then open the file called "HudAnimation".
After you've done that, you have to find the line "Health Bonus Pulse", under this section you need to find the line
"Animate PlayerStatusHealthValueTarget" and change the FgColor to whatever you like your buffed health to be.
Now you have to do the same for "Health Dying Pulse", this time is for low hp.
Hopefully I was clear enough![/quote]
I am aware of the script files, but I don't think you fully understood my problem.
My problem is that after I'm hurt below that halfway mark or if I have been buffed, when it returns to the default health it returns to the color white, regardless of the color that PlayerStatusHealthValue is initially set to, or the buffed or hurt text is set to.
Thank you for your answer regardless.
LadDuckBoboTheSexyBearI am aware of the script files, but I don't think you fully understood my problem.LadDuckI've got a question. I'm looking to change the PlayerStatusHealthValue text color, so I did. I change fgcolor in every place I found that was associated with the text, but whenever it goes in to under half health or I get buffed (and it changes color for the buffed or under half health), whenever it goes back to normal from the state, it goes to White. Is there anything I can do about this or is it just something I'll have to live with?
You need to go into your hud directory, open the "scripts" folder and then open the file called "HudAnimation".
After you've done that, you have to find the line "Health Bonus Pulse", under this section you need to find the line
"Animate PlayerStatusHealthValueTarget" and change the FgColor to whatever you like your buffed health to be.
Now you have to do the same for "Health Dying Pulse", this time is for low hp.
Hopefully I was clear enough!
My problem is that after I'm hurt below that halfway mark or if I have been buffed, when it returns to the default health it returns to the color white, regardless of the color that PlayerStatusHealthValue is initially set to, or the buffed or hurt text is set to.
Thank you for your answer regardless.
But he is almost right :\ the PlayerStatusHealthValue is controlled by hudanimations as well you need to change it for HudHealthBonusPulseStop and HudHealthDyingPulseStop (now it's set to white or 255 255 255 255 w/e, and thats why it becames white every time the buff/hurt animation end) set PlayerStatusHealthValue to the same color you have on hudplayerhealth.res
Only for the stop animation, is very important!
You need to go into your hud directory, open the "scripts" folder and then open the file called "HudAnimation".
After you've done that, you have to find the line "Health Bonus Pulse", under this section you need to find the line
"Animate PlayerStatusHealthValueTarget" and change the FgColor to whatever you like your buffed health to be.
Now you have to do the same for "Health Dying Pulse", this time is for low hp.
Hopefully I was clear enough![/quote]
I am aware of the script files, but I don't think you fully understood my problem.
My problem is that after I'm hurt below that halfway mark or if I have been buffed, when it returns to the default health it returns to the color white, regardless of the color that PlayerStatusHealthValue is initially set to, or the buffed or hurt text is set to.
Thank you for your answer regardless.[/quote]
But he is almost right :\ the PlayerStatusHealthValue is controlled by hudanimations as well you need to change it for HudHealthBonusPulseStop and HudHealthDyingPulseStop (now it's set to white or 255 255 255 255 w/e, and thats why it becames white every time the buff/hurt animation end) set PlayerStatusHealthValue to the same color you have on hudplayerhealth.res
[u]Only for the stop animation, is very important![/u]
no matter what I do, my scoreboard is cutting off the player names and other info. any idea what causes this?
screenshot: http://imgur.com/xTzVG40
screenshot: http://imgur.com/xTzVG40
Konceptno matter what I do, my scoreboard is cutting off the player names and other info. any idea what causes this?
screenshot: http://imgur.com/xTzVG40
Looks like some of the values (probably name_width) in the "scores" element in scoreboard.res are too low.
Is it still possible to modify tf_english.txt? If so, is custom/hud/resource/ the correct folder?
screenshot: http://imgur.com/xTzVG40[/quote]
Looks like some of the values (probably name_width) in the "scores" element in scoreboard.res are too low.
Is it still possible to modify tf_english.txt? If so, is custom/hud/resource/ the correct folder?
JBIs it still possible to modify tf_english.txt? If so, is custom/hud/resource/ the correct folder?
It is still possible, but I would recommend against it, Valve regularly updates/changes that file so you'll have to reflect those changes too with every update, which is a pain!
The trick JarateKing found by adding lines to chat_english.txt instead (as I described earlier on this page) works really well if you want to customize some localization strings or add your own.
It is still possible, but I would recommend against it, Valve regularly updates/changes that file so you'll have to reflect those changes too with every update, which is a pain!
The trick JarateKing found by adding lines to [url=http://www.teamfortress.tv/post/613352/hud-editing-short-questions-quick-answers]chat_english.txt[/url] instead (as I described earlier on this page) works really well if you want to customize some localization strings or add your own.
How do I edit the background of the player panels in mm? I know the player name and class image etc. is in HudTournament.res, but I can't find the background there..
JBKonceptno matter what I do, my scoreboard is cutting off the player names and other info. any idea what causes this?
screenshot: http://imgur.com/xTzVG40
Looks like some of the values (probably name_width) in the "scores" element in scoreboard.res are too low.
Turns out the problem was that I had mat_antialias set to 1, which apparently caused the change oddly enough. When I set it to 0, everything went back to normal. Any idea why this is a thing?
screenshot: http://imgur.com/xTzVG40[/quote]
Looks like some of the values (probably name_width) in the "scores" element in scoreboard.res are too low. [/quote]
Turns out the problem was that I had mat_antialias set to 1, which apparently caused the change oddly enough. When I set it to 0, everything went back to normal. Any idea why this is a thing?
SnerkHow do I edit the background of the player panels in mm? I know the player name and class image etc. is in HudTournament.res, but I can't find the background there..
hudmatchstatus.res --> TeamStatus.
The background for the timer in MM and the lights for round wins are in hudroundcounter.res. You didn't ask that but it's useful regardless.
hudmatchstatus.res --> TeamStatus.
The background for the timer in MM and the lights for round wins are in hudroundcounter.res. You didn't ask that but it's useful regardless.
KonceptTurns out the problem was that I had mat_antialias set to 1, which apparently caused the change oddly enough. When I set it to 0, everything went back to normal. Any idea why this is a thing?
I know that changing mat_antialias can cause some weird HUD issues like the background to mouseover itempanels in the backpack going transparent, but I didn't know it did this. Is it changing it that caused your issue or just that particular setting? You could try adding +mat_antialias 1 in your launch options to enable your desired setting without having to change it in-game. I manually enable a config when I start TF2 so I have antialias in launch options, but your cfg might just save it between sessions.
Intentionally changing mat_antialias is actually useful for reloading the main menu when editing your HUD menu. I have a toggle alias like "alias ass toggle mat_antialias 0 1".
Turns out the problem was that I had mat_antialias set to 1, which apparently caused the change oddly enough. When I set it to 0, everything went back to normal. Any idea why this is a thing?[/quote]
I know that changing mat_antialias can cause some weird HUD issues like the background to mouseover itempanels in the backpack going transparent, but I didn't know it did this. Is it changing it that caused your issue or just that particular setting? You could try adding +mat_antialias 1 in your launch options to enable your desired setting without having to change it in-game. I manually enable a config when I start TF2 so I have antialias in launch options, but your cfg might just save it between sessions.
Intentionally changing mat_antialias is actually useful for reloading the main menu when editing your HUD menu. I have a toggle alias like "alias ass toggle mat_antialias 0 1".
Medico_di_BiscottiKonceptTurns out the problem was that I had mat_antialias set to 1, which apparently caused the change oddly enough. When I set it to 0, everything went back to normal. Any idea why this is a thing?
I know that changing mat_antialias can cause some weird HUD issues like the background to mouseover itempanels in the backpack going transparent, but I didn't know it did this. Is it changing it that caused your issue or just that particular setting? You could try adding +mat_antialias 1 in your launch options to enable your desired setting without having to change it in-game. I manually enable a config when I start TF2 so I have antialias in launch options, but your cfg might just save it between sessions.
Intentionally changing mat_antialias is actually useful for reloading the main menu when editing your HUD menu. I have a toggle alias like "alias ass toggle mat_antialias 0 1".
I know that toggling mat_antialias is helpful for editing a hud's main menu, but oddly enough, toggling the antialias regardless of 1 or 0 (starting my game with it on either seems to be the cause of it) fixes the issue. I have no idea why this is the issue. Guess I'll just have to put one mat_antialias at the beginning of my autoexec and then have it switch to the other one at the end of the file. But this is honestly very strange that I had that issue
Turns out the problem was that I had mat_antialias set to 1, which apparently caused the change oddly enough. When I set it to 0, everything went back to normal. Any idea why this is a thing?[/quote]
I know that changing mat_antialias can cause some weird HUD issues like the background to mouseover itempanels in the backpack going transparent, but I didn't know it did this. Is it changing it that caused your issue or just that particular setting? You could try adding +mat_antialias 1 in your launch options to enable your desired setting without having to change it in-game. I manually enable a config when I start TF2 so I have antialias in launch options, but your cfg might just save it between sessions.
Intentionally changing mat_antialias is actually useful for reloading the main menu when editing your HUD menu. I have a toggle alias like "alias ass toggle mat_antialias 0 1".[/quote]
I know that toggling mat_antialias is helpful for editing a hud's main menu, but oddly enough, toggling the antialias regardless of 1 or 0 (starting my game with it on either seems to be the cause of it) fixes the issue. I have no idea why this is the issue. Guess I'll just have to put one mat_antialias at the beginning of my autoexec and then have it switch to the other one at the end of the file. But this is honestly very strange that I had that issue
Medico_di_BiscottiSnerkHow do I edit the background of the player panels in mm? I know the player name and class image etc. is in HudTournament.res, but I can't find the background there..
hudmatchstatus.res --> TeamStatus.
The background for the timer in MM and the lights for round wins are in hudroundcounter.res. You didn't ask that but it's useful regardless.
Thank you :)
hudmatchstatus.res --> TeamStatus.
The background for the timer in MM and the lights for round wins are in hudroundcounter.res. You didn't ask that but it's useful regardless.[/quote]
Thank you :)
This has probably been answered before, but I can't seem to find it anywhere. How do I change the background of the loading screen when joining a server (as opposed to the main menu/intro loading screen)?
EDIT: Also, my main menu background doesn't seem to be working since Meet Your Match. I have the chapterbackgrounds.txt set up correctly I believe, unless something changed in how that works. If anyone has fixed that, I would love to be able to do the same.
EDIT: Also, my main menu background doesn't seem to be working since Meet Your Match. I have the chapterbackgrounds.txt set up correctly I believe, unless something changed in how that works. If anyone has fixed that, I would love to be able to do the same.
Hyptonize recently updated bastHUD, but what used to look like this:
https://i.imgur.com/qloiIfo.png (sharp edges)
Now looks like this:
https://i.imgur.com/kYsMG00.png (round edges)
Actually, all the slots were rounded, but after setting "draw_corner_width" and "draw_corner_height" on ClientScheme.res to 0, the used slots are now sharp, but the empty ones and while dragging items appear as round edges. Does anybody happen to know what else controls it?
Another issue (not sure if it has already been addressed here): I've mentioned about this to a couple HUD makers, and both of them seemed clueless to what causes it.
If I fresh launch TF2 or never hover any grade-quality item, its background sticks, but if I hover it at least once, it disappears until I reboot the game.
https://imgur.com/26lom3G (bastHUD)
Any ideas?
https://i.imgur.com/qloiIfo.png (sharp edges)
Now looks like this:
https://i.imgur.com/kYsMG00.png (round edges)
Actually, all the slots were rounded, but after setting "draw_corner_width" and "draw_corner_height" on ClientScheme.res to 0, the used slots are now sharp, but the empty ones and while dragging items appear as round edges. Does anybody happen to know what else controls it?
Another issue ([u]not sure if it has already been addressed here[/u]): I've mentioned about this to a couple HUD makers, and both of them seemed clueless to what causes it.
If I fresh launch TF2 or never hover any grade-quality item, its background sticks, but if I hover it at least once, it disappears until I reboot the game.
https://imgur.com/26lom3G (bastHUD)
Any ideas?
Hey guys, I'm trying to edit the color of a label (CExLabel) on my HUD:
"ItemEffectMeterLabel"
{
"fgcolor_override" "IceBlack"
}
The value is pure black; from clientscheme.res:
Colors
{
"IceBlack" "0 0 0 255"
]
This color works fine for drawing a rectangular box and filling it solid, however applying this color to text makes it disappear. With some testing and adjusting the RGB values, the closer I bring them to 0, the more transparent it seems, even though I do keep the alpha value at 255.
Anyone hear of this or know what might be wrong? Thanks in advance. :)
Edit: Seems because the font size was so small, it had possible smoothing issues. Dunno. Made the font bigger and it appears fine. Let anyone be warned of this stupid issue if they make a HUD
[code] "ItemEffectMeterLabel"
{
"fgcolor_override" "IceBlack"
}[/code]
The value is pure black; from clientscheme.res:
[code] Colors
{
"IceBlack" "0 0 0 255"
][/code]
This color works fine for drawing a rectangular box and filling it solid, however applying this color to text makes it disappear. With some testing and adjusting the RGB values, the closer I bring them to 0, the more transparent it seems, even though I do keep the alpha value at 255.
Anyone hear of this or know what might be wrong? Thanks in advance. :)
Edit: Seems because the font size was so small, it had possible smoothing issues. Dunno. Made the font bigger and it appears fine. Let anyone be warned of this stupid issue if they make a HUD
A lot of people have been saying that the info.vdf name and the folder has to match, but am I the only one where that doesn't matter at all? I'm pretty the game only checks if that the file is in a custom folder, not the folder and info.vdf's names match up. I've changed the info.vdf name to "fuckingwhatever.png.txt" and the HUD still loaded just fine.
I don't know if it's common knowledge, but it seems that people are pedalling the information that they have to sync up which I think is very misleading, assuming that mine is not some freak case. But my HUD on GitHub has just been using "info.vdf" as the name in the file and I haven't heard any bug reports of it not loading.
I don't know if it's common knowledge, but it seems that people are pedalling the information that they have to sync up which I think is very misleading, assuming that mine is not some freak case. But my HUD on GitHub has just been using "info.vdf" as the name in the file and I haven't heard any bug reports of it not loading.
when editing any of the lobby panels for casual and competitive, is there something i can do to reload them without relaunching the game? hud_reloadscheme, mat_antialias toggling, and reloading the scheme with vgui_drawtree dont work at all for me :(
Can someone tell me how to add a health cross bar next to health ?