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HUD editing: short questions, quick answers
posted in Customization
6121
#6121
Tip of the Hats
0 Frags +
BumFreezeOctalblockBumFreezehow can i edit the match hud to use these icons from the scoreboard instead of the class portraits?
Show Content

I have created a mod to do this already, you may combine said mod with your hud if you'd like to.
Here it is: gamebanana.com
doesnt seem to work on pure servers, is there any solution?

You could probably get this working on pure servers if you preloaded the icons. I'm really bad at explaining the process (nor did I come up with it) and its a bit lengthy. this also only works for files not within a VPK.

if you REALLY want to try, basically:
1. add an image panel to your main menu file that points to a vmt within <yourhud>/materials/hud/
entry in main menu file points to vmt file.

2. the vmt should then point "$baseTexture" to a vtf in vgui/replay/thumbnails/<yourfile>
vmt file points to vtf file.

someone else could probably explain this much better than me tbh but in case you're really curious. I might also be able to mess with this and see if I can get it working later

[quote=BumFreeze][quote=Octalblock][quote=BumFreeze]how can i edit the match hud to use these icons from the scoreboard instead of the class portraits?
[spoiler][img]https://i.imgur.com/7t9C5Ck.jpg[/img]
[img]https://i.imgur.com/wg172Qk.jpg[/img][/spoiler][/quote]

I have created a mod to do this already, you may combine said mod with your hud if you'd like to.
Here it is: [url=https://gamebanana.com/guis/34165]gamebanana.com[/url][/quote]
doesnt seem to work on pure servers, is there any solution?[/quote]
You could probably get this working on pure servers if you preloaded the icons. I'm really bad at explaining the process (nor did I come up with it) and its a bit lengthy. this also only works for files not within a VPK.

if you REALLY want to try, basically:
1. add an image panel to your main menu file that points to a vmt within [b]<yourhud>/materials/hud/[/b]
[url=https://github.com/rbjaxter/budhud/blob/master/%23customization/_enabled/bh_mainmenu_preloading.res#L21]entry in main menu file[/url] points to [url=https://github.com/rbjaxter/budhud/blob/master/materials/hud/objectives_flagpanel_compass_blue.vmt]vmt file[/url].

2. the vmt should then point "$baseTexture" to a vtf in [b]vgui/replay/thumbnails/<yourfile>[/b]
[url=https://github.com/rbjaxter/budhud/blob/master/materials/hud/objectives_flagpanel_compass_blue.vmt#L4]vmt file[/url] points to [url=https://github.com/rbjaxter/budhud/blob/master/materials/vgui/replay/thumbnails/ctf_icons/objectives_flagpanel_compass_blue.vtf]vtf file[/url].

someone else could probably explain this much better than me tbh but in case you're really curious. I might also be able to mess with this and see if I can get it working later
6122
#6122
0 Frags +

I'm going to repeat my post from earlier as I think I didn't make it clear enough. Also, I think with my experimentation it's currently broken on Valve's part as far as I've tested.

The element color, "ItemEffectMeterLabel" from the file "Resource/UI/HudItemEffectMeter.res". cannot be changed to a different color. I have tried to use fgcolor_override, bgcolor_override, I've tried to duplicate the item by doing "ItemEffectMeterLabelTheSecond" because why not, and it did work, but the "labeltext" tag is locked to #TF_Ball as it should but it doesn't change according to the item it needs to work with as would the other element should.

In short, I've used bgcolor_override/fgcolor_override to change the color, I've tried to duplicate the element in hopes that it'd work there, and I've tried looking at previous HUDs that have edited the color and found they've done the same.

TL;DR: The color tag for "ItemEffectMeterLabel" is hardcoded as White and I don't know how I could change it.

I'm going to repeat my post from earlier as I think I didn't make it clear enough. Also, I think with my experimentation it's currently broken on Valve's part as far as I've tested.

The element color, "ItemEffectMeterLabel" from the file "Resource/UI/HudItemEffectMeter.res". cannot be changed to a different color. I have tried to use fgcolor_override, bgcolor_override, I've tried to duplicate the item by doing "ItemEffectMeterLabelTheSecond" because why not, and it did work, but the "labeltext" tag is locked to #TF_Ball as it should but it doesn't change according to the item it needs to work with as would the other element should.

In short, I've used bgcolor_override/fgcolor_override to change the color, I've tried to duplicate the element in hopes that it'd work there, and I've tried looking at previous HUDs that have edited the color and found they've done the same.

[u][i][b]TL;DR: The color tag for "ItemEffectMeterLabel" is hardcoded as White and I don't know how I could change it.[/b][/i][/u]
6123
#6123
0 Frags +

How do I make low health color be like ammo, like I couldnt find it in colors.res file, also how do I make the same outline when the health is buffed like in m0rehud, using broesel_blue.
https://imgur.com/a/cgMaWHC

How do I make low health color be like ammo, like I couldnt find it in colors.res file, also how do I make the same outline when the health is buffed like in m0rehud, using broesel_blue.
https://imgur.com/a/cgMaWHC
6124
#6124
-1 Frags +

https://puu.sh/Ejws8/889aff5847.png
what element modifies the timer at the top for the match hud?

https://puu.sh/Ejws8/889aff5847.png
what element modifies the timer at the top for the match hud?
6125
#6125
0 Frags +

My hud fonts are not working,I have installed them properly and tried reinstalling them and they all turn into a default placeholder font.It's the surface number fonts,.like damage and timers and team switch.I have 0 clue to why this happened

My hud fonts are not working,I have installed them properly and tried reinstalling them and they all turn into a default placeholder font.It's the surface number fonts,.like damage and timers and team switch.I have 0 clue to why this happened
6126
#6126
2 Frags +
duck_https://puu.sh/Ejws8/889aff5847.png
what element modifies the timer at the top for the match hud?

Man no offense but you've been asking a load of questions for some really simple shit, just use vgui_drawtree 1 in the future and tick "highlight selected" to see the files you need to edit. It's HudMatchStatus for this one though.

b0ubleHow do I make low health color be like ammo, like I couldnt find it in colors.res file, also how do I make the same outline when the health is buffed like in m0rehud, using broesel_blue.
https://imgur.com/a/cgMaWHC

Animate PlayerStatusHealthValueShadow, or something with a similar name, to something like the below.

Animate	PlayerStatusHealthValueShadow 	fgcolor		"255 75 75 255"			Linear 0.0 0.1
[quote=duck_]https://puu.sh/Ejws8/889aff5847.png
what element modifies the timer at the top for the match hud?[/quote]

Man no offense but you've been asking a load of questions for some really simple shit, just use vgui_drawtree 1 in the future and tick "highlight selected" to see the files you need to edit. It's HudMatchStatus for this one though.

[quote=b0uble]How do I make low health color be like ammo, like I couldnt find it in colors.res file, also how do I make the same outline when the health is buffed like in m0rehud, using broesel_blue.
https://imgur.com/a/cgMaWHC[/quote]

Animate PlayerStatusHealthValueShadow, or something with a similar name, to something like the below.

[code]Animate PlayerStatusHealthValueShadow fgcolor "255 75 75 255" Linear 0.0 0.1[/code]
6127
#6127
0 Frags +

hi, how can i change ahud to use a health cross?
also i want to remove the casual button from my hud

hi, how can i change ahud to use a health cross?
also i want to remove the casual button from my hud
6128
#6128
0 Frags +

https://imgur.com/Oaokwjz
hello, my control point icons dont show 1x on point (other speeds work fine)
how can i fix this?

https://imgur.com/Oaokwjz
hello, my control point icons dont show 1x on point (other speeds work fine)
how can i fix this?
6129
#6129
Tip of the Hats
0 Frags +

https://i.imgur.com/f560knN.png

Does anyone know how to change the size of "Sheet"? It affects the rest of the sheets (causing cut offs), and I'm striking out finding the right file to edit

[img]https://i.imgur.com/f560knN.png[/img]
Does anyone know how to change the size of "Sheet"? It affects the rest of the sheets (causing cut offs), and I'm striking out finding the right file to edit
6130
#6130
0 Frags +

Does anyone know how to change broeselhud_blues custom main menu back to the default? Thanks so much.

Does anyone know how to change broeselhud_blues custom main menu back to the default? Thanks so much.
6131
#6131
0 Frags +

https://puu.sh/EnjaN/9de19f5573.png
I couldn't find the dimmed panel that shows up when you click the play button
https://puu.sh/Enlxv/0927915a60.png
also where is the game coordinator message found

https://puu.sh/EnjaN/9de19f5573.png
I couldn't find the dimmed panel that shows up when you click the play button
https://puu.sh/Enlxv/0927915a60.png
also where is the game coordinator message found
6132
#6132
1 Frags +

The dashboard dimmer is an element on the mainmenu that appears when you press the play button and open the play list. It's difficult to edit because it doesn't appear in any files and only gets loaded (from code) when either the play menu or the console is opened. from here

The dashboard dimmer is an element on the mainmenu that appears when you press the play button and open the play list. It's difficult to edit because it doesn't appear in any files and only gets loaded (from code) when either the play menu or the console is opened. [url=https://github.com/JarateKing/TF2-Hud-Reference/blob/master/1-APPENDIX/StubbornElements.md]from here[/url]
6133
#6133
0 Frags +

https://puu.sh/EnYJc/f4df25891f.png
how do I make it so the bg armed color is just the default bg. also what modifies that item info panel.
also for some reason i can't seem to change the armed colors of the loadout preset buttons or taunt/weapons button
https://puu.sh/Eo5DG/aed93b7f34.png
what element modifies the color of the valve comp mmr value?

https://puu.sh/EnYJc/f4df25891f.png
how do I make it so the bg armed color is just the default bg. also what modifies that item info panel.
also for some reason i can't seem to change the armed colors of the loadout preset buttons or taunt/weapons button
https://puu.sh/Eo5DG/aed93b7f34.png
what element modifies the color of the valve comp mmr value?
6134
#6134
0 Frags +

How would I make the profile pictures in the end screen of a casual match disappear I can make them not show during the match and on the MVP board but I cant seem to get them to vanish on the end screen

How would I make the profile pictures in the end screen of a casual match disappear I can make them not show during the match and on the MVP board but I cant seem to get them to vanish on the end screen
6135
#6135
-1 Frags +

https://puu.sh/Eoxgp/cbfb7bc317.png
for some reason the button i have for vote,mute,and report don't show up

edit: i figured out that you have to modify the gamemenu.res file if you're using text icons as buttons

"CallVoteButton"
	{
		"label"			"J"
		"command"		"callvote"
		"OnlyInGame"	"1"
		"subimage" "icon_checkbox"
		"tooltip"	"Call Vote"
	}
	"MutePlayersButton"
	{
		"label"			">"
		"command"		"OpenPlayerListDialog"
		"OnlyInGame"	"1"
		"subimage" "glyph_muted"
		"tooltip"	"Mute Players"
	}
	"ReportPlayerButton"
	{
		"label"			"!"
		"command"		"OpenReportPlayerDialog"
		"OnlyInGame"	"1"
		"tooltip"		"Report Player"
	}
https://puu.sh/Eoxgp/cbfb7bc317.png
for some reason the button i have for vote,mute,and report don't show up

edit: i figured out that you have to modify the gamemenu.res file if you're using text icons as buttons
[code]"CallVoteButton"
{
"label" "J"
"command" "callvote"
"OnlyInGame" "1"
"subimage" "icon_checkbox"
"tooltip" "Call Vote"
}
"MutePlayersButton"
{
"label" ">"
"command" "OpenPlayerListDialog"
"OnlyInGame" "1"
"subimage" "glyph_muted"
"tooltip" "Mute Players"
}
"ReportPlayerButton"
{
"label" "!"
"command" "OpenReportPlayerDialog"
"OnlyInGame" "1"
"tooltip" "Report Player"
}[/code]
6136
#6136
1 Frags +
Octalblock -how to make ItemEffectMeter colored?-

Yeah, it's hard-coded white, but you can kinda work around this by adding a semi-transparent image panel on top of the bar. To produce this, i made an ImagePanel with no image specified, and made a FillColor of 0 0 50 175 (for the phlog bar) to produce a slightly tinted blue effect, you can change the colors around to your liking. I currently have it so each item slot has a different color, making for easier identification on what is charged out of the corner of the eye. For the jetpack, HudRocketPack has two separate meter-bar elements, so i just made an overlay for each. You can also sandwich the overlay between the bar and the meter label, which is also hard-coded white, so that the text can be readable against the bar at all times. Each ItemEffectMeter can also have a different colored bar, which is how my phlog bar is slightly blue and my jetpack is slightly red.

The only notable downside of this is when a white bar turns red (full phlog/banner, no ready jetpack charge, etc), your overlay will be tinting the red bar into another color (ie a blue overlay will make a red bar purple), but it's a concession i've made by making the color tints slight enough that it's not too noticeable.

[quote=Octalblock] [i]-how to make ItemEffectMeter colored?-[/i][/quote]

Yeah, it's hard-coded white, but you can kinda work around this by adding a semi-transparent image panel on top of the bar. To produce [url=https://imgur.com/YkxfIMx/]this[/url], i made an ImagePanel with no image specified, and made a FillColor of 0 0 50 175 (for the phlog bar) to produce a slightly tinted blue effect, you can change the colors around to your liking. I currently have it so each item slot has a different color, making for easier identification on what is charged out of the corner of the eye. For the jetpack, HudRocketPack has two separate meter-bar elements, so i just made an overlay for each. You can also sandwich the overlay between the bar and the meter label, which is also hard-coded white, so that the text can be readable against the bar at all times. Each ItemEffectMeter can also have a different colored bar, which is how my phlog bar is slightly blue and my jetpack is slightly red.

The only notable downside of this is when a white bar turns red (full phlog/banner, no ready jetpack charge, etc), your overlay will be tinting the red bar into another color (ie a blue overlay will make a red bar purple), but it's a concession i've made by making the color tints slight enough that it's not too noticeable.
6137
#6137
0 Frags +
muddyOctalblock -how to make ItemEffectMeter colored?--Hard coded white; work around with image panel; color changes if fillcolor is non-blank-

Thank you so much! This worked greatly, and anyone else with this problem should be directed to this post. Thank you again!

[quote=muddy][quote=Octalblock] [i]-how to make ItemEffectMeter colored?-[/i][/quote]
[i]-Hard coded white; work around with image panel; color changes if fillcolor is non-blank-[/i]
[/quote]
Thank you so much! This worked greatly, and anyone else with this problem should be directed to this post. Thank you again!
6138
#6138
0 Frags +

What is the UI for the ingame timer and player panels? I want to transfer the m0rehud small panel to another hud.

https://i.imgur.com/El7s5W9.jpg

What is the UI for the ingame timer and player panels? I want to transfer the m0rehud small panel to another hud.

[img]https://i.imgur.com/El7s5W9.jpg[/img]
6139
#6139
0 Frags +
vanbroWhat is the UI for the ingame timer and player panels? I want to transfer the m0rehud small panel to another hud.

https://i.imgur.com/El7s5W9.jpg

hudmatchstatus.res and hudobjectivetimepanel.res for the timer
and also hudmatchstatus.res for the team status panel

[quote=vanbro]What is the UI for the ingame timer and player panels? I want to transfer the m0rehud small panel to another hud.

[img]https://i.imgur.com/El7s5W9.jpg[/img][/quote]

hudmatchstatus.res and hudobjectivetimepanel.res for the timer
and also hudmatchstatus.res for the team status panel
6140
#6140
0 Frags +

I currently have a main menu button coded as such:

"TFItems"
{
"ControlName" "CExButton"
"fieldName" "TFItems"
"labeltext" "ITEMS"
"font" "HudFontMediumSmallSecondary"
"textAlignment" "north-west"
"xpos" "c-350"
"ypos" "c-108"
"zpos" "4"
"wide" "373"
"tall" "54"
"autoResize" "0"
"pinCorner" "3"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" ""
"textAlignment" "west"
"textinsetx" "5"
"textinsety" "5"
"use_proportional_insets" "1"
"dulltext" "0"
"brighttext" "0"
"default" "1"
"Command" "engine open_charinfo"

"defaultFgColor_override" "TanLight"
"armedFGColor_override" "TanLight"
"armedBgColor_override" "146 63 4 255"
"defaultBgColor_override" "59 57 53 255"

"sound_depressed" "UI/buttonclick.wav"
"sound_released" "UI/buttonclickrelease.wav"
"sound_armed" "UI/buttonclickrelease.wav"
}

How can I add a subtitle with a different font and size of the main "ITEMS" labeltext? looking for something like this:

https://imgur.com/a/WIb0nxU

Thanks!

I currently have a main menu button coded as such:

"TFItems"
{
"ControlName" "CExButton"
"fieldName" "TFItems"
"labeltext" "ITEMS"
"font" "HudFontMediumSmallSecondary"
"textAlignment" "north-west"
"xpos" "c-350"
"ypos" "c-108"
"zpos" "4"
"wide" "373"
"tall" "54"
"autoResize" "0"
"pinCorner" "3"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" ""
"textAlignment" "west"
"textinsetx" "5"
"textinsety" "5"
"use_proportional_insets" "1"
"dulltext" "0"
"brighttext" "0"
"default" "1"
"Command" "engine open_charinfo"

"defaultFgColor_override" "TanLight"
"armedFGColor_override" "TanLight"
"armedBgColor_override" "146 63 4 255"
"defaultBgColor_override" "59 57 53 255"

"sound_depressed" "UI/buttonclick.wav"
"sound_released" "UI/buttonclickrelease.wav"
"sound_armed" "UI/buttonclickrelease.wav"
}

How can I add a subtitle with a different font and size of the main "ITEMS" labeltext? looking for something like this:

https://imgur.com/a/WIb0nxU

Thanks!
6141
#6141
0 Frags +
thatMisterFoxxHow can I add a subtitle with a different font and size of the main "ITEMS" labeltext? looking for something like this:
https://imgur.com/a/WIb0nxU
Thanks!

To add text for the purpose as a subtitle, you can add an element inside of another to have a "group".
Keep in mind, the main menu handles "groups" differently than other elements.

"TFItems"
	{
		"ControlName"	"CExButton"
		"fieldName"		"TFItems"
		"labeltext"		"ITEMS"
		"font"			"HudFontMediumSmallSecondary"
		"textAlignment"	"north-west"
		"xpos"			"c-350"
		"ypos"			"c-108"
		"zpos"			"4"
		"wide"			"373"
		"tall"		        	"54"
		"autoResize"   	"0"
		"pinCorner"		"3"
		"visible"	        	"1"
		"enabled"	        	"1"
		"tabPosition"    	"0"
		"labelText"		""
		"textAlignment"	"west"
		"textinsetx"      	"5"
		"textinsety"      	"5"
		"use_proportional_insets" "1"
		"dulltext"	        	"0"
		"brighttext"       	"0"
		"default"	        	"1"
		"Command"		"engine open_charinfo"

		"defaultFgColor_override"       	"TanLight"
		"armedFGColor_override"		"TanLight"
		"armedBgColor_override"		"146 63 4 255"
		"defaultBgColor_override"       	"59 57 53 255"

		"sound_depressed"	"UI/buttonclick.wav"
		"sound_released"	"UI/buttonclickrelease.wav"	
		"sound_armed"	"UI/buttonclickrelease.wav"

		"SubTitle"
		{
			"ControlName"				"CExLabel"
			"fieldName"					"SubTitle"
			"xpos"						"10"
			"ypos"						"25"
			"zpos"						"5"
			"wide"						"200"
			"tall"						"40"
			"textAlignment"				"northwest"			// Top left
			"visible"					"1"
			"enabled"					"1"
			"labelText"					"Some Text For A Subtitle..."
			"font"						"Default"
			"fgcolor"					"255 255 255 255"
		}
	}
[quote=thatMisterFoxx]How can I add a subtitle with a different font and size of the main "ITEMS" labeltext? looking for something like this:
https://imgur.com/a/WIb0nxU
Thanks![/quote]

To add text for the purpose as a subtitle, you can add an element inside of another to have a "group".
Keep in mind, the main menu handles "groups" differently than other elements.

[code]
"TFItems"
{
"ControlName" "CExButton"
"fieldName" "TFItems"
"labeltext" "ITEMS"
"font" "HudFontMediumSmallSecondary"
"textAlignment" "north-west"
"xpos" "c-350"
"ypos" "c-108"
"zpos" "4"
"wide" "373"
"tall" "54"
"autoResize" "0"
"pinCorner" "3"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" ""
"textAlignment" "west"
"textinsetx" "5"
"textinsety" "5"
"use_proportional_insets" "1"
"dulltext" "0"
"brighttext" "0"
"default" "1"
"Command" "engine open_charinfo"

"defaultFgColor_override" "TanLight"
"armedFGColor_override" "TanLight"
"armedBgColor_override" "146 63 4 255"
"defaultBgColor_override" "59 57 53 255"

"sound_depressed" "UI/buttonclick.wav"
"sound_released" "UI/buttonclickrelease.wav"
"sound_armed" "UI/buttonclickrelease.wav"

"SubTitle"
{
"ControlName" "CExLabel"
"fieldName" "SubTitle"
"xpos" "10"
"ypos" "25"
"zpos" "5"
"wide" "200"
"tall" "40"
"textAlignment" "northwest" // Top left
"visible" "1"
"enabled" "1"
"labelText" "Some Text For A Subtitle..."
"font" "Default"
"fgcolor" "255 255 255 255"
}
}
[/code]
6142
#6142
0 Frags +
Octalblock
To add text for the purpose as a subtitle, you can add an element inside of another to have a "group".
Keep in mind, the main menu handles "groups" differently than other elements.

I've tried something similar, but unfortunately this didn't work. The subtitle doesn't even show up in the vgui tree.

[quote=Octalblock]

To add text for the purpose as a subtitle, you can add an element inside of another to have a "group".
Keep in mind, the main menu handles "groups" differently than other elements.


[/quote]

I've tried something similar, but unfortunately this didn't work. The subtitle doesn't even show up in the vgui tree.
6143
#6143
0 Frags +

What files should I edit to change the size of my HP and ammo

What files should I edit to change the size of my HP and ammo
6144
#6144
0 Frags +
ClasheWhat files should I edit to change the size of my HP and ammo

resource/ui/hudammoweapons.res
resource/ui/hudplayerhealth.res

[quote=Clashe]What files should I edit to change the size of my HP and ammo[/quote]
resource/ui/hudammoweapons.res
resource/ui/hudplayerhealth.res
6145
#6145
3 Frags +

Is there a fix for opening the matchmaking panel and the game stuttering/freezing for a few seconds after its opened?

Is there a fix for opening the matchmaking panel and the game stuttering/freezing for a few seconds after its opened?
6146
#6146
0 Frags +

https://i.imgur.com/myfHRQs.png

Which file (or clientscheme font) affects the editable team name? None of the HudTournament/SpectatorTournament ui files seem to affect it.

(edit) Another question, how would I go about adding outlines to these overhead health bars?

https://i.imgur.com/TRQe3Ny.jpg

[img]https://i.imgur.com/myfHRQs.png[/img]

Which file (or clientscheme font) affects the editable team name? None of the HudTournament/SpectatorTournament ui files seem to affect it.

(edit) Another question, how would I go about adding outlines to these overhead health bars?
[img]https://i.imgur.com/TRQe3Ny.jpg[/img]
6147
#6147
0 Frags +

Hi how can I move respawn timers so that they're all in the same place (all on top of the class images)

https://imgur.com/a/nfsTfsB

thanks

Hi how can I move respawn timers so that they're all in the same place (all on top of the class images)

https://imgur.com/a/nfsTfsB

thanks
6148
#6148
0 Frags +

How does one change the colors of the list elements in the initiate vote UI? changing issue_fgcolor in the VoteSetupDialog changes the text to be white when not selected, but I haven't found any value that changes the text color when selected (ie the text turning black as seen on the right of the panel), or the background highlight panel (the red bg color). I've tried issue_activefgcolor, issue_armedfgcolor, issue_selectedfgcolor, and all of those variants with bgcolor as well. changing issue_fgcolor does change the text from white, but I can't figure out the other values. Has anyone figured this out?

How does one change the colors of the [url=https://imgur.com/a/q4Gu6Na]list elements in the initiate vote UI[/url]? changing issue_fgcolor in the VoteSetupDialog changes the text to be white when not selected, but I haven't found any value that changes the text color when selected (ie the text turning black as seen on the right of the panel), or the background highlight panel (the red bg color). I've tried issue_activefgcolor, issue_armedfgcolor, issue_selectedfgcolor, and all of those variants with bgcolor as well. changing issue_fgcolor does change the text from white, but I can't figure out the other values. Has anyone figured this out?
6149
#6149
0 Frags +

I am currently trying to edit Rads Hud and I am having a few problems with meters.

Basically, when I try to move Medigun chargelabel, it disappears after a while when I try to move it up. Whats affecting that? My .res file is below

Show Content
"Resource/UI/HudMedicCharge.res"
{
"Background"
{
"ControlName" "CTFImagePanel"
"fieldName" "Background"
"wide" "0"
"tall" "0"
"visible" "0"
"enabled" "0"
}
"ChargeLabel"
{
"ControlName" "CExLabel"
"fieldName" "ChargeLabel"
"font" "daysUber"
"font_minmode" "daysreserve"//"HudFontGiantBold"
"xpos" "-22"
"xpos_minmode" "-22"//"2"
"ypos" "37"
"ypos_minmode" "37"
"zpos" "6"
"wide" "150"
"wide_minmode" "150"
"tall" "40"
"autoResize" "1"
"pinCorner" "2"
"visible" "1"
"visible_minmode" "1"
"enabled" "1"
"tabPosition" "5"
"labelText" "#TF_UberchargeMinHUD"
"labelText_minmode" "#TF_UberchargeMinHUD"
"textAlignment" "center"
"fgcolor" "white"
}
"ChargeLabelShadow"
{
"ControlName" "CExLabel"
"fieldName" "ChargeLabelShadow"
"font" "days"
"font_minmode" "daysreserve"//"HudFontGiantBold"
"xpos" "-20"
"xpos_minmode" "-21"//"4"
"ypos" "39"
"ypos_minmode" "38"
"zpos" "6"
"wide" "0"
"wide_minmode" "0"
"tall" "40"
"autoResize" "1"
"pinCorner" "2"
"visible" "1"
"enabled" "1"
"tabPosition" "5"
"labelText" "#TF_UberchargeMinHUD"
"labelText_minmode" "#TF_UberchargeMinHUD"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "1"
"fgcolor" "0 0 0 255"
}
"ChargeMeter"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "ChargeMeter"
"font" "Default"
"xpos" "3"
"xpos_minmode" "23"
"ypos" "32"//"76"
"ypos_minmode" "42"//"72"
"zpos" "3"
"wide" "96"
"wide_minmode" "58"
"tall" "10"
"tall_minmode" "6"
"autoResize" "1"
"pinCorner" "1"
"visible" "1"
"enabled" "1"
"textAlignment" "Left"
"dulltext" "0"
"brighttext" "1"
}

Same with the Stickybomb chargelabel, I try to move it upwards but it disappears also. .res file below.

Show Content
"Resource/UI/HudDemomanCharge.res"
{
"ChargeMeter"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "ChargeMeter"
"visible" "1"
"enabled" "1"

"xpos" "0"
"ypos" "-60"
"zpos" "2"
"wide" "58"
"tall" "86"

"xpos_minmode" "0"
"ypos_minmode" "0"
"zpos_minmode" "2"
"wide_minmode" "58"
"tall_minmode" "6"
}
}

In case something affects the Stickybomb chargelabel from my HudWeaponAmmo file, its below.

Show Content
{
"fieldName" "HudWeaponAmmo"
"visible" "1"
"enabled" "1"
"xpos" "c45"//"c80"
"ypos" "r140"//"r130"
"wide" "210"
"tall" "100"

"xpos_minmode" "c-43"
"ypos_minmode" "r231"
"wide_minmode" "210"
"tall_minmode" "100"
}

Thank you kind people for helping out helpless person's like me.

I am currently trying to edit Rads Hud and I am having a few problems with meters.

Basically, when I try to move Medigun chargelabel, it disappears after a while when I try to move it up. Whats affecting that? My .res file is below
[spoiler]"Resource/UI/HudMedicCharge.res"
{
"Background"
{
"ControlName" "CTFImagePanel"
"fieldName" "Background"
"wide" "0"
"tall" "0"
"visible" "0"
"enabled" "0"
}
"ChargeLabel"
{
"ControlName" "CExLabel"
"fieldName" "ChargeLabel"
"font" "daysUber"
"font_minmode" "daysreserve"//"HudFontGiantBold"
"xpos" "-22"
"xpos_minmode" "-22"//"2"
"ypos" "37"
"ypos_minmode" "37"
"zpos" "6"
"wide" "150"
"wide_minmode" "150"
"tall" "40"
"autoResize" "1"
"pinCorner" "2"
"visible" "1"
"visible_minmode" "1"
"enabled" "1"
"tabPosition" "5"
"labelText" "#TF_UberchargeMinHUD"
"labelText_minmode" "#TF_UberchargeMinHUD"
"textAlignment" "center"
"fgcolor" "white"
}
"ChargeLabelShadow"
{
"ControlName" "CExLabel"
"fieldName" "ChargeLabelShadow"
"font" "days"
"font_minmode" "daysreserve"//"HudFontGiantBold"
"xpos" "-20"
"xpos_minmode" "-21"//"4"
"ypos" "39"
"ypos_minmode" "38"
"zpos" "6"
"wide" "0"
"wide_minmode" "0"
"tall" "40"
"autoResize" "1"
"pinCorner" "2"
"visible" "1"
"enabled" "1"
"tabPosition" "5"
"labelText" "#TF_UberchargeMinHUD"
"labelText_minmode" "#TF_UberchargeMinHUD"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "1"
"fgcolor" "0 0 0 255"
}
"ChargeMeter"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "ChargeMeter"
"font" "Default"
"xpos" "3"
"xpos_minmode" "23"
"ypos" "32"//"76"
"ypos_minmode" "42"//"72"
"zpos" "3"
"wide" "96"
"wide_minmode" "58"
"tall" "10"
"tall_minmode" "6"
"autoResize" "1"
"pinCorner" "1"
"visible" "1"
"enabled" "1"
"textAlignment" "Left"
"dulltext" "0"
"brighttext" "1"
}
[/spoiler]

Same with the Stickybomb chargelabel, I try to move it upwards but it disappears also. .res file below.
[spoiler]"Resource/UI/HudDemomanCharge.res"
{
"ChargeMeter"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "ChargeMeter"
"visible" "1"
"enabled" "1"

"xpos" "0"
"ypos" "-60"
"zpos" "2"
"wide" "58"
"tall" "86"

"xpos_minmode" "0"
"ypos_minmode" "0"
"zpos_minmode" "2"
"wide_minmode" "58"
"tall_minmode" "6"
}
}
[/spoiler]

In case something affects the Stickybomb chargelabel from my HudWeaponAmmo file, its below.
[spoiler] {
"fieldName" "HudWeaponAmmo"
"visible" "1"
"enabled" "1"
"xpos" "c45"//"c80"
"ypos" "r140"//"r130"
"wide" "210"
"tall" "100"

"xpos_minmode" "c-43"
"ypos_minmode" "r231"
"wide_minmode" "210"
"tall_minmode" "100"
}[/spoiler]

Thank you kind people for helping out helpless person's like me.
6150
#6150
2 Frags +

They are controlled by elements in hudlayout.res, change the tall/wide values in hudlayout if you actually need the meters to have a larger area. Otherwise, just move the full elements around with the xpos and ypos of the hudlayout elements.

They are controlled by elements in hudlayout.res, change the tall/wide values in hudlayout if you actually need the meters to have a larger area. Otherwise, just move the full elements around with the xpos and ypos of the hudlayout elements.
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