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HUD editing: short questions, quick answers
posted in Customization
481
#481
0 Frags +

Server time limit is not intended to show up in KOTH as far as I know. Doesn't really make sense either. Shouldn't be a problem in 5CP and PL though.

Server time limit is not intended to show up in KOTH as far as I know. Doesn't really make sense either. Shouldn't be a problem in 5CP and PL though.
482
#482
-1 Frags +

Not really hud related but is there any way to see the MvM elements without actually fufilling the conditions to display them?

Not really hud related but is there any way to see the MvM elements without actually fufilling the conditions to display them?
483
#483
huds.tf
0 Frags +
WholegrainNot really hud related but is there any way to see the MvM elements without actually fufilling the conditions to display them?

Do you mean the panels such as the loot winnings and such? You could do what I did and recreate them in hudlayout.res, and then use what you've changed into the normal file.

[quote=Wholegrain]Not really hud related but is there any way to see the MvM elements without actually fufilling the conditions to display them?[/quote]
Do you mean the panels such as the loot winnings and such? You could do what I did and recreate them in hudlayout.res, and then use what you've changed into the normal file.
484
#484
-1 Frags +
omniWholegrainNot really hud related but is there any way to see the MvM elements without actually fufilling the conditions to display them?Do you mean the panels such as the loot winnings and such? You could do what I did and recreate them in hudlayout.res, and then use what you've changed into the normal file.

That's a good idea, thanks for the help.

[quote=omni][quote=Wholegrain]Not really hud related but is there any way to see the MvM elements without actually fufilling the conditions to display them?[/quote]
Do you mean the panels such as the loot winnings and such? You could do what I did and recreate them in hudlayout.res, and then use what you've changed into the normal file.[/quote]
That's a good idea, thanks for the help.
485
#485
-1 Frags +

Hey all

How can I disable the notification, that says: "Capture all five of the Control Points to win the game"?

http://i.imgur.com/Q6CB3Cb.jpg

Hey all

How can I disable the notification, that says: "Capture all five of the Control Points to win the game"?

[img]http://i.imgur.com/Q6CB3Cb.jpg[/img]
486
#486
-1 Frags +

Where can I find the file to add the numbers to the spys disguise menu?

Where can I find the file to add the numbers to the spys disguise menu?
487
#487
-1 Frags +
f_blueServer time limit is not intended to show up in KOTH as far as I know. Doesn't really make sense either. Shouldn't be a problem in 5CP and PL though.

I'm designing a hud that helps me use the server time limit to track uber percentages, similar to how quake players use it to keep track of mega/armor timings.

[quote=f_blue]Server time limit is not intended to show up in KOTH as far as I know. Doesn't really make sense either. Shouldn't be a problem in 5CP and PL though.[/quote]

I'm designing a hud that helps me use the server time limit to track uber percentages, similar to how quake players use it to keep track of mega/armor timings.
488
#488
-1 Frags +

Is there a easy way to add avatars and the things that show if your steam friend on your scoreboard?
Appreciate any help.

http://i.imgur.com/nYzgKJ9.jpg

Is there a easy way to add avatars and the things that show if your steam friend on your scoreboard?
Appreciate any help.



[img]http://i.imgur.com/nYzgKJ9.jpg[/img]
489
#489
-1 Frags +

How do I select which menu backgrounds a hud uses? I want it so that only one picture is used as the background.

How do I select which menu backgrounds a hud uses? I want it so that only one picture is used as the background.
490
#490
1 Frags +
LionxHow do I select which menu backgrounds a hud uses? I want it so that only one picture is used as the background.

the file that controls that is chapter_backgrounds.txt, which is located in scripts. these are the contents you would want, you can find the file in yahud or create it yourself. replace background_upward with whatever you want to use. more info here.

"chapters"
{
1 "background_upward"
2 "background_upward"
3 "background_upward"
4 "background_upward"
}
"BackgroundMaps"
{
1 "background_upward"
2 "background_upward"
3 "background_upward"
4 "background_upward"
}
[quote=Lionx]How do I select which menu backgrounds a hud uses? I want it so that only one picture is used as the background.[/quote]

the file that controls that is chapter_backgrounds.txt, which is located in scripts. these are the contents you would want, you can find the file in yahud or create it yourself. replace background_upward with whatever you want to use. more info [url=http://teamfortress.tv/thread/20920/custom-menu-background-post-steampipe/?page=1#361120]here[/url].
[code]"chapters"
{
1 "background_upward"
2 "background_upward"
3 "background_upward"
4 "background_upward"
}
"BackgroundMaps"
{
1 "background_upward"
2 "background_upward"
3 "background_upward"
4 "background_upward"
}[/code]
491
#491
-1 Frags +

Is it possible to use the "event DamagedPlayer" crosshair flasher indicator thing when using the achievement tracker crosshair switcher for different classes/weapons?

Is it possible to use the "event DamagedPlayer" crosshair flasher indicator thing when using the achievement tracker crosshair switcher for different classes/weapons?
492
#492
ozfortress
-1 Frags +
Fozzlm-

Just a quick bump; does anyone know the files required to fix this?

[quote=Fozzlm]-[/quote]

Just a quick bump; does anyone know the files required to fix this?
493
#493
-1 Frags +

1) Does anyone know the .res file that controls the taunt menu? I wanna make it look flat or shorter.

2) Is it possible to display the current weapon / slot in place of playermodel? Ex. showing "Grenade Launcher" instead of a 2D or 3D playermodel. I know people use crosshair switcher-esque scripts to show or hide viewmodels, but that's not what I'm looking for.

Thanks in advance.

1) Does anyone know the .res file that controls the taunt menu? I wanna make it look flat or shorter.

2) Is it possible to display the current weapon / slot in place of playermodel? Ex. showing "Grenade Launcher" instead of a 2D or 3D playermodel. I know people use crosshair switcher-esque scripts to show or hide viewmodels, but that's not what I'm looking for.

Thanks in advance.
494
#494
0 Frags +
DrJeremy1) Does anyone know the .res file that controls the taunt menu? I wanna make it look flat or shorter.

2) Is it possible to display the current weapon / slot in place of playermodel? Ex. showing "Grenade Launcher" instead of a 2D or 3D playermodel. I know people use crosshair switcher-esque scripts to show or hide viewmodels, but that's not what I'm looking for.

Thanks in advance.

the taunt menu .res file is HudMenuTauntSelection

[quote=DrJeremy]1) Does anyone know the .res file that controls the taunt menu? I wanna make it look flat or shorter.

2) Is it possible to display the current weapon / slot in place of playermodel? Ex. showing "Grenade Launcher" instead of a 2D or 3D playermodel. I know people use crosshair switcher-esque scripts to show or hide viewmodels, but that's not what I'm looking for.

Thanks in advance.[/quote]

the taunt menu .res file is HudMenuTauntSelection
495
#495
0 Frags +
HypnotizeDrJeremy1) Does anyone know the .res file that controls the taunt menu? I wanna make it look flat or shorter.

2) Is it possible to display the current weapon / slot in place of playermodel? Ex. showing "Grenade Launcher" instead of a 2D or 3D playermodel. I know people use crosshair switcher-esque scripts to show or hide viewmodels, but that's not what I'm looking for.

Thanks in advance.

the taunt menu .res file is HudMenuTauntSelection

Apparently I'm missing it...
Oh well, I'll get it from that default hud respository.

Thanks!

[quote=Hypnotize][quote=DrJeremy]1) Does anyone know the .res file that controls the taunt menu? I wanna make it look flat or shorter.

2) Is it possible to display the current weapon / slot in place of playermodel? Ex. showing "Grenade Launcher" instead of a 2D or 3D playermodel. I know people use crosshair switcher-esque scripts to show or hide viewmodels, but that's not what I'm looking for.

Thanks in advance.[/quote]

the taunt menu .res file is HudMenuTauntSelection[/quote]
Apparently I'm missing it...
Oh well, I'll get it from that default hud respository.

Thanks!
496
#496
-1 Frags +

Any idea how I can make the console more transparent instead of being just a straight black?

Any idea how I can make the console more transparent instead of being just a straight black?
497
#497
ozfortress
0 Frags +

I'm having no luck at all in trying to remove this box under the round-timer; if anyone could tell me how to get rid of it, it would be greatly appreciated.

https://i.imgur.com/TR5GWou.jpg

I'm having no luck at all in trying to remove this box under the round-timer; if anyone could tell me how to get rid of it, it would be greatly appreciated.

[img]https://i.imgur.com/TR5GWou.jpg[/img]
498
#498
1 Frags +
FozzlmI'm having no luck at all in trying to remove this box under the round-timer; if anyone could tell me how to get rid of it, it would be greatly appreciated.

I'm not 100% on the name of it but I'm sure that visible 0 does nothing to it, you've just gotta put it's xpos or ypos at 9999 or w/e to "remove" it.

[quote=Fozzlm]I'm having no luck at all in trying to remove this box under the round-timer; if anyone could tell me how to get rid of it, it would be greatly appreciated. [/quote]

I'm not 100% on the name of it but I'm sure that visible 0 does nothing to it, you've just gotta put it's xpos or ypos at 9999 or w/e to "remove" it.
499
#499
0 Frags +
_KermitFozzlmI'm having no luck at all in trying to remove this box under the round-timer; if anyone could tell me how to get rid of it, it would be greatly appreciated.
I'm not 100% on the name of it but I'm sure that visible 0 does nothing to it, you've just gotta put it's xpos or ypos at 9999 or w/e to "remove" it.

It should be under HudObjectiveTimePanel - TimePanelBG

[quote=_Kermit][quote=Fozzlm]I'm having no luck at all in trying to remove this box under the round-timer; if anyone could tell me how to get rid of it, it would be greatly appreciated. [/quote]

I'm not 100% on the name of it but I'm sure that visible 0 does nothing to it, you've just gotta put it's xpos or ypos at 9999 or w/e to "remove" it.[/quote]

It should be under HudObjectiveTimePanel - TimePanelBG
500
#500
0 Frags +
ShooshAny idea how I can make the console more transparent instead of being just a straight black?

It's one of the background colours in resource/sourcescheme.res.

[quote=Shoosh]Any idea how I can make the console more transparent instead of being just a straight black?[/quote]
It's one of the background colours in resource/sourcescheme.res.
501
#501
ozfortress
0 Frags +
HypnotizeIt should be under HudObjectiveTimePanel - TimePanelBG

Thanks, but it actually turned out to be ServerTimeLimitLabelBG.

[quote=Hypnotize]
It should be under HudObjectiveTimePanel - TimePanelBG[/quote]

Thanks, but it actually turned out to be ServerTimeLimitLabelBG.
502
#502
-1 Frags +

http://i.imgur.com/TS5ALMg.jpg

What is this called? I need to edit it because sometimes my ammo ruins my ability to see the charge percent.

[img]http://i.imgur.com/TS5ALMg.jpg[/img]

What is this called? I need to edit it because sometimes my ammo ruins my ability to see the charge percent.
503
#503
0 Frags +
nky-ss-

What is this called? I need to edit it because sometimes my ammo ruins my ability to see the charge percent.

tf_hud_target_id_offset <any value> in console, or you can set it in autoexec / config.cfg lol
Unfortunately, that var only controls the Y position, so higher the number, the lower on the screen it will be, so use a negative number if you want to move it up.

So I found "animations" in hudplayerclass.res, and I also found boxrocket.ttf, which is just like crosshair fonts and wingdings / webdings, in that the letters are actually images of things - specifically, some ammo types and weapons (crowbar, gravity gun, etc.).

Has anyone played around with the animations in hudplayerclass.res? Do you think it would be possible to use the boxrocket font with the animations to swap like crosshairs, except they would show whether you're on primary, secondary, or melee? or has anyone come up with something similar besides crosshair colors?

[quote=nky]-ss-

What is this called? I need to edit it because sometimes my ammo ruins my ability to see the charge percent.[/quote]
tf_hud_target_id_offset <any value> in console, or you can set it in autoexec / config.cfg lol
Unfortunately, that var only controls the Y position, so higher the number, the lower on the screen it will be, so use a negative number if you want to move it up.



So I found [url=http://i.imgur.com/VtoMTYj.png]"animations" in hudplayerclass.res[/url], and I also found boxrocket.ttf, which is just like crosshair fonts and wingdings / webdings, in that the letters are actually images of things - specifically, some ammo types and weapons (crowbar, gravity gun, etc.).

Has anyone played around with the animations in hudplayerclass.res? Do you think it would be possible to use the boxrocket font with the animations to swap like crosshairs, except they would show whether you're on primary, secondary, or melee? or has anyone come up with something similar besides crosshair colors?
504
#504
0 Frags +
DrJeremyHas anyone played around with the animations in hudplayerclass.res? Do you think it would be possible to use the boxrocket font with the animations to swap like crosshairs, except they would show whether you're on primary, secondary, or melee?

Whenever you swap weapons to whatever weapon slot, it applies the animation to the player model. So for the primary animation, using your primary weapon will apply the idle primary-weapon animation (or act_mp_stand_primary) to the player model that hudplayerclass uses.

It's not a hudanimations_tf.txt-type animation thing if that's what you're asking, so unless I'm missing something no.

[quote=DrJeremy]Has anyone played around with the animations in hudplayerclass.res? Do you think it would be possible to use the boxrocket font with the animations to swap like crosshairs, except they would show whether you're on primary, secondary, or melee?[/quote]
Whenever you swap weapons to whatever weapon slot, it applies the animation to the player model. So for the primary animation, using your primary weapon will apply the idle primary-weapon animation (or act_mp_stand_primary) to the player model that hudplayerclass uses.

It's not a hudanimations_tf.txt-type animation thing if that's what you're asking, so unless I'm missing something no.
505
#505
0 Frags +
JarateKingIt's not a hudanimations_tf.txt-type animation thing if that's what you're asking, so unless I'm missing something no.

Gotcha, that clears things up a bit, thanks.
I guess the last part I'd like answered is whether you can set labeltext in hudplayerclass animations.

Thanks in advance, too.

[quote=JarateKing]
It's not a hudanimations_tf.txt-type animation thing if that's what you're asking, so unless I'm missing something no.[/quote]

Gotcha, that clears things up a bit, thanks.
I guess the last part I'd like answered is whether you can set labeltext in hudplayerclass animations.

Thanks in advance, too.
506
#506
-1 Frags +

Anyone know how to have this crosshair so that its not clipping i tried the xpos and epos, wide and tall doesn't do anything

http://imgur.com/75rQmYc

Anyone know how to have this crosshair so that its not clipping i tried the xpos and epos, wide and tall doesn't do anything

http://imgur.com/75rQmYc
507
#507
-1 Frags +
Amp-tAnyone know how to have this crosshair so that its not clipping i tried the xpos and epos, wide and tall doesn't do anything

http://imgur.com/75rQmYc

That's weird, it should be working when you changed those values, da fuq?

[quote=Amp-t]Anyone know how to have this crosshair so that its not clipping i tried the xpos and epos, wide and tall doesn't do anything

http://imgur.com/75rQmYc[/quote]

That's weird, it should be working when you changed those values, da fuq?
508
#508
-1 Frags +

http://pastebin.com/geQh4Etg

How can i make this compatible with 4x3 resolution ?. Tried to change values but didn't worked.

http://pastebin.com/geQh4Etg

How can i make this compatible with 4x3 resolution ?. Tried to change values but didn't worked.
509
#509
0 Frags +
Amp-tAnyone know how to have this crosshair so that its not clipping i tried the xpos and epos, wide and tall doesn't do anything

http://imgur.com/75rQmYc

Do you happen to use mac? Mac can cause this problem with some crosshairs, it just happens with some fonts. If not, your crosshair's font file is messed up.

[quote=Amp-t]Anyone know how to have this crosshair so that its not clipping i tried the xpos and epos, wide and tall doesn't do anything

http://imgur.com/75rQmYc[/quote]
Do you happen to use mac? Mac can cause this problem with some crosshairs, it just happens with some fonts. If not, your crosshair's font file is messed up.
510
#510
-1 Frags +
b4stianAmp-tAnyone know how to have this crosshair so that its not clipping i tried the xpos and epos, wide and tall doesn't do anything

http://imgur.com/75rQmYc
Do you happen to use mac? Mac can cause this problem with some crosshairs, it just happens with some fonts. If not, your crosshair's font file is messed up.

I do use an iMac , but is there any way to make this Xhair work?

[quote=b4stian][quote=Amp-t]Anyone know how to have this crosshair so that its not clipping i tried the xpos and epos, wide and tall doesn't do anything

http://imgur.com/75rQmYc[/quote]
Do you happen to use mac? Mac can cause this problem with some crosshairs, it just happens with some fonts. If not, your crosshair's font file is messed up.[/quote]


I do use an iMac , but is there any way to make this Xhair work?
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