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High Res Class Select Images
posted in Customization
1
#1
0 Frags +

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

Hey HUD devs. As I was working on the newest update to yayahud I noticed how absolutely awful the stock class select images are, and also noticed that the majority of HUDs actually use them. If they aren't used for class select while ingame, they're used at the very least for class select in the loadout panel. I decided to do something about them.

For reference, here's what they look like right now (in yayahud):

Show Content

These things are heavily compressed DXT5 128x256 bitmaps. They made sense for a game that ran on the Xbox 360 at 720p in 2007. They don't fit today. Just look at our poor Pootis' face:

https://i.imgur.com/Ez0MtCM.png

This is clearly unacceptable, so I went ahead and painstakingly rendered new images that are HUD agnostic. The source images are 1024x2048 and use a mix of selection idle, competitive victory, and misc poses. They better fit the modern aesthetic and personality of the game compared to the old ones which were captured from the non-phong 2006 E3 demo. HUD version downloads are resized to 256x512 which is optimal for 1080p users.

Here's what the new versions look like (in yayahud):

Show Content

Instructions

You can integrate these very easily into your HUD; they're basically a drop-in replacement.

  1. Download the "HUD version".
  2. Extract the files to your HUD's materials/vgui/replay/thumbnails folder. (create it if it doesn't exist)
  3. Edit necessary HUD files (like charInfoLoadoutSubpanel.res) to reflect the new path.

Editing the resource files is easy. Just append the path to each image reference, like so:

"activeimage"		"class_sel_sm_soldier_red"
"inactiveimage"		"class_sel_sm_soldier_inactive"

becomes

"activeimage"		"replay/thumbnails/class_sel_sm_soldier_red"
"inactiveimage"		"replay/thumbnails/class_sel_sm_soldier_inactive"

You can also modify the material file in order to fit the aesthetic of your HUD. For instance, the stock TF2 hud desires a brown tint on the inactive portraits, which you can achieve by adding a $color command to each VMT, like so:

"UnlitGeneric"
{
	"$basetexture" "vgui\replay\thumbnails\class_sel_sm_engineer_inactive"
	"$translucent" 1
	"$ignorez" 1
	"$vertexcolor" 1
	"$vertexalpha" 1
	"$color" "[1.2 1.0 0.85]"
}

Downloads

HUD developers are free to include these in their HUD releases, just credit this thread in your HUD description.

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

Hey HUD devs. As I was working on the newest update to yayahud I noticed how absolutely awful the stock class select images are, and also noticed that the majority of HUDs actually use them. If they aren't used for class select while ingame, they're used at the very least for class select in the loadout panel. I decided to do something about them.

For reference, here's what they look like right now (in yayahud):
[spoiler][img]https://i.imgur.com/CBnyEeR.png[/img][/spoiler]

These things are heavily compressed DXT5 [b]128x256[/b] bitmaps. They made sense for a game that ran on the Xbox 360 at 720p in 2007. They don't fit today. Just look at our poor Pootis' face:
[img]https://i.imgur.com/Ez0MtCM.png[/img]

This is clearly unacceptable, so I went ahead and painstakingly rendered new images that are HUD agnostic. The source images are 1024x2048 and use a mix of selection idle, competitive victory, and misc poses. They better fit the modern aesthetic and personality of the game compared to the old ones which were captured from the non-phong 2006 E3 demo. HUD version downloads are resized to 256x512 which is optimal for 1080p users.

Here's what the new versions look like (in yayahud):
[spoiler][img]https://i.imgur.com/7AcfJ08.png[/img][/spoiler]

[b][h]Instructions[/h][/b]

You can integrate these very easily into your HUD; they're basically a drop-in replacement.

[olist]
[*] Download the "HUD version".
[*] Extract the files to your HUD's materials/vgui/replay/thumbnails folder. (create it if it doesn't exist)
[*] Edit necessary HUD files (like charInfoLoadoutSubpanel.res) to reflect the new path.
[/olist]

Editing the resource files is easy. Just append the path to each image reference, like so:

[code]
"activeimage" "class_sel_sm_soldier_red"
"inactiveimage" "class_sel_sm_soldier_inactive"[/code]
becomes
[code]
"activeimage" "replay/thumbnails/class_sel_sm_soldier_red"
"inactiveimage" "replay/thumbnails/class_sel_sm_soldier_inactive"[/code]

You can also modify the material file in order to fit the aesthetic of your HUD. For instance, the stock TF2 hud desires a brown tint on the inactive portraits, which you can achieve by adding a $color command to each VMT, like so:

[code]"UnlitGeneric"
{
"$basetexture" "vgui\replay\thumbnails\class_sel_sm_engineer_inactive"
"$translucent" 1
"$ignorez" 1
"$vertexcolor" 1
"$vertexalpha" 1
"$color" "[1.2 1.0 0.85]"
}
[/code]

[b][h]Downloads[/h][/b]

[list]
[*] [url=https://mega.nz/#!px0RRKYB!dTdBvCj_6wOjHb5tCaUtwIx12YNk4snz_lBfRRpYTw8]HUD Version[/url]
[*] [url=https://mega.nz/#!Mksz3YoS!VRjhXfCThSoJUaJ9VxnZL5srR99v2QEae7UU2ga65i8]HUD Alt Version[/url] (Spies swapped with masks, like at the top of this post)
[*] [url=https://mega.nz/#!Qg81VA5R!__9C5O8Gy9jcOJVNP4bW3xpzfb7T5uxC-6vrP0LpUt8]Source image files[/url]
[/list]

HUD developers are free to include these in their HUD releases, just credit this thread in your HUD description.
2
#2
5 Frags +

Very nice job

Very nice job
3
#3
4 Frags +

Wow, such a simple change makes it look a hell of a lot more modern. The poses too, not just the resolution.

Wow, such a simple change makes it look a hell of a lot more modern. The poses too, not just the resolution.
4
#4
27 Frags +

https://i.imgur.com/Ez0MtCM.png

[img]https://i.imgur.com/Ez0MtCM.png[/img]
5
#5
4 Frags +

It should also be noted that these do not override the existing images, they just sit alongside them and you'll be editing the HUD files to reference the new files. This means by default it won't apply to the non-live class portraits ingame (bottom left of the stock hud). I'm looking at special-tailored replacements for those too.

It should also be noted that these do not override the existing images, they just sit alongside them and you'll be editing the HUD files to reference the new files. This means by default it won't apply to the non-live class portraits ingame (bottom left of the stock hud). I'm looking at special-tailored replacements for those too.
6
#6
0 Frags +

do u plan on making higher rez images for the backpack, crafting, catalog, trading and war paint icons?

do u plan on making higher rez images for the backpack, crafting, catalog, trading and war paint icons?
7
#7
2 Frags +
pizza_jordando u plan on making higher rez images for the backpack, crafting, catalog, trading and war paint icons?

Those are already 256x256, stored losslessly, and don't look too bad at 1080p, so probably not.

[quote=pizza_jordan]do u plan on making higher rez images for the backpack, crafting, catalog, trading and war paint icons?[/quote]
Those are already 256x256, stored losslessly, and don't look too bad at 1080p, so probably not.
8
#8
0 Frags +

These are amazing

These are amazing
9
#9
0 Frags +

Updated download links. The engineer inactive VMT contained the sample color code by mistake, that's fixed now.

Updated download links. The engineer inactive VMT contained the sample color code by mistake, that's fixed now.
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