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HUD editing: short questions, quick answers
posted in Customization
1591
#1591
0 Frags +
Mochaaaagenius415MochaaaaIs it just me or has replacing fonts completely broken? Or is it just omp hud?just u. use disque's updated omp: http://steamcommunity.com/gid/103582791437492970 Even after i downloaded the updated hud and installed the font, it still wouldnt work. can a font be dead?

maybe write up the issue in the forum and let disque help u out? this thread's experts aren't on as often ><

[quote=Mochaaaa][quote=genius415][quote=Mochaaaa]Is it just me or has replacing fonts completely broken? Or is it just omp hud?[/quote]
just u. use disque's updated omp: http://steamcommunity.com/gid/103582791437492970[/quote] Even after i downloaded the updated hud and installed the font, it still wouldnt work. can a font be dead?[/quote]
maybe write up the issue in the forum and let disque help u out? this thread's experts aren't on as often ><
1592
#1592
0 Frags +

how do I change killfeed color?

how do I change killfeed color?
1593
#1593
0 Frags +
qoznyyyhow do I change killfeed color?

scripts/hudlayout.res -> HudDeathNotice

[quote=qoznyyy]how do I change killfeed color?[/quote]
scripts/hudlayout.res -> HudDeathNotice
1594
#1594
0 Frags +

Im recording some stuff and I'm trying to disable the medic caller bubble, the file mediccallerpanel.res was already deleted in the hud folder but the bubble is still appearing, anyone knows how to remove/disable it entirely?

Im recording some stuff and I'm trying to disable the medic caller bubble, the file mediccallerpanel.res was already deleted in the hud folder but the bubble is still appearing, anyone knows how to remove/disable it entirely?
1595
#1595
huds.tf
2 Frags +

You need the file for it to be fully removed, because TF2 will use the default inside the .vpk file they're kept in by default.

Put the mediccallerpanel.res file back in, and the best bet is to change the xpos and ypos values to something dumb, like 9999, and also the wide and tall values to 0. You could also remove the value inside "image" and also set enable to 0. I've never actually edited this panel, but I'm covering all bases here.

Lemme know.

You need the file for it to be fully removed, because TF2 will use the default inside the .vpk file they're kept in by default.

Put the mediccallerpanel.res file back in, and the best bet is to change the xpos and ypos values to something dumb, like 9999, and also the wide and tall values to 0. You could also remove the value inside "image" and also set enable to 0. I've never actually edited this panel, but I'm covering all bases here.

Lemme know.
1596
#1596
0 Frags +
omniYou need the file for it to be fully removed, because TF2 will use the default inside the .vpk file they're kept in by default.

Put the mediccallerpanel.res file back in, and the best bet is to change the xpos and ypos values to something dumb, like 9999, and also the wide and tall values to 0. You could also remove the value inside "image" and also set enable to 0. I've never actually edited this panel, but I'm covering all bases here.

Lemme know.

do u happen to have the original mediccallerpanel.res cuz I cant seem to find another one since I deleted the one I had.

Also wouldn't it work to load a custom blank .vpk as well?

[quote=omni]You need the file for it to be fully removed, because TF2 will use the default inside the .vpk file they're kept in by default.

Put the mediccallerpanel.res file back in, and the best bet is to change the xpos and ypos values to something dumb, like 9999, and also the wide and tall values to 0. You could also remove the value inside "image" and also set enable to 0. I've never actually edited this panel, but I'm covering all bases here.

Lemme know.[/quote]
do u happen to have the original mediccallerpanel.res cuz I cant seem to find another one since I deleted the one I had.

Also wouldn't it work to load a custom blank .vpk as well?
1597
#1597
1 Frags +
KanecoomniYou need the file for it to be fully removed, because TF2 will use the default inside the .vpk file they're kept in by default.

Put the mediccallerpanel.res file back in, and the best bet is to change the xpos and ypos values to something dumb, like 9999, and also the wide and tall values to 0. You could also remove the value inside "image" and also set enable to 0. I've never actually edited this panel, but I'm covering all bases here.

Lemme know.
do u happen to have the original mediccallerpanel.res cuz I cant seem to find another one since I deleted the one I had.

Also wouldn't it work to load a custom blank .vpk as well?

https://github.com/MFSTATE/tf2basehud/blob/master/resource/ui/mediccallerpanel.res
I think that's what you're looking for

[quote=Kaneco][quote=omni]You need the file for it to be fully removed, because TF2 will use the default inside the .vpk file they're kept in by default.

Put the mediccallerpanel.res file back in, and the best bet is to change the xpos and ypos values to something dumb, like 9999, and also the wide and tall values to 0. You could also remove the value inside "image" and also set enable to 0. I've never actually edited this panel, but I'm covering all bases here.

Lemme know.[/quote]
do u happen to have the original mediccallerpanel.res cuz I cant seem to find another one since I deleted the one I had.

Also wouldn't it work to load a custom blank .vpk as well?[/quote]

https://github.com/MFSTATE/tf2basehud/blob/master/resource/ui/mediccallerpanel.res
I think that's what you're looking for
1598
#1598
0 Frags +
omniYou need the file for it to be fully removed, because TF2 will use the default inside the .vpk file they're kept in by default.

Put the mediccallerpanel.res file back in, and the best bet is to change the xpos and ypos values to something dumb, like 9999, and also the wide and tall values to 0. You could also remove the value inside "image" and also set enable to 0. I've never actually edited this panel, but I'm covering all bases here.

Lemme know.

I tried this btw with no chance, even after changing all ypos, xpos, wide, tall, enable, image. It still showed the bubbles in fact something pretty weird happened on this particular instance I was trying to record which showed even more bubble than when I recorded originally, like every player had a medic bubble or something lol

[quote=omni]You need the file for it to be fully removed, because TF2 will use the default inside the .vpk file they're kept in by default.

Put the mediccallerpanel.res file back in, and the best bet is to change the xpos and ypos values to something dumb, like 9999, and also the wide and tall values to 0. You could also remove the value inside "image" and also set enable to 0. I've never actually edited this panel, but I'm covering all bases here.

Lemme know.[/quote]
I tried this btw with no chance, even after changing all ypos, xpos, wide, tall, enable, image. It still showed the bubbles in fact something pretty weird happened on this particular instance I was trying to record which showed even more bubble than when I recorded originally, like every player had a medic bubble or something lol
1599
#1599
0 Frags +
ninjajiroHey guys, may have been asked but:
how do I edit this?

The problem is that the panel on the main menu that cycles through the new stuff you can buy(weapon cases, taunts), shows up there.

Anyone have any ideas?

[quote=ninjajiro]Hey guys, may have been asked but:
how do I edit [url=http://imgur.com/pjsmDCV]this[/url]?

The problem is that the panel on the main menu that cycles through the new stuff you can buy(weapon cases, taunts), shows up there.[/quote]

Anyone have any ideas?
1600
#1600
0 Frags +

trying to use an FPS config but it makes the refracts bleed into the viewmodel.
http://i.imgur.com/SltHyiB.jpg
What are the commands to fix this again?

trying to use an FPS config but it makes the refracts bleed into the viewmodel.
http://i.imgur.com/SltHyiB.jpg
What are the commands to fix this again?
1601
#1601
0 Frags +
NokkEdit the positioning and size of HudDemomanPipes in hudlayout.res to fit your needs. Then you can move each property within the box in huddemomanpipes.res.

I tried to do that, but when doing hud_reloadscheme after I changed the values, vgui_drawtree 1 showed that huddemomanpipes was in the same place and nothing changed. And no, I didn't forget to save.

HudLayout.res: http://pastebin.com/i9J2BSEV
HudDemomanPipes.res: http://pastebin.com/c8m1LuBw

qq am I doing something wrong, or is it some sort of bug?

[quote=Nokk]Edit the positioning and size of HudDemomanPipes in hudlayout.res to fit your needs. Then you can move each property within the box in huddemomanpipes.res.[/quote]
I tried to do that, but when doing hud_reloadscheme after I changed the values, vgui_drawtree 1 showed that huddemomanpipes was in the same place and nothing changed. And no, I didn't forget to save.

HudLayout.res: http://pastebin.com/i9J2BSEV
HudDemomanPipes.res: http://pastebin.com/c8m1LuBw

qq am I doing something wrong, or is it some sort of bug?
1602
#1602
0 Frags +

http://i.imgur.com/Fsyjw4d.png

Anyone knows how to fix this? Forgot where i found the solution

[img]http://i.imgur.com/Fsyjw4d.png[/img]

Anyone knows how to fix this? Forgot where i found the solution
1603
#1603
whitelist.tf
0 Frags +

Try deleting/modifying resource/econ/itemmodelpanel.res?

Try deleting/modifying resource/econ/itemmodelpanel.res?
1604
#1604
0 Frags +
WiethoofdTry deleting/modifying resource/econ/itemmodelpanel.res?

Worked, thanks!

[quote=Wiethoofd]Try deleting/modifying resource/econ/itemmodelpanel.res?[/quote]
Worked, thanks!
1605
#1605
0 Frags +

Where can i find the values to fix this?
http://i.imgur.com/Vv7vjqf.jpg

It only happens with weapon skins.

Where can i find the values to fix this?
http://i.imgur.com/Vv7vjqf.jpg

It only happens with weapon skins.
1606
#1606
0 Frags +

Anyone know of a tutorial on editing 2D class photos on your hud? I remember seeing a tutorial but it was a year ago and i don't remember anything

Anyone know of a tutorial on editing 2D class photos on your hud? I remember seeing a tutorial but it was a year ago and i don't remember anything
1607
#1607
0 Frags +
XaurosWhere can i find the values to fix this?
http://i.imgur.com/Vv7vjqf.jpg

It only happens with weapon skins.

Try modifying resource/ui/econ/itemmodelpanel.res with the latest itemmodelpanel.res from the default HUD.

[quote=Xauros]Where can i find the values to fix this?
http://i.imgur.com/Vv7vjqf.jpg

It only happens with weapon skins.[/quote]
Try modifying resource/ui/econ/itemmodelpanel.res with the latest itemmodelpanel.res from the default HUD.
1608
#1608
0 Frags +

http://i.imgur.com/XZycSoj.png (normal uber)

http://i.imgur.com/qVbCZKu.png (vacc)

I have created a shadow for the charge label but when I switch to vacc, the shadow stays. Is there a way I can make it so it doesn't?

http://i.imgur.com/XZycSoj.png (normal uber)

http://i.imgur.com/qVbCZKu.png (vacc)

I have created a shadow for the charge label but when I switch to vacc, the shadow stays. Is there a way I can make it so it doesn't?
1609
#1609
-6 Frags +

I don't know how to help you but i love how your screenshot is at 69% uber

I don't know how to help you but i love how your screenshot is at 69% uber
1610
#1610
0 Frags +
NokkEdit the positioning and size of HudDemomanPipes in hudlayout.res to fit your needs. Then you can move each property within the box in huddemomanpipes.res.

I tried to do that, but when doing hud_reloadscheme after I changed the values, vgui_drawtree 1 showed that huddemomanpipes was in the same place and nothing changed. And no, I didn't forget to save.

HudLayout.res: http://pastebin.com/i9J2BSEV
HudDemomanPipes.res: http://pastebin.com/c8m1LuBw

qq am I doing something wrong, or is it some sort of bug?

[quote=Nokk]Edit the positioning and size of HudDemomanPipes in hudlayout.res to fit your needs. Then you can move each property within the box in huddemomanpipes.res.[/quote]
I tried to do that, but when doing hud_reloadscheme after I changed the values, vgui_drawtree 1 showed that huddemomanpipes was in the same place and nothing changed. And no, I didn't forget to save.

HudLayout.res: http://pastebin.com/i9J2BSEV
HudDemomanPipes.res: http://pastebin.com/c8m1LuBw

qq am I doing something wrong, or is it some sort of bug?
1611
#1611
1 Frags +

Will it work most of the time if I just change the font for my HUD, and only edit a few things where it gets cut off?

If I just copy over the scripts from one HUD to another for when I'm hurt or overhealed, will it work?

How do I add a small medic ubercharge counter under the crosshair?

Thanks boys

Will it work most of the time if I just change the font for my HUD, and only edit a few things where it gets cut off?

If I just copy over the scripts from one HUD to another for when I'm hurt or overhealed, will it work?

How do I add a small medic ubercharge counter under the crosshair?

Thanks boys
1612
#1612
0 Frags +
PhunkHow do I add a small medic ubercharge counter under the crosshair?

If you want it like the one in the picture i posted above, you need to make the hudmediccharge in hudlayout.res wide and tall enough to fit the lower half of your screen (or the full screen). Then you can edit/reposition the individual elements in hudmediccharge.res in resource/ui (ChargeLabel is what you want). Beware this will mess up position of other elements like the vaccinator stuffs so you will have to reposition them too.

If what you want is a second counter under the crosshair, you can copy paste the ChargeLabel and rename it but you will probably end up with the same problem I described in my previous post.

[quote=Phunk]
How do I add a small medic ubercharge counter under the crosshair?
[/quote]

If you want it like the one in the picture i posted above, you need to make the hudmediccharge in hudlayout.res wide and tall enough to fit the lower half of your screen (or the full screen). Then you can edit/reposition the individual elements in hudmediccharge.res in resource/ui (ChargeLabel is what you want). Beware this will mess up position of other elements like the vaccinator stuffs so you will have to reposition them too.

If what you want is a second counter under the crosshair, you can copy paste the ChargeLabel and rename it but you will probably end up with the same problem I described in my previous post.
1613
#1613
0 Frags +
Sammy_385Anyone know of a tutorial on editing 2D class photos on your hud? I remember seeing a tutorial but it was a year ago and i don't remember anything

No one?

[quote=Sammy_385]Anyone know of a tutorial on editing 2D class photos on your hud? I remember seeing a tutorial but it was a year ago and i don't remember anything[/quote]

No one?
1614
#1614
0 Frags +
genius415Hi i would like to move the weapon inspection panel (that comes up when you press F/+inspect) a little higher. Which variables and which .res file should I edit? Many thanks in advance.

anyone? is it as simple as a ypos?

[quote=genius415]Hi i would like to move the weapon inspection panel (that comes up when you press F/+inspect) a little higher. Which variables and which .res file should I edit? Many thanks in advance.[/quote]
anyone? is it as simple as a ypos?
1615
#1615
0 Frags +
genius415genius415Hi i would like to move the weapon inspection panel (that comes up when you press F/+inspect) a little higher. Which variables and which .res file should I edit? Many thanks in advance.anyone? is it as simple as a ypos?

It's actually not. I can't get it to anyway cos it either doesn't move or gets cut off for me. But if you want to play around with the numbers then it's hudinspectpanel in hudlayout.res then hudinspectpanel.res in resource/ui folder.

[quote=genius415][quote=genius415]Hi i would like to move the weapon inspection panel (that comes up when you press F/+inspect) a little higher. Which variables and which .res file should I edit? Many thanks in advance.[/quote]
anyone? is it as simple as a ypos?[/quote]

It's actually not. I can't get it to anyway cos it either doesn't move or gets cut off for me. But if you want to play around with the numbers then it's hudinspectpanel in hudlayout.res then hudinspectpanel.res in resource/ui folder.
1616
#1616
1 Frags +
rewolfI have created a shadow for the charge label but when I switch to vacc, the shadow stays. Is there a way I can make it so it doesn't?

This is an error on Valve's end and is hard-coded into all huds somehow. There is no way, currently, to have a shadow appear for regular mediguns without having it also show up and be useless when using the vaccinator.

Sammy_385Sammy_385Anyone know of a tutorial on editing 2D class photos on your hud? I remember seeing a tutorial but it was a year ago and i don't remember anything
No one?

I'm not sure which ones you mean but the ones near your health are located in HudPlayerClass.res in resource/ui (in custom/ *any folder*). If you wanted to make your own you would need to make a .vtf and a .vmt file then place them in materials/vgui/replay/thumbnails. You can find more information on custom vtfs, if that's what you wish, in my hud crosshairs guide here. You'll want to ctrl+f for 'creating your own crosshair'. I was speaking about crosshairs but it's equally relevant for you, or any custom image you might want to put into your hud. Alternatively, there are many pre-made ones located here, such as this one.

Please post back if I wasn't clear or if you still have questions.

[quote=rewolf]
I have created a shadow for the charge label but when I switch to vacc, the shadow stays. Is there a way I can make it so it doesn't?[/quote]

This is an error on Valve's end and is hard-coded into all huds somehow. There is no way, currently, to have a shadow appear for regular mediguns without having it also show up and be useless when using the vaccinator.

[quote=Sammy_385][quote=Sammy_385]Anyone know of a tutorial on editing 2D class photos on your hud? I remember seeing a tutorial but it was a year ago and i don't remember anything[/quote]

No one?[/quote]

I'm not sure which ones you mean but the ones near your health are located in HudPlayerClass.res in resource/ui (in custom/ *any folder*). If you wanted to make your own you would need to make a .vtf and a .vmt file then place them in materials/vgui/replay/thumbnails. You can find more information on custom vtfs, if that's what you wish, in my hud crosshairs guide [url=http://huds.tf/forum/showthread.php?tid=23&pid=45#pid45]here[/url]. You'll want to ctrl+f for 'creating your own crosshair'. I was speaking about crosshairs but it's equally relevant for you, or any custom image you might want to put into your hud. Alternatively, there are many pre-made ones located [url=http://tf2.gamebanana.com/guis/cats/433]here[/url], such as [url=http://tf2.gamebanana.com/guis/30276]this one[/url].

Please post back if I wasn't clear or if you still have questions.
1617
#1617
0 Frags +
komorebirewolfI have created a shadow for the charge label but when I switch to vacc, the shadow stays. Is there a way I can make it so it doesn't?
This is an error on Valve's end and is hard-coded into all huds somehow. There is no way, currently, to have a shadow appear for regular mediguns without having it also show up and be useless when using the vaccinator.
Sammy_385Sammy_385Anyone know of a tutorial on editing 2D class photos on your hud? I remember seeing a tutorial but it was a year ago and i don't remember anything
No one?

I'm not sure which ones you mean but the ones near your health are located in HudPlayerClass.res in resource/ui (in custom/ *any folder*). If you wanted to make your own you would need to make a .vtf and a .vmt file then place them in materials/vgui/replay/thumbnails. You can find more information on custom vtfs, if that's what you wish, in my hud crosshairs guide here. You'll want to ctrl+f for 'creating your own crosshair'. I was speaking about crosshairs but it's equally relevant for you, or any custom image you might want to put into your hud. Alternatively, there are many pre-made ones located here, such as this one.

Please post back if I wasn't clear or if you still have questions.

YES thank you that is exactly what i was thinking

[quote=komorebi][quote=rewolf]
I have created a shadow for the charge label but when I switch to vacc, the shadow stays. Is there a way I can make it so it doesn't?[/quote]

This is an error on Valve's end and is hard-coded into all huds somehow. There is no way, currently, to have a shadow appear for regular mediguns without having it also show up and be useless when using the vaccinator.

[quote=Sammy_385][quote=Sammy_385]Anyone know of a tutorial on editing 2D class photos on your hud? I remember seeing a tutorial but it was a year ago and i don't remember anything[/quote]

No one?[/quote]

I'm not sure which ones you mean but the ones near your health are located in HudPlayerClass.res in resource/ui (in custom/ *any folder*). If you wanted to make your own you would need to make a .vtf and a .vmt file then place them in materials/vgui/replay/thumbnails. You can find more information on custom vtfs, if that's what you wish, in my hud crosshairs guide [url=http://huds.tf/forum/showthread.php?tid=23&pid=45#pid45]here[/url]. You'll want to ctrl+f for 'creating your own crosshair'. I was speaking about crosshairs but it's equally relevant for you, or any custom image you might want to put into your hud. Alternatively, there are many pre-made ones located [url=http://tf2.gamebanana.com/guis/cats/433]here[/url], such as [url=http://tf2.gamebanana.com/guis/30276]this one[/url].

Please post back if I wasn't clear or if you still have questions.[/quote]


YES thank you that is exactly what i was thinking
1618
#1618
1 Frags +

http://i.imgur.com/1vft2u0.png

What file controls the tasks (Score points as Soldier, etc.)? Thought it would be in huditemtracker but can't find anything in there. Also tried detailsattributetracker but that did nothing (as a side question, what does detailsattributetracker control?).

[img]http://i.imgur.com/1vft2u0.png[/img]

What file controls the tasks (Score points as Soldier, etc.)? Thought it would be in huditemtracker but can't find anything in there. Also tried detailsattributetracker but that did nothing (as a side question, what does detailsattributetracker control?).
1619
#1619
0 Frags +

What is the file to change the MGE overlay's font/size? I know it's possible, for huds like HUDAS Iscariote have that feature.

Thanks in advance.

Edit: I've come to realize that the MGE overlay is most likely related to the text present in some servers like tr_walkway_rc2, when you look at the panels in the map. I hope this somehow helps you in any way.

What is the file to change the MGE overlay's font/size? I know it's possible, for huds like HUDAS Iscariote have that feature.

Thanks in advance.

Edit: I've come to realize that the MGE overlay is most likely related to the text present in some servers like tr_walkway_rc2, when you look at the panels in the map. I hope this somehow helps you in any way.
1620
#1620
1 Frags +
OnenWhat is the file to change the MGE overlay's font/size? I know it's possible, for huds like HUDAS Iscariote have that feature.

Thanks in advance.

Edit: I've come to realize that the MGE overlay is most likely related to the text present in some servers like tr_walkway_rc2, when you look at the panels in the map. I hope this somehow helps you in any way.

Clientscheme.res

For colors,

      //sourcemod menu panels: e.g. sm_admin, sm_pr, sm_add
	"ItemColor"		
	"MenuColor"		
	"MenuBoxBg"

I forget what text definition the sourcemod panels use, try looking at the source code for mge to see.

[quote=Onen]What is the file to change the MGE overlay's font/size? I know it's possible, for huds like HUDAS Iscariote have that feature.

Thanks in advance.

Edit: I've come to realize that the MGE overlay is most likely related to the text present in some servers like tr_walkway_rc2, when you look at the panels in the map. I hope this somehow helps you in any way.[/quote]

Clientscheme.res

For colors,

[code] //sourcemod menu panels: e.g. sm_admin, sm_pr, sm_add
"ItemColor"
"MenuColor"
"MenuBoxBg"[/code]

I forget what text definition the sourcemod panels use, try looking at the source code for mge to see.
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