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Show your HUD modifications!
posted in Customization
4111
#4111
8 Frags +

http://i.imgur.com/nDbDpuZ.jpg?1

Updated a font edit of m0rehud I made a while back.

DL: https://www.dropbox.com/sh/6r3j7zihibqzo80/AACITgPpV-IsfCYOchHFgFNHa?dl=0

[img]http://i.imgur.com/nDbDpuZ.jpg?1[/img]
Updated a font edit of m0rehud I made a while back.

DL: https://www.dropbox.com/sh/6r3j7zihibqzo80/AACITgPpV-IsfCYOchHFgFNHa?dl=0
4112
#4112
0 Frags +
suikahttp://i.imgur.com/nDbDpuZ.jpg?1
Updated a font edit of m0rehud I made a while back.

DL: https://www.dropbox.com/sh/980qjrc6wrwz004/AADVdPMlxYdWI3XKNiOw0bY_a?dl=0

das b00tiful.

[quote=suika][img]http://i.imgur.com/nDbDpuZ.jpg?1[/img]
Updated a font edit of m0rehud I made a while back.

DL: https://www.dropbox.com/sh/980qjrc6wrwz004/AADVdPMlxYdWI3XKNiOw0bY_a?dl=0[/quote]

das b00tiful.
4113
#4113
28 Frags +

started working on a dota source 2 inspired main menu
startup: https://dl.dropboxusercontent.com/u/149728952/TF2/Dota/startup.png
menu so far: https://dl.dropboxusercontent.com/u/149728952/TF2/Dota/main-menu.png (bg for menu will be replaced by a hd one soon)
particles around the logo are also animated: https://www.youtube.com/watch?v=NVm2-mese1U
(i cant for the life of me figure out how to not have it look so pixelated in obs)

started working on a dota source 2 inspired main menu
startup: https://dl.dropboxusercontent.com/u/149728952/TF2/Dota/startup.png
menu so far: https://dl.dropboxusercontent.com/u/149728952/TF2/Dota/main-menu.png (bg for menu will be replaced by a hd one soon)
particles around the logo are also animated: https://www.youtube.com/watch?v=NVm2-mese1U
(i cant for the life of me figure out how to not have it look so pixelated in obs)
4114
#4114
4 Frags +

Idk

http://prntscr.com/7uygxd
http://prntscr.com/7uyf43
http://prntscr.com/7uyfre
http://prntscr.com/7uyg1p

Demo:
http://prntscr.com/7uyg8g
http://prntscr.com/7uygki

Medic:
http://prntscr.com/7uyi7g (Rainbow Charge when full)
http://prntscr.com/7uyicn

Combined a bunch of stuff and thought it looked okay.

Idk

http://prntscr.com/7uygxd
http://prntscr.com/7uyf43
http://prntscr.com/7uyfre
http://prntscr.com/7uyg1p

Demo:
http://prntscr.com/7uyg8g
http://prntscr.com/7uygki

Medic:
http://prntscr.com/7uyi7g (Rainbow Charge when full)
http://prntscr.com/7uyicn

Combined a bunch of stuff and thought it looked okay.
4115
#4115
-2 Frags +

Been jumping around with this Omp edit and that Mario HUD.
(Inspired by VetiHUD)

http://i.imgur.com/0v8a4rD.jpg - Regular HUD
http://i.imgur.com/lQbytHe.jpg - Buffed
http://i.imgur.com/ZNk8EcY.jpg - Low Health + Low Ammo
http://i.imgur.com/2SwJtTm.jpg - Target ID's
http://i.imgur.com/XEe5nwM.jpg - Damage (Damage numbers above health flash red when dealing damage)
http://i.imgur.com/cPh9P57.jpg - Medic + Secondary Target ID's
http://i.imgur.com/Th8HrJ5.jpg - Full Uber (Working on fixing)

Been jumping around with this Omp edit and that Mario HUD.
(Inspired by VetiHUD)

http://i.imgur.com/0v8a4rD.jpg - Regular HUD
http://i.imgur.com/lQbytHe.jpg - Buffed
http://i.imgur.com/ZNk8EcY.jpg - Low Health + Low Ammo
http://i.imgur.com/2SwJtTm.jpg - Target ID's
http://i.imgur.com/XEe5nwM.jpg - Damage (Damage numbers above health flash red when dealing damage)
http://i.imgur.com/cPh9P57.jpg - Medic + Secondary Target ID's
http://i.imgur.com/Th8HrJ5.jpg - Full Uber (Working on fixing)
4116
#4116
0 Frags +
MubbyBeen jumping around with this Omp edit and that Mario HUD.
(Inspired by VetiHUD)

http://i.imgur.com/0v8a4rD.jpg - Regular HUD
http://i.imgur.com/lQbytHe.jpg - Buffed
http://i.imgur.com/ZNk8EcY.jpg - Low Health + Low Ammo
http://i.imgur.com/2SwJtTm.jpg - Target ID's
http://i.imgur.com/XEe5nwM.jpg - Damage (Damage numbers above health flash red when dealing damage)
http://i.imgur.com/cPh9P57.jpg - Medic + Secondary Target ID's
http://i.imgur.com/Th8HrJ5.jpg - Full Uber (Working on fixing)

reminds me of ells hud. a lot.

[quote=Mubby]Been jumping around with this Omp edit and that Mario HUD.
(Inspired by VetiHUD)

http://i.imgur.com/0v8a4rD.jpg - Regular HUD
http://i.imgur.com/lQbytHe.jpg - Buffed
http://i.imgur.com/ZNk8EcY.jpg - Low Health + Low Ammo
http://i.imgur.com/2SwJtTm.jpg - Target ID's
http://i.imgur.com/XEe5nwM.jpg - Damage (Damage numbers above health flash red when dealing damage)
http://i.imgur.com/cPh9P57.jpg - Medic + Secondary Target ID's
http://i.imgur.com/Th8HrJ5.jpg - Full Uber (Working on fixing)[/quote]
reminds me of ells hud. a lot.
4117
#4117
8 Frags +
janedoereminds me of ells hud. a lot.

that is an insult to ellshud

[quote=janedoe]
reminds me of ells hud. a lot.[/quote]
that is an insult to ellshud
4118
#4118
0 Frags +
Ericjanedoereminds me of ells hud. a lot.that is an insult to ellshud

I MEANT THE FONT.

[quote=Eric][quote=janedoe]
reminds me of ells hud. a lot.[/quote]
that is an insult to ellshud[/quote]
I MEANT THE FONT.
4119
#4119
4 Frags +

i don't know if it's your config but the font on that looks godawful

i don't know if it's your config but the font on that looks godawful
4120
#4120
0 Frags +

maybe he forgot to use antialias in clientscheme

maybe he forgot to use antialias in clientscheme
4121
#4121
1 Frags +

The problem is the way TF2 does outlines. That is to say, poorly. If you want good looking outlined characters you have to do it gmang style. Start with the white foreground character, then put the same character in black behind it but one pixel to the left. Then repeat with three more black characters, one each to the right, up, and down. And you get what basically looks like an outline but is really four separate drop shadows.

The problem is the way TF2 does outlines. That is to say, poorly. If you want good looking outlined characters you have to do it gmang style. Start with the white foreground character, then put the same character in black behind it but one pixel to the left. Then repeat with three more black characters, one each to the right, up, and down. And you get what basically looks like an outline but is really four separate drop shadows.
4122
#4122
0 Frags +
danaThe problem is the way TF2 does outlines. That is to say, poorly. If you want good looking outlined characters you have to do it gmang style. Start with the white foreground character, then put the same character in black behind it but one pixel to the left. Then repeat with three more black characters, one each to the right, up, and down. And you get what basically looks like an outline but is really four separate drop shadows.

Isn't it simpler to do a font in the same place but a couple sizes bigger, black, and with a smaller zpos? I've seen that implemented in some huds

[quote=dana]The problem is the way TF2 does outlines. That is to say, poorly. If you want good looking outlined characters you have to do it gmang style. Start with the white foreground character, then put the same character in black behind it but one pixel to the left. Then repeat with three more black characters, one each to the right, up, and down. And you get what basically looks like an outline but is really four separate drop shadows.[/quote]

Isn't it simpler to do a font in the same place but a couple sizes bigger, black, and with a smaller zpos? I've seen that implemented in some huds
4123
#4123
18 Frags +

http://imgur.com/a/aj5TU

Some pretty old stuff i have never finished, what you see is pretty much everything that's made, but maybe someone can get something from it or whatever.

https://github.com/noobk/globalhud/

http://imgur.com/a/aj5TU

Some pretty old stuff i have never finished, what you see is pretty much everything that's made, but maybe someone can get something from it or whatever.

https://github.com/noobk/globalhud/
4124
#4124
0 Frags +
WholegraindanaThe problem is the way TF2 does outlines.
Isn't it simpler to do a font in the same place but a couple sizes bigger, black, and with a smaller zpos? I've seen that implemented in some huds

I'm pretty sure thats the way I did it with the HUD I shown.

[quote=Wholegrain][quote=dana]The problem is the way TF2 does outlines.[/quote]

Isn't it simpler to do a font in the same place but a couple sizes bigger, black, and with a smaller zpos? I've seen that implemented in some huds[/quote]

I'm pretty sure thats the way I did it with the HUD I shown.
4125
#4125
15 Frags +

y'all remember this hud from grape?
http://www.teamfortress.tv/thread/8247/show-your-hud-modifications/?page=40#262893

http://puu.sh/j7SUT/6869f9a99f.jpg

i remembered it and fixed it.
here ya go
http://puu.sh/j7T7E/5a6ad8dedc.7z

edit: YO I'M UPDATING THIS FURTHER GET YA ASS READY

y'all remember this hud from grape?
http://www.teamfortress.tv/thread/8247/show-your-hud-modifications/?page=40#262893
[img]http://puu.sh/j7SUT/6869f9a99f.jpg[/img]
i remembered it and fixed it.
here ya go
http://puu.sh/j7T7E/5a6ad8dedc.7z

[b]edit: YO I'M UPDATING THIS FURTHER GET YA ASS READY[/b]
4126
#4126
0 Frags +
WholegrainIsn't it simpler to do a font in the same place but a couple sizes bigger, black, and with a smaller zpos? I've seen that implemented in some huds

that is garbage. the tracking (spacing between characters) also increases as the font size increases, so the outline might not match across the characters in a given string.

[quote=Wholegrain]Isn't it simpler to do a font in the same place but a couple sizes bigger, black, and with a smaller zpos? I've seen that implemented in some huds[/quote]
that is garbage. the tracking (spacing between characters) also increases as the font size increases, so the outline might not match across the characters in a given string.
4127
#4127
0 Frags +
EricWholegrainIsn't it simpler to do a font in the same place but a couple sizes bigger, black, and with a smaller zpos? I've seen that implemented in some hudsthat is garbage. the tracking (spacing between characters) also increases as the font size increases, so the outline might not match across the characters in a given string.

I think what he meant was having two font files, one with more weight but still with the same glyph size, not just changing the clientscheme size.

[quote=Eric][quote=Wholegrain]Isn't it simpler to do a font in the same place but a couple sizes bigger, black, and with a smaller zpos? I've seen that implemented in some huds[/quote]
that is garbage. the tracking (spacing between characters) also increases as the font size increases, so the outline might not match across the characters in a given string.[/quote]
I think what he meant was having two font files, one with more weight but still with the same glyph size, not just changing the clientscheme size.
4128
#4128
0 Frags +
JarateKingI think what he meant was having two font files, one with more weight but still with the same glyph size, not just changing the clientscheme size.

I think "weight" just increases stroke width, which would also not work in making a complete outline around a glyph (I could be mistaken).

[quote=JarateKing]
I think what he meant was having two font files, one with more weight but still with the same glyph size, not just changing the clientscheme size.[/quote]
I think "weight" just increases stroke width, which would also not work in making a complete outline around a glyph (I could be mistaken).
4129
#4129
0 Frags +
danaThe problem is the way TF2 does outlines. That is to say, poorly. If you want good looking outlined characters you have to do it gmang style. Start with the white foreground character, then put the same character in black behind it but one pixel to the left. Then repeat with three more black characters, one each to the right, up, and down. And you get what basically looks like an outline but is really four separate drop shadows.

Could this potentially be used to create better Crosshair Outlines?

[quote=dana]The problem is the way TF2 does outlines. That is to say, poorly. If you want good looking outlined characters you have to do it gmang style. Start with the white foreground character, then put the same character in black behind it but one pixel to the left. Then repeat with three more black characters, one each to the right, up, and down. And you get what basically looks like an outline but is really four separate drop shadows.[/quote]

Could this potentially be used to create better Crosshair Outlines?
4130
#4130
1 Frags +
EricJarateKingI think what he meant was having two font files, one with more weight but still with the same glyph size, not just changing the clientscheme size.I think "weight" just increases stroke width, which would also not work in making a complete outline around a glyph (I could be mistaken).

The font maker decides the difference between higher/lower weights, it's not some unified thing. And I mean if you're the one making the font, you may as well make it work for outlines. I know from experience that fontforge can do it the way that would make outlines work, like in http://fontforge.github.io/Styles.html#Embolden

MightydanaThe problem is the way TF2 does outlines. That is to say, poorly. If you want good looking outlined characters you have to do it gmang style. Start with the white foreground character, then put the same character in black behind it but one pixel to the left. Then repeat with three more black characters, one each to the right, up, and down. And you get what basically looks like an outline but is really four separate drop shadows.
Could this potentially be used to create better Crosshair Outlines?

Some crosshairs are too thin to work/look good that way, but it'll still work with some and other methods like creating a second heavier font as the outline still work fine for all.

[quote=Eric][quote=JarateKing]
I think what he meant was having two font files, one with more weight but still with the same glyph size, not just changing the clientscheme size.[/quote]
I think "weight" just increases stroke width, which would also not work in making a complete outline around a glyph (I could be mistaken).[/quote]
The font maker decides the difference between higher/lower weights, it's not some unified thing. And I mean if you're the one making the font, you may as well make it work for outlines. I know from experience that fontforge can do it the way that would make outlines work, like in http://fontforge.github.io/Styles.html#Embolden

[quote=Mighty][quote=dana]The problem is the way TF2 does outlines. That is to say, poorly. If you want good looking outlined characters you have to do it gmang style. Start with the white foreground character, then put the same character in black behind it but one pixel to the left. Then repeat with three more black characters, one each to the right, up, and down. And you get what basically looks like an outline but is really four separate drop shadows.[/quote]

Could this potentially be used to create better Crosshair Outlines?[/quote]
Some crosshairs are too thin to work/look good that way, but it'll still work with some and other methods like creating a second heavier font as the outline still work fine for all.
4131
#4131
0 Frags +
JarateKingThe font maker decides the difference between higher/lower weights, it's not some unified thing. And I mean if you're the one making the font, you may as well make it work for outlines. I know from experience that fontforge can do it the way that would make outlines work, like in http://fontforge.github.io/Styles.html#Embolden

i was referring to the "weight" property when making font definitions in clientscheme.res; i believe this property artificially adds stroke width, without affecting glyph height. most typeface makers also follow this practice when creating separate weights, although you can certainly modify a font yourself to achieve your needs.

MightyCould this potentially be used to create better Crosshair Outlines?

this has already been done, although the results will vary based on the glyph used, whereas the "outline" property has consistent (if ugly) results.

[quote=JarateKing]
The font maker decides the difference between higher/lower weights, it's not some unified thing. And I mean if you're the one making the font, you may as well make it work for outlines. I know from experience that fontforge can do it the way that would make outlines work, like in http://fontforge.github.io/Styles.html#Embolden[/quote]
i was referring to the "weight" property when making font definitions in clientscheme.res; i believe this property artificially adds stroke width, without affecting glyph height. most typeface makers also follow this practice when creating separate weights, although you can certainly modify a font yourself to achieve your needs.

[quote=Mighty]
Could this potentially be used to create better Crosshair Outlines?[/quote]
this has already been done, although the results will vary based on the glyph used, whereas the "outline" property has consistent (if ugly) results.
4132
#4132
0 Frags +
NoobKhttp://imgur.com/a/aj5TU

Some pretty old stuff i have never finished, what you see is pretty much everything that's made, but maybe someone can get something from it or whatever.

https://github.com/noobk/globalhud/

that looks super cool, kinda like colly's csgo hud imo

[quote=NoobK]http://imgur.com/a/aj5TU

Some pretty old stuff i have never finished, what you see is pretty much everything that's made, but maybe someone can get something from it or whatever.

https://github.com/noobk/globalhud/[/quote]

that looks super cool, kinda like colly's csgo hud imo
4133
#4133
6 Frags +

http://i.imgur.com/o45mLDZ.jpg

just another shitty attempt to recreate skappa's hud
https://www.dropbox.com/s/ojfotyc76lz74cz/userstuff.rar?dl=0

[img]http://i.imgur.com/o45mLDZ.jpg[/img]
just another shitty attempt to recreate skappa's hud
https://www.dropbox.com/s/ojfotyc76lz74cz/userstuff.rar?dl=0
4134
#4134
4 Frags +

i combined features from a few different huds to make my own blend

Show Content

Main Menu (One of the garmen huds + hudas iscariote background)

Show Content

Health and Ammo (notohud with colors changed)

Show Content

Scoreboard (egg hud scoreboard)

id like to make my own hud one day, but this was a good starting point to get me familiar with hud editing

i combined features from a few different huds to make my own blend
[spoiler][img]http://puu.sh/iDNzk/ed9d1d7dcd.jpg[/img][/spoiler] Main Menu (One of the garmen huds + hudas iscariote background)
[spoiler][img]http://puu.sh/iADFf/bd0dca193c.jpg[/img][/spoiler] Health and Ammo (notohud with colors changed)
[spoiler][img]http://puu.sh/ja0nL/97db13ee64.jpg[/img][/spoiler] Scoreboard (egg hud scoreboard)

id like to make my own hud one day, but this was a good starting point to get me familiar with hud editing
4135
#4135
1 Frags +
dtnjkeehttp://i.imgur.com/o45mLDZ.jpg
just another shitty attempt to recreate skappa's hud

if it's functional for 6s can i get a dl?

[quote=dtnjkee][img]http://i.imgur.com/o45mLDZ.jpg[/img]
just another shitty attempt to recreate skappa's hud[/quote]
if it's functional for 6s can i get a dl?
4136
#4136
-7 Frags +
marqueei like grapes edit of the default hud so i fittied to my own likings using the target id's from collys default hud edit

http://imgur.com/a/5xWUQ

woah <:

[quote=marquee]i like grapes edit of the default hud so i fittied to my own likings using the target id's from collys default hud edit

http://imgur.com/a/5xWUQ[/quote]

woah <:
4137
#4137
-8 Frags +
_KermitI've updated a few huds in the last couple days and figured I'd link them here.

aHUD.

FlameHUD.

Garmen OLX.

An edited version of broesel 2.5

Garmen VIP-BeaVerN.

Apologies if I've left any hitsounds in the huds.

:o can't wait to try ahud when I get home

[quote=_Kermit]I've updated a few huds in the last couple days and figured I'd link them here.

[url=https://www.dropbox.com/s/h3o4k4pkt9zg81q/ahud-master.rar?dl=0]aHUD.[/url]

[url=https://www.dropbox.com/s/dee5lbfn4vk5088/Flamehud_MVM_fixed.rar?dl=0]FlameHUD.[/url]

[url=https://www.dropbox.com/s/at55419ipcsrv4y/OLX.rar?dl=0]Garmen OLX.[/url]

[url=https://www.dropbox.com/s/3hxb517lvn1ig4u/old_broesel.rar?dl=0]An edited version of broesel 2.5[/url]

[url=https://www.dropbox.com/s/kwwsnkijfogigya/VIP-BeaVerN.rar?dl=0]Garmen VIP-BeaVerN.[/url]

Apologies if I've left any hitsounds in the huds.[/quote]

:o can't wait to try ahud when I get home
4138
#4138
-6 Frags +
Intellectualy'all remember this hud from grape?
http://www.teamfortress.tv/thread/8247/show-your-hud-modifications/?page=40#262893
http://puu.sh/j7SUT/6869f9a99f.jpg
i remembered it and fixed it.
here ya go
http://puu.sh/j7T7E/5a6ad8dedc.7z

edit: YO I'M UPDATING THIS FURTHER GET YA ASS READY

Clean default?

[quote=Intellectual]y'all remember this hud from grape?
http://www.teamfortress.tv/thread/8247/show-your-hud-modifications/?page=40#262893
[img]http://puu.sh/j7SUT/6869f9a99f.jpg[/img]
i remembered it and fixed it.
here ya go
http://puu.sh/j7T7E/5a6ad8dedc.7z

[b]edit: YO I'M UPDATING THIS FURTHER GET YA ASS READY[/b][/quote]

Clean default?
4139
#4139
-9 Frags +
NoobKhttp://imgur.com/a/aj5TU

Some pretty old stuff i have never finished, what you see is pretty much everything that's made, but maybe someone can get something from it or whatever.

https://github.com/noobk/globalhud/

Sorta resembles CS:GO

[quote=NoobK]http://imgur.com/a/aj5TU

Some pretty old stuff i have never finished, what you see is pretty much everything that's made, but maybe someone can get something from it or whatever.

https://github.com/noobk/globalhud/[/quote]

Sorta resembles CS:GO
4140
#4140
14 Frags +

normally im all about people sharing their opinions but you gotta stop sharing your opinions

normally im all about people sharing their opinions but you gotta stop sharing your opinions
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