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Hud Editing: Need help with casual compatibility
posted in Customization
1
#1
0 Frags +

Hello all I've been trying to change Engineers hud element for building status like health ammo of buildings etc spefically the icons of it as far as i am aware the only issue i have is that i cannot get the .res files to point towards the .vmt in the new folder (vgui/replay/thumbnails/...) my .vtf is in said folder and works just fine but my .vmt only works in its default folder (materials/hud/...) I'm trying to do one speficially so i can do the rest and that's a level 1 sentries logo inside of the .res for the sentries like hud part is this

"Icon_Sentry_1"
	{
		"ControlName"	"CIconPanel"
		"fieldName"		"Icon_Sentry_1"
		"xpos"			"22"
		"ypos"			"12"
		"wide"			"36"
		"tall"			"36"
		"visible"		"1"
		"enabled"		"1"
		"scaleImage"	"1"
		"icon"      "obj_status_sentrygun_1"
		"iconColor"		"White"
	}

When changing the "Icon" to anything other than I assume an Icon It will go blank I have tried to change it to the dispensers Icon, Sapper, Level 2 and Level 3 and they have all worked however when i try changing it to "icon" "../vgui/replay/thumbnails/obj_status_sentrygun_1" It goes blank it completly dissapears no matter what i add it will always dissepear unless its just "obj_status_sentrygun_1" (Or any name for that matter as long as it matches the .vtf and .vmt name) my vmt is called the same and inside its $basetexture is specified the file path

"UnlitGeneric"
{
	"$baseTexture" "vgui/replay/thumbnails/building_icons/obj_status_sentrygun_1"
    "$translucent"                                                  "1"
    "$vertexcolor"                                                  "1"
    "$vertexalpha"                                                  "1"
}

So I am really really confused on what am i supposed to do to make it work in casual I know BudHud works fine so it's possible I'm just missing something sorry if it's a mess to read I am trying my best to make it as comprehensible as possible and also that the thread is SO long this is my last resort

Hello all I've been trying to change Engineers hud element for building status like health ammo of buildings etc spefically the icons of it as far as i am aware the only issue i have is that i cannot get the .res files to point towards the .vmt in the new folder (vgui/replay/thumbnails/...) my .vtf is in said folder and works just fine but my .vmt only works in its default folder (materials/hud/...) I'm trying to do one speficially so i can do the rest and that's a level 1 sentries logo inside of the .res for the sentries like hud part is this
[code]"Icon_Sentry_1"
{
"ControlName" "CIconPanel"
"fieldName" "Icon_Sentry_1"
"xpos" "22"
"ypos" "12"
"wide" "36"
"tall" "36"
"visible" "1"
"enabled" "1"
"scaleImage" "1"
"icon" "obj_status_sentrygun_1"
"iconColor" "White"
}[/code]
When changing the "Icon" to anything other than I assume an Icon It will go blank I have tried to change it to the dispensers Icon, Sapper, Level 2 and Level 3 and they have all worked however when i try changing it to "icon" "../vgui/replay/thumbnails/obj_status_sentrygun_1" It goes blank it completly dissapears no matter what i add it will always dissepear unless its just "obj_status_sentrygun_1" (Or any name for that matter as long as it matches the .vtf and .vmt name) my vmt is called the same and inside its $basetexture is specified the file path
[code]"UnlitGeneric"
{
"$baseTexture" "vgui/replay/thumbnails/building_icons/obj_status_sentrygun_1"
"$translucent" "1"
"$vertexcolor" "1"
"$vertexalpha" "1"
}[/code]
So I am really really confused on what am i supposed to do to make it work in casual I know BudHud works fine so it's possible I'm just missing something sorry if it's a mess to read I am trying my best to make it as comprehensible as possible and also that the thread is SO long this is my last resort
2
#2
2 Frags +

iconpanels work differently than an imagepanel, you have to change the path to the custom image in mod_textures.txt instead of in hud_obj_sentrygun.res

https://i.imgur.com/G4LyskS.png

this line

iconpanels work differently than an imagepanel, you have to change the path to the custom image in mod_textures.txt instead of in hud_obj_sentrygun.res
[img]https://i.imgur.com/G4LyskS.png[/img]
this line
3
#3
0 Frags +

Thank you so much It worked!!!! ... Except for my tele entrance idk why it's being fussy i can change it's icon and the file paths are correct but it just resorts to a missing file texture I am not sure why and I'm sorry I'm asking another question but I have been looking everywhere for a fix for anything related to this in general my sentries ammo and at level 3 are still that stock color and i got no clue where to look

https://imgur.com/a/JWyZs0O

This is how it looks right now other than that it works perfectly

Thank you so much It worked!!!! ... Except for my tele entrance idk why it's being fussy i can change it's icon and the file paths are correct but it just resorts to a missing file texture I am not sure why and I'm sorry I'm asking another question but I have been looking everywhere for a fix for anything related to this in general my sentries ammo and at level 3 are still that stock color and i got no clue where to look

https://imgur.com/a/JWyZs0O

This is how it looks right now other than that it works perfectly
4
#4
0 Frags +
SolstaraI'm sorry I'm asking another question but I have been looking everywhere for a fix for anything related to this in general my sentries ammo and at level 3 are still that stock color and i got no clue where to look

don't apologize for having questions, this shit is confusing as hell and its very normal to have problems with it

change the value of ProgressOffWhite in your clientscheme.res

[quote=Solstara]I'm sorry I'm asking another question but I have been looking everywhere for a fix for anything related to this in general my sentries ammo and at level 3 are still that stock color and i got no clue where to look [/quote]
don't apologize for having questions, this shit is confusing as hell and its very normal to have problems with it

change the value of ProgressOffWhite in your clientscheme.res
5
#5
0 Frags +

Thank you it works now FINALLY well except that tele but I'll hopefully find a way to fix that again thank you for your help I cannot believe I have finally gotten it to work

Thank you it works now FINALLY well except that tele but I'll hopefully find a way to fix that again thank you for your help I cannot believe I have finally gotten it to work
6
#6
0 Frags +

What does your mod_textures tele entrance & tele entrance VMT look like?

mine for reference if you want to compare, since I know mine is working:
https://github.com/rbjaxter/budhud/blob/master/_budhud/scripts/mod_textures.txt#L99-L106
https://github.com/rbjaxter/budhud/blob/master/materials/vgui/replay/thumbnails/building_icons/obj_status_tele_entrance.vmt

& these are all the clientscheme colors related to it:

 // Engineer HUD Specific
"LowHealthRed" "159 055 055 255"       // When building is low health or is in first stage of building
"ProgressOffWhite" "255 255 255 255"       // Right build progress and ammo bars
"ProgressBackground" "150 150 150 255"       // Right `Building...` Progress color BG, ItemEffectMeter BG
"HealthBgGrey" "080 080 080 255"       // Left build progress bar
What does your mod_textures tele entrance & tele entrance VMT look like?

mine for reference if you want to compare, since I know mine is working:
https://github.com/rbjaxter/budhud/blob/master/_budhud/scripts/mod_textures.txt#L99-L106
https://github.com/rbjaxter/budhud/blob/master/materials/vgui/replay/thumbnails/building_icons/obj_status_tele_entrance.vmt

& these are all the clientscheme colors related to it:
[code] // Engineer HUD Specific
"LowHealthRed" "159 055 055 255" // When building is low health or is in first stage of building
"ProgressOffWhite" "255 255 255 255" // Right build progress and ammo bars
"ProgressBackground" "150 150 150 255" // Right `Building...` Progress color BG, ItemEffectMeter BG
"HealthBgGrey" "080 080 080 255" // Left build progress bar[/code]
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