Upvote Upvoted 327 Downvote Downvoted
1 ⋅⋅ 75 76 77 78 79 80 81 ⋅⋅ 232
HUD editing: short questions, quick answers
posted in Customization
2311
#2311
0 Frags +

Whenever I diguise, I have the giant white box cover up my screen. I figure it has something to do with the image of spy that got updated and it just slipped through my mind, any help? Much appreciated.

http://images.akamai.steamusercontent.com/ugc/580200899511168556/5E3041CDF256A65CEEB6256DAD2145212A4A691C/

Whenever I diguise, I have the giant white box cover up my screen. I figure it has something to do with the image of spy that got updated and it just slipped through my mind, any help? Much appreciated.

[img]http://images.akamai.steamusercontent.com/ugc/580200899511168556/5E3041CDF256A65CEEB6256DAD2145212A4A691C/[/img]
2312
#2312
0 Frags +
KaptainI didn't know anything had to be changed to hudlayout.res to enable the health bars, so I just searched in the hudlayout.res you linked and copy-pasted the "HudSpectatorExtras" into my hudlayout.res, and it works now, thanks!
	HudSpectatorExtras
	{
		"fieldName" "HudSpectatorExtras"
		"visible" "1"
		"enabled" "1"
		"xpos"	"0"
		"ypos"	"0"
		"wide"	"f0"
		"tall"	"f0"
	}

Cool. Glad you figured it out and pinpointed what it was.

[quote=Kaptain]I didn't know anything had to be changed to hudlayout.res to enable the health bars, so I just searched in the hudlayout.res you linked and copy-pasted the "HudSpectatorExtras" into my hudlayout.res, and it works now, thanks!

[code] HudSpectatorExtras
{
"fieldName" "HudSpectatorExtras"
"visible" "1"
"enabled" "1"
"xpos" "0"
"ypos" "0"
"wide" "f0"
"tall" "f0"
}[/code][/quote]

Cool. Glad you figured it out and pinpointed what it was.
2313
#2313
1 Frags +

where is the new contract stuff from tough break in rays hud?
nvm found it in hud animations

where is the new contract stuff from tough break in rays hud?
nvm found it in hud animations
2314
#2314
0 Frags +

Can someone let me know how to change the numbers to smaller, closer and far up.

here is what i have

http://i.imgur.com/RYF7Fdm.jpg

here is what i want it to look like

http://i.imgur.com/59acqIm.jpg

Can someone let me know how to change the numbers to smaller, closer and far up.

here is what i have

[img]http://i.imgur.com/RYF7Fdm.jpg[/img]

here is what i want it to look like

[img]http://i.imgur.com/59acqIm.jpg[/img]
2315
#2315
0 Frags +

where do you move the numbers when you get a health pack or something like that?

talking about these.

http://i.imgur.com/E83gmjl.jpg

where do you move the numbers when you get a health pack or something like that?

talking about these.

[img]http://i.imgur.com/E83gmjl.jpg[/img]
2316
#2316
0 Frags +
Smesiwhere do you move the numbers when you get a health pack or something like that?

talking about these.

http://i.imgur.com/E83gmjl.jpg

i believe it's hudhealthaccount.res, the positioning is in hudlayout.res as CHealthAccountPanel

[quote=Smesi]where do you move the numbers when you get a health pack or something like that?

talking about these.

[img]http://i.imgur.com/E83gmjl.jpg[/img][/quote]
i believe it's hudhealthaccount.res, the positioning is in hudlayout.res as CHealthAccountPanel
2317
#2317
0 Frags +
Rawrsoranyone know how to remove ping from the scoreboard after the update? If I set it to a high value like 1000, it makes the name column short and the class/score columns super close together. Also, is there a way to remove the player list background?

before update:
http://puu.sh/m1Two/d382c5493f.jpg
http://puu.sh/m1Tur/514679ed58.jpg

Did you find a fix for this?

Also, how can the green stat numbers in the scoreboard be fixed to not change color?

[quote=Rawrsor]anyone know how to remove ping from the scoreboard after the update? If I set it to a high value like 1000, it makes the name column short and the class/score columns super close together. Also, is there a way to remove the player list background?

before update:
[img]http://puu.sh/m1Two/d382c5493f.jpg[/img]
[img]http://puu.sh/m1Tur/514679ed58.jpg[/img][/quote]

Did you find a fix for this?

Also, how can the green stat numbers in the scoreboard be fixed to not change color?
2318
#2318
0 Frags +

I was wondering where I could find the values to change to move the killstreak count away from the dominating image, and move the score directly under the score subtitle at the top, this is what it looks like now ~

http://imgur.com/SPZfxHG

Thanks!

I was wondering where I could find the values to change to move the killstreak count away from the dominating image, and move the score directly under the score subtitle at the top, this is what it looks like now ~
[img]http://imgur.com/SPZfxHG[/img]

Thanks!
2319
#2319
0 Frags +

Okay I'm back :D. How would you get these areas in the screenshot to any colour (e.g. black)?

This

Cheers! :)

Edit: Added the screenshot :D

Okay I'm back :D. How would you get these areas in the screenshot to any colour (e.g. black)?

[url=http://imgur.com/SnLLqXh]This[/url]


Cheers! :)

Edit: Added the screenshot :D
2320
#2320
whitelist.tf
0 Frags +
JBAlso, how can the green stat numbers in the scoreboard be fixed to not change color?

In the Scoreboard.res 'LocalPlayerStatsPanel' you have to duplicate each non-Label:

// Default 'Kills' (goes with KillsLabel)											
		"Kills"
		{
			"ControlName"		"CExLabel"
			"fieldName"		"Kills"
			"font"			"ScoreboardVerySmall"
			"labelText"		"%kills%"
			"textAlignment"		"west"
			"xpos"			"180"
			"ypos"			"0"
			"zpos"			"3"
			"wide"			"35"
			"tall"			"20"
			"autoResize"	"0"
			"pinCorner"		"0"
			"visible"		"1"
			"enabled"		"1"
		}

You copy the first 3 lines and then add a 'visible 0' and a closing curly bracket and add 'Value' to the 'duplicated section where you define a FgColor (foreground color) to change the text color like so:

// 'Duplicate' the name, fieldName and then hide it (visible 0)
// Add 'Value' in the names on the new element and change color
		"Kills"
		{
			"ControlName"		"CExLabel"
			"fieldName"		"Kills"
 "visible" "0" // Hide the original value that turns green
}
		"KillsValue"
		{
			"ControlName"		"CExLabel"
			"fieldName"		"KillsValue" // Add 'Value' here and to the name
			"font"			"ScoreboardVerySmall"
			"labelText"		"%kills%"
  "FgColor" "TanLight" // Change color
			"textAlignment"		"west"
			"xpos"			"180"
			"ypos"			"0"
			"zpos"			"3"
			"wide"			"35"
			"tall"			"20"
			"autoResize"	"0"
			"pinCorner"		"0"
			"visible"		"1"
			"enabled"		"1"
		}

----------------------------------------

No1inPartiqlarI was wondering where I could find the values to change to move the killstreak count away from the dominating image, and move the score directly under the score subtitle at the top, this is what it looks like now

Add a 'killstreak_image_width' in the scores section in the top of your Scoreboard.res file

"scores"
{
		"killstreak_image_width" "15" // Default value
}

----------------------------------------

12cmOkay I'm back :D. How would you get these areas in the screenshot to any colour (e.g. black)?
This

The file you need to open is 'Charinfopanel.res' and then the BackgroundHeader & BackgroundFooter sections.
- Remove the 'image' and add 'fillcolor_override" "Black"

[quote=JB]Also, how can the green stat numbers in the scoreboard be fixed to not change color?[/quote]
In the Scoreboard.res 'LocalPlayerStatsPanel' you have to [i]duplicate[/i] each non-Label:

[code]// Default 'Kills' (goes with KillsLabel)
"Kills"
{
"ControlName" "CExLabel"
"fieldName" "Kills"
"font" "ScoreboardVerySmall"
"labelText" "%kills%"
"textAlignment" "west"
"xpos" "180"
"ypos" "0"
"zpos" "3"
"wide" "35"
"tall" "20"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
}[/code]

You copy the first 3 lines and then add a 'visible 0' and a closing curly bracket and add 'Value' to the 'duplicated section where you define a [i]FgColor[/i] (foreground color) to change the text color like so:
[code]// 'Duplicate' the name, fieldName and then hide it (visible 0)
// Add 'Value' in the names on the new element and change color
"Kills"
{
"ControlName" "CExLabel"
"fieldName" "Kills"
"visible" "0" // Hide the original value that turns green
}
"KillsValue"
{
"ControlName" "CExLabel"
"fieldName" "KillsValue" // Add 'Value' here and to the name
"font" "ScoreboardVerySmall"
"labelText" "%kills%"
"FgColor" "TanLight" // Change color
"textAlignment" "west"
"xpos" "180"
"ypos" "0"
"zpos" "3"
"wide" "35"
"tall" "20"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
}[/code]

----------------------------------------
[quote=No1inPartiqlar]I was wondering where I could find the values to change to move the killstreak count away from the dominating image, and move the score directly under the score subtitle at the top, this is [url=http://i.imgur.com/SPZfxHG.jpg]what it looks like now[/url][/quote]

Add a 'killstreak_image_width' in the [i]scores[/i] section in the top of your Scoreboard.res file
[code]"scores"
{
"killstreak_image_width" "15" // Default value
}[/code]
----------------------------------------
[quote=12cm]Okay I'm back :D. How would you get these areas in the screenshot to any colour (e.g. black)?
[url=http://imgur.com/SnLLqXh]This[/url][/quote]
The file you need to open is 'Charinfopanel.res' and then the [i]BackgroundHeader & BackgroundFooter[/i] sections.
- Remove the 'image' and add [i]'fillcolor_override" "Black"[/i]
2321
#2321
0 Frags +

Why would you duplicate them? You just change the name of the controlname and entity name from "kills" to "killsT" or something with a random letter at the end, Takes a lot less time.

Why would you duplicate them? You just change the name of the controlname and entity name from "kills" to "killsT" or something with a random letter at the end, Takes a lot less time.
2322
#2322
huds.tf
0 Frags +
_KermitWhy would you duplicate them? You just change the name of the controlname and entity name from "kills" to "killsT" or something with a random letter at the end, Takes a lot less time.

wiethoofd uses the #base method for HUD editing, so replacing it would do no good. I think it's just a habit of coding, is all.

[quote=_Kermit]Why would you duplicate them? You just change the name of the controlname and entity name from "kills" to "killsT" or something with a random letter at the end, Takes a lot less time.[/quote]

wiethoofd uses the #base method for HUD editing, so replacing it would do no good. I think it's just a habit of coding, is all.
2323
#2323
whitelist.tf
0 Frags +

I duplicate them, just the actual name of the original value needs a visible 0 because it might be hidden by the new value you actually add to do the same job with a different color.

Having clear readable code makes it easier for someone else to maintain/modify, just good practice is all ;)

I [i]duplicate[/i] them, just the actual name of the original value needs a visible 0 because it might be hidden by the new value you actually add to do the same job with a different color.

Having clear readable code makes it easier for someone else to maintain/modify, just good practice is all ;)
2324
#2324
2 Frags +
I duplicate them

Yeah I know you duplicate them, that's why I asked why you do it lol. So it's literally just for legibility reasons, was curious if it was for some other reason. For the lazy, like me, it's nice and easy to only need to add a letter to get it working.

Would it be possible to use a #base file for it though, and have the original kills set to how you have it and then have a new definition in the #base file? I don't even know if there's a point in doing that, especially if I'm completely misunderstanding how #base files work.

[quote]I [i]duplicate[/i] them[/quote]

Yeah I know you duplicate them, that's why I asked why you do it lol. So it's literally just for legibility reasons, was curious if it was for some other reason. For the lazy, like me, it's nice and easy to only need to add a letter to get it working.

Would it be possible to use a #base file for it though, and have the original kills set to how you have it and then have a new definition in the #base file? I don't even know if there's a point in doing that, especially if I'm completely misunderstanding how #base files work.
2325
#2325
0 Frags +

is it possible to change the color of console text in sourcescheme

the text that's normally white that is (aka not errors)

is it possible to change the color of console text in sourcescheme

the text that's normally white that is (aka not errors)
2326
#2326
5 Frags +
_KermitI duplicate them
Yeah I know you duplicate them, that's why I asked why you do it lol. So it's literally just for legibility reasons, was curious if it was for some other reason. For the lazy, like me, it's nice and easy to only need to add a letter to get it working.

Would it be possible to use a #base file for it though, and have the original kills set to how you have it and then have a new definition in the #base file? I don't even know if there's a point in doing that, especially if I'm completely misunderstanding how #base files work.

base file just reads the original or whatever file you point it to, and then the one you edit overwrites it.

he has this weird system of using the tf2 base hud and recreating it to overwrite it instead of just overwriting it in the first place.

#base is really useful for modular concepts like health crosses/no crosses or crosshairs, but making the whole hud that way is a waste of time/effort imo

[quote=_Kermit][quote]I [i]duplicate[/i] them[/quote]

Yeah I know you duplicate them, that's why I asked why you do it lol. So it's literally just for legibility reasons, was curious if it was for some other reason. For the lazy, like me, it's nice and easy to only need to add a letter to get it working.

Would it be possible to use a #base file for it though, and have the original kills set to how you have it and then have a new definition in the #base file? I don't even know if there's a point in doing that, especially if I'm completely misunderstanding how #base files work.[/quote]

base file just reads the original or whatever file you point it to, and then the one you edit overwrites it.

he has this weird system of using the tf2 base hud and recreating it to overwrite it instead of just overwriting it in the first place.

#base is really useful for modular concepts like health crosses/no crosses or crosshairs, but making the whole hud that way is a waste of time/effort imo
2327
#2327
huds.tf
0 Frags +
flame#base is really useful for modular concepts like health crosses/no crosses or crosshairs, but making the whole hud that way is a waste of time/effort imo

I used to think the same thing until I started digging deeper into using it. The fact that users can actually keep a HUD up to date with TF2 updates without having to wait for the HUD developer to release it. Because all the files *should* use #base, if they get updated, you just replace the file #base is reading it from using HLExtract or something similar.

It seems like more work, sure, but it can be quite handy. Just depends on if you want to bother with it, is all.

[quote=flame]#base is really useful for modular concepts like health crosses/no crosses or crosshairs, but making the whole hud that way is a waste of time/effort imo[/quote]

I used to think the same thing until I started digging deeper into using it. The fact that users can actually keep a HUD up to date with TF2 updates without having to wait for the HUD developer to release it. Because all the files *should* use #base, if they get updated, you just replace the file #base is reading it from using HLExtract or something similar.

It seems like more work, sure, but it can be quite handy. Just depends on if you want to bother with it, is all.
2328
#2328
5 Frags +
omniflame#base is really useful for modular concepts like health crosses/no crosses or crosshairs, but making the whole hud that way is a waste of time/effort imo
I used to think the same thing until I started digging deeper into using it. The fact that users can actually keep a HUD up to date with TF2 updates without having to wait for the HUD developer to release it. Because all the files *should* use #base, if they get updated, you just replace the file #base is reading it from using HLExtract or something similar.

It seems like more work, sure, but it can be quite handy. Just depends on if you want to bother with it, is all.

the average user isn't pulling the latest from HLExtract, they can barely check a github as is.

It doesn't come in handy at all for users trying to edit the hud, or add new things to it. It won't even prevent errors. When that witch hat bug happened, users still had to update the revised files, and when the scoreboard updated this tough break patch, the user would've also had to update the revised files or dealt with an ugly scoreboard.

Also that assumes that everything new valve adds isnt recycled, and that it is placed correctly. For example if they add a new chargemeter tomorrow for a new pyro weapon, updating the base files is just going to give you an ugly charge meter randomly placed on your screen.

i honestly dont think theres any reason to do the whole hud in that fashion. he'll always have to update his shit regardless

[quote=omni][quote=flame]#base is really useful for modular concepts like health crosses/no crosses or crosshairs, but making the whole hud that way is a waste of time/effort imo[/quote]

I used to think the same thing until I started digging deeper into using it. The fact that users can actually keep a HUD up to date with TF2 updates without having to wait for the HUD developer to release it. Because all the files *should* use #base, if they get updated, you just replace the file #base is reading it from using HLExtract or something similar.

It seems like more work, sure, but it can be quite handy. Just depends on if you want to bother with it, is all.[/quote]

the average user isn't pulling the latest from HLExtract, they can barely check a github as is.

It doesn't come in handy at all for users trying to edit the hud, or add new things to it. It won't even prevent errors. When that witch hat bug happened, users still had to update the revised files, and when the scoreboard updated this tough break patch, the user would've also had to update the revised files or dealt with an ugly scoreboard.

Also that assumes that everything new valve adds isnt recycled, and that it is placed correctly. For example if they add a new chargemeter tomorrow for a new pyro weapon, updating the base files is just going to give you an ugly charge meter randomly placed on your screen.

i honestly dont think theres any reason to do the whole hud in that fashion. he'll always have to update his shit regardless
2329
#2329
0 Frags +

I cannot figure out for the life of me where the width for the primary target id is located. It's driving me mad :P
Any pointers?

I cannot figure out for the life of me where the width for the primary target id is located. It's driving me mad :P
Any pointers?
2330
#2330
huds.tf
0 Frags +
flamesnip

HLExtract is super easy. It creates a batch file, then you use that to replace the default files. Also, any dev using #base should include HLExtract anyway.

The point of it is that it can bypass crashes that the game may throw at you if the HUD updates. I'm not disputing that it isn't perfect, but it's an easier, temporary solution to game updates, rather than waiting for the HUD dev to fix crashes. For example: #base would have been perfect when the backpack buttons got added, because the game crashed if the buttons weren't set in the file (before they patched the crash).

#base used in the right way actually would have prevented the witch hat. It wouldn't be positioned correctly until a dev patch was released but at least there wouldn't be orange headwear on the screen.

#base is useful for more than just updates as well. It's real handy for files that are similar to one another; item effect meters, for example. The example you gave about an "ugly charge bar" would happen on any HUD, not just a #base coded one.

#base is just another way of working. You either like it or hate it. Don't shit on it because you don't like to use it; just do what you do and let others do what they do.

Agree to disagree, I suppose. I see where you're coming from because I thought the same way, but in using it, it's pretty fucking handy.

[quote=flame]snip[/quote]
HLExtract is super easy. It creates a batch file, then you use that to replace the default files. Also, any dev using #base should include HLExtract anyway.

The point of it is that it can bypass crashes that the game may throw at you if the HUD updates. I'm not disputing that it isn't perfect, but it's an easier, temporary solution to game updates, rather than waiting for the HUD dev to fix crashes. For example: #base would have been perfect when the backpack buttons got added, because the game crashed if the buttons weren't set in the file (before they patched the crash).

#base used in the right way actually would have prevented the witch hat. It wouldn't be positioned correctly until a dev patch was released but at least there wouldn't be orange headwear on the screen.

#base is useful for more than just updates as well. It's real handy for files that are similar to one another; item effect meters, for example. The example you gave about an "ugly charge bar" would happen on any HUD, not just a #base coded one.

#base is just another way of working. You either like it or hate it. Don't shit on it because you don't like to use it; just do what you do and let others do what they do.

Agree to disagree, I suppose. I see where you're coming from because I thought the same way, but in using it, it's pretty fucking handy.
2331
#2331
0 Frags +

how do I make main menu buttons change color when I mouse over them?

how do I make main menu buttons change color when I mouse over them?
2332
#2332
2 Frags +
Perthow do I make main menu buttons change color when I mouse over them?

You gotta mess with default, armed, and depressed values like these
https://github.com/MFSTATE/tf2basehud/blob/master/resource/ui/mainmenuoverride.res#L53-L62

Default is default, armed is mouse over, depressed is on click [I'm pretty sure, anyways]

[quote=Pert]how do I make main menu buttons change color when I mouse over them?[/quote]

You gotta mess with default, armed, and depressed values like these
https://github.com/MFSTATE/tf2basehud/blob/master/resource/ui/mainmenuoverride.res#L53-L62

Default is default, armed is mouse over, depressed is on click [I'm pretty sure, anyways]
2333
#2333
0 Frags +
JermPerthow do I make main menu buttons change color when I mouse over them?
You gotta mess with default, armed, and depressed values like these
https://github.com/MFSTATE/tf2basehud/blob/master/resource/ui/mainmenuoverride.res#L53-L62

Default is default, armed is mouse over, depressed is on click [I'm pretty sure, anyways]

edit - nvm figured out the issue. thanks!

[quote=Jerm][quote=Pert]how do I make main menu buttons change color when I mouse over them?[/quote]

You gotta mess with default, armed, and depressed values like these
https://github.com/MFSTATE/tf2basehud/blob/master/resource/ui/mainmenuoverride.res#L53-L62

Default is default, armed is mouse over, depressed is on click [I'm pretty sure, anyways][/quote]

edit - nvm figured out the issue. thanks!
2334
#2334
-1 Frags +
Pert
edit - nvm figured out the issue. thanks!

Next time just PM me and i will fix it.

[quote=Pert]

edit - nvm figured out the issue. thanks![/quote]
Next time just PM me and i will fix it.
2335
#2335
0 Frags +

How do I add the contract score onto my hud (

http://imgur.com/CdG2qqM

) and on my HUD how to fix the contract progress when it is at the side of the screen whilst playing (the objectives are off the screen).

Thanks

How do I add the contract score onto my hud ([img]http://imgur.com/CdG2qqM [/img]) and on my HUD how to fix the contract progress when it is at the side of the screen whilst playing (the objectives are off the screen).

Thanks
2336
#2336
whitelist.tf
0 Frags +
No1inPartiqlarHow do I add the contract score onto my hud (screenshot)

Make sure the font QuestObjectiveTracker_Desc is defined in your clientscheme.res

@Flame you don't need to use #base at all, but for certain files it's easier to include the default one and just move things around, if you completely overhaul an element you can just provide your own .res file (or use that as the default for a #base include)

[quote=No1inPartiqlar]How do I add the contract score onto my hud ([url=http://imgur.com/CdG2qqM]screenshot[/img]) [/quote]
Make sure the font [i]QuestObjectiveTracker_Desc[/i] is defined in your clientscheme.res

@Flame you don't need to use #base at all, but for certain files it's easier to include the default one and just move things around, if you completely overhaul an element you can just provide your own .res file (or use that as the default for a #base include)
2337
#2337
0 Frags +

I decided to simply copy & paste it from the improved default hud, I copied everything in that clientscheme folder from "QuestObjectiveTracker_Desc" to "QuestLargeText_Merasmus", the last quest related thing in the file (just the "QuestObjectiveTracker_Desc" had no affect) and it didn't change (the bars at the bottom still had no text). This is the dl to the hud which I copied the clientscheme off - and if anyone knows how I could fix this it would be great.

I decided to simply copy & paste it from the improved default hud, I copied everything in that clientscheme folder from "QuestObjectiveTracker_Desc" to "QuestLargeText_Merasmus", the last quest related thing in the file (just the "QuestObjectiveTracker_Desc" had no affect) and it didn't change (the bars at the bottom still had no text). This is the dl to the hud which I copied the clientscheme off - [url=https://github.com/Eniere/idhud][/url] and if anyone knows how I could fix this it would be great.
2338
#2338
0 Frags +

how can I fix skinned weapons showing up as transparent in my backpack? example - http://imgur.com/I3aA6O6

how can I fix skinned weapons showing up as transparent in my backpack? example - http://imgur.com/I3aA6O6
2339
#2339
whitelist.tf
0 Frags +

@No1inPartiqlar That Clientscheme from idhud is up to date with the default hud and should make this work. If the font still doesn't show up, check if you have a custom "Resource/UI/quests/questitemtrackerpanel_base.res" and check the fonts/colors defined there (or just remove the file and use the actual default one)

@No1inPartiqlar That Clientscheme from idhud is up to date with the default hud and should make this work. If the font still doesn't show up, check if you have a custom [i]"Resource/UI/quests/questitemtrackerpanel_base.res"[/i] and check the fonts/colors defined there (or just remove the file and use the actual default one)
2340
#2340
0 Frags +

Is it possible to have a main menu of one hud and the ingame gameplay of another?If so how can I do that?

Is it possible to have a main menu of one hud and the ingame gameplay of another?If so how can I do that?
1 ⋅⋅ 75 76 77 78 79 80 81 ⋅⋅ 232
Please sign in through STEAM to post a comment.