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HUD editing: short questions, quick answers
posted in Customization
3151
#3151
0 Frags +

d

d
3152
#3152
1 Frags +

My HUD uses a slightly modified language file to add shortcuts to certain buttons, but this means that I have to maintain and update the file whenever Valve fixes a typo or adds a new item or literally anything that changes words in the game.

Is there a way to reference a custom language file so that I don't have to maintain it? I'm thinking something similar to the animations manifest method or #base for clientscheme (which I still don't know what is. Could someone enlighten me to that technique?).

It's not that I mind maintaining the file, it's just that since the recent site update to huds.tf you have to manually update the master zip file containing the HUD. It doesn't just link to the github download anymore (it can track downloads on the site though which is dooooppeeee). This combined with the fact that the most recently updated HUD always appears first on the site makes me feel bad for having to update every time the language file changes. I don't want to hog the top spot for something as small as a language file update.

edit: the file is tf_english.txt by the way.

My HUD uses a slightly modified language file to add shortcuts to certain buttons, but this means that I have to maintain and update the file whenever Valve fixes a typo or adds a new item or literally anything that changes words in the game.

Is there a way to reference a custom language file so that I don't have to maintain it? I'm thinking something similar to the [url=http://huds.tf/forum/showthread.php?tid=151]animations manifest[/url] method or #base for clientscheme (which I still don't know what is. Could someone enlighten me to that technique?).

It's not that I mind maintaining the file, it's just that since the recent site update to [url=http://huds.tf/]huds.tf[/url] you have to manually update the master zip file containing the HUD. It doesn't just link to the github download anymore (it can track downloads on the site though which is dooooppeeee). This combined with the fact that the most recently updated HUD always appears first on the site makes me feel bad for having to update every time the language file changes. I don't want to hog the top spot for something as small as a language file update.

edit: the file is tf_english.txt by the way.
3153
#3153
whitelist.tf
0 Frags +

@ kane: HudMatchStatus.res has the ObjectiveStatusTimePanel with a TimePanelValue which is the timer on top (and also used for the king of the hill timers)

@ Medico, could you specify the shortcuts to certain buttons? I guarantee you that in 99% of those cases adding an offscreen hud element with a command with an ampersand letter combo (&d) will work fine to have shortkeys in those hud files (and allows it to work regardless of language!)

@ kane: HudMatchStatus.res has the ObjectiveStatusTimePanel with a TimePanelValue which is the timer on top (and also used for the king of the hill timers)

@ Medico, could you specify the shortcuts to certain buttons? I guarantee you that in 99% of those cases adding an offscreen hud element with a command with an [i]ampersand letter[/i] combo (&d) will work fine to have shortkeys in those hud files (and allows it to work regardless of language!)
3154
#3154
0 Frags +

@ Wiethoofd, It's using &Q instead of &0 for Cancel buttons (on team and class menus), and adding &E for editing loadouts on the class menu. I suppose you're right about using hidden shortcut buttons but that wouldn't add the (E) after the label which is something I'd like. I could add that as a different label element but then there's the risk of the labels clipping in different languages (unless I put the shortcut label above/below the actual label), and it seems semantically clumsy to me to split it into two labels.

I'm all for supporting more languages too, but there are so many backgrounds where I'm sure the text doesn't fit in all languages. Through limited testing I found Italian to have the longest words for the main menu and the backgrounds would have to be huuuge to cover all languages.

It might be the best solution, though, to split it into two labels, and it might not look completely stupid. It's just a shame that I like how it looks with the (E) in the text. Thanks man!

@ Wiethoofd, It's using &Q instead of &0 for Cancel buttons (on team and class menus), and adding &E for editing loadouts on the class menu. I suppose you're right about using hidden shortcut buttons but that wouldn't add the (E) after the label which is something I'd like. I could add that as a different label element but then there's the risk of the labels clipping in different languages (unless I put the shortcut label above/below the actual label), and it seems semantically clumsy to me to split it into two labels.

I'm all for supporting more languages too, but there are so many backgrounds where I'm sure the text doesn't fit in all languages. Through limited testing I found Italian to have the longest words for the main menu and the backgrounds would have to be huuuge to cover all languages.

It might be the best solution, though, to split it into two labels, and it might not look completely stupid. It's just a shame that I like how it looks with the (E) in the text. Thanks man!
3155
#3155
whitelist.tf
1 Frags +

Use pin_to_sibling for the letters in front/after the labels and just have the shortkeys hidden off screen, using auto_wide_tocontents for the actual text label with a bgcolor together with the pinning will work regardless of language and look good if used properly.

Use [i]pin_to_sibling[/i] for the letters in front/after the labels and just have the shortkeys hidden off screen, using [i]auto_wide_tocontents[/i] for the actual text label with a bgcolor together with the pinning will work regardless of language and look good if used properly.
3156
#3156
0 Frags +

That brilliant! I think.. if I understand it right. I've never thought about using auto_wide_tocontents before. Do you just put "auto_wide_tocontents" "1" in the element or what?

How do you use the pin_to_sibling, though? You name a sibling and then set it to 1? Kind of like shown below? I've never used the pin or auto parameters before, but they seem really handy for dynamic text. Are they useful for anything else?

Are there any resources on pinning?

"TopleftDataPanel"
        {
          "ControlName" "EditablePanel"
          "fieldName" "TopLeftDataPanel"
          "xpos" "0"
          "ypos" "0"
          "zpos" "6"
          "wide" "450"
          "tall" "30"
          "visible" "1"
          "PaintBackgroundType" "2"
          "bgcolor_override" "0 0 0 0"
          "pin_to_sibling" "StatusMenuFix"
			"pin_corner_to_sibling" "1"
			"pin_to_sibling_corner" "1"

            "WelcomeLabel"
            {
             "ControlName" "CExLabel"
             "fieldName" "WelcomeLabel"
             "font" "Menu24"
             "labelText" "#WelcomeBack"
             "textAlignment" "center"
             "xpos" "0"
             "ypos" "0"
             "wide" "450"
             "tall" "30"
             "autoResize" "0"
             "pinCorner" "0"
             "visible" "1"
             "enabled" "1"
			 "fgcolor_override" "233 233 233 255"
            }
        }
That brilliant! I think.. if I understand it right. I've never thought about using [i]auto_wide_tocontents[/i] before. Do you just put "auto_wide_tocontents" "1" in the element or what?

How do you use the [i]pin_to_sibling[/i], though? You name a sibling and then set it to 1? Kind of like shown below? I've never used the pin or auto parameters before, but they seem really handy for dynamic text. Are they useful for anything else?

Are there any resources on pinning?

[code]
"TopleftDataPanel"
{
"ControlName" "EditablePanel"
"fieldName" "TopLeftDataPanel"
"xpos" "0"
"ypos" "0"
"zpos" "6"
"wide" "450"
"tall" "30"
"visible" "1"
"PaintBackgroundType" "2"
"bgcolor_override" "0 0 0 0"
"pin_to_sibling" "StatusMenuFix"
"pin_corner_to_sibling" "1"
"pin_to_sibling_corner" "1"

"WelcomeLabel"
{
"ControlName" "CExLabel"
"fieldName" "WelcomeLabel"
"font" "Menu24"
"labelText" "#WelcomeBack"
"textAlignment" "center"
"xpos" "0"
"ypos" "0"
"wide" "450"
"tall" "30"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"fgcolor_override" "233 233 233 255"
}
}
[/code]
3157
#3157
4 Frags +

Where do I remove the dominated and dominating signs from the scoreboard? I'm a roamer main :'(

Where do I remove the dominated and dominating signs from the scoreboard? I'm a roamer main :'(
3158
#3158
-1 Frags +

How do you make custom vpks? (such as custom health bars, custom objective icons, etc)

How do you make custom vpks? (such as custom health bars, custom objective icons, etc)
3159
#3159
0 Frags +
ShpeeismeWhere do I remove the dominated and dominating signs from the scoreboard? I'm a roamer main :'(

scoreboard.res in resource/ui

[quote=Shpeeisme]Where do I remove the dominated and dominating signs from the scoreboard? I'm a roamer main :'([/quote]
scoreboard.res in resource/ui
3160
#3160
0 Frags +

Sorry; What element in Scoreboard.res do I change to remove the dominated and dominating icons from the scoreboard?

Sorry; What element in Scoreboard.res do I change to remove the dominated and dominating icons from the scoreboard?
3161
#3161
0 Frags +
ShpeeismeSorry; What element in Scoreboard.res do I change to remove the dominated and dominating icons from the scoreboard?

You mean the icons next to players names right?

I don't think it's possible to completely remove them (someone can correct me if I'm wrong), but the stuff in this thread gets you pretty close http://www.teamfortress.tv/29010/hiding-dominations-completely

If it's a scoreboard stat thing you want removed, like "Dominations: 3" amongst your "kills" "deaths" etc..

You just need to find "dominations" and "dominationlabel" in scoreboard.res (hud makers tend to use different names so these wont be exact), ctrl+f and search "domination" and you should easily find them - Change both their visible to 0 and they will be gone, however it will look weird if just one stat in the scoreboard is gone amongst like "kills" and "deaths" etc, but they all follow the same pattern so just remove all of them if you want it to look tidier.

[quote=Shpeeisme]Sorry; What element in Scoreboard.res do I change to remove the dominated and dominating icons from the scoreboard?[/quote]

You mean the icons next to players names right?

I don't think it's possible to completely remove them (someone can correct me if I'm wrong), but the stuff in this thread gets you pretty close http://www.teamfortress.tv/29010/hiding-dominations-completely

If it's a scoreboard stat thing you want removed, like "Dominations: 3" amongst your "kills" "deaths" etc..

You just need to find "dominations" and "dominationlabel" in scoreboard.res (hud makers tend to use different names so these wont be exact), ctrl+f and search "domination" and you should easily find them - Change both their visible to 0 and they will be gone, however it will look weird if just one stat in the scoreboard is gone amongst like "kills" and "deaths" etc, but they all follow the same pattern so just remove all of them if you want it to look tidier.
3162
#3162
0 Frags +

Yeah I mean the icons. The only thing that has to do with them in scoreboard.res is nemesis_width. It's in 15 by default but when I change it to 4 it's just thinner and when I change it to anything below 4 the width changes every time I press tab. So sometimes it's huge and sometimes it's tiny...
I assume I need to edit a different value but idk which one.

Yeah I mean the icons. The only thing that has to do with them in scoreboard.res is nemesis_width. It's in 15 by default but when I change it to 4 it's just thinner and when I change it to anything below 4 the width changes every time I press tab. So sometimes it's huge and sometimes it's tiny...
I assume I need to edit a different value but idk which one.
3163
#3163
2 Frags +
ShpeeismeYeah I mean the icons. The only thing that has to do with them in scoreboard.res is nemesis_width. It's in 15 by default but when I change it to 4 it's just thinner and when I change it to anything below 4 the width changes every time I press tab. So sometimes it's huge and sometimes it's tiny...
I assume I need to edit a different value but idk which one.

This is the only way to "hide" the domination elements from the scoreboard.
Works on every 16:9 resolution I think, not sure about 4:3.
Basically, it makes the domination elements tiny (width 4 on nemesis_width) and then creates a bar for each team that stays on top of the domination icons. More details about how to install this on your custom HUD on the .zip.
Download
Screenshots

[quote=Shpeeisme]Yeah I mean the icons. The only thing that has to do with them in scoreboard.res is nemesis_width. It's in 15 by default but when I change it to 4 it's just thinner and when I change it to anything below 4 the width changes every time I press tab. So sometimes it's huge and sometimes it's tiny...
I assume I need to edit a different value but idk which one.[/quote]
This is the only way to "hide" the domination elements from the scoreboard.
Works on every 16:9 resolution I think, not sure about 4:3.
Basically, it makes the domination elements tiny (width 4 on nemesis_width) and then creates a bar for each team that stays on top of the domination icons. More details about how to install this on your custom HUD on the .zip.
[url=https://www.dropbox.com/s/w3mes5j8dl7z8so/scoreboard_domination_remove.zip?dl=0]Download[/url]
[url=http://imgur.com/a/2sApM]Screenshots[/url]
3164
#3164
huds.tf
2 Frags +
biskuitThis is the only way to "hide" the domination elements from the scoreboard.
Works on every 16:9 resolution I think, not sure about 4:3.
Basically, it makes the domination elements tiny (width 4 on nemesis_width) and then creates a bar for each team that stays on top of the domination icons. More details about how to install this on your custom HUD on the .zip.
Download
Screenshots

That is the ugliest thing I have ever seen but god damn do I respect that initiative. Fair play, I would not have thought to do something so simple lmao.

[quote=biskuit]
This is the only way to "hide" the domination elements from the scoreboard.
Works on every 16:9 resolution I think, not sure about 4:3.
Basically, it makes the domination elements tiny (width 4 on nemesis_width) and then creates a bar for each team that stays on top of the domination icons. More details about how to install this on your custom HUD on the .zip.
[url=https://www.dropbox.com/s/w3mes5j8dl7z8so/scoreboard_domination_remove.zip?dl=0]Download[/url]
[url=http://imgur.com/a/2sApM]Screenshots[/url][/quote]

That is the ugliest thing I have ever seen but god damn do I respect that initiative. Fair play, I would not have thought to do something so simple lmao.
3165
#3165
2 Frags +
biskuitomniThat is the ugliest thing I have ever seen but god damn do I respect that initiative. Fair play, I would not have thought to do something so simple lmao.

It is stupidly ugly, but nothing else works on sv_pure lol

[quote=biskuit][quote=omni]
That is the ugliest thing I have ever seen but god damn do I respect that initiative. Fair play, I would not have thought to do something so simple lmao.[/quote][/quote]
It is stupidly ugly, but nothing else works on sv_pure lol
3166
#3166
1 Frags +
biskuitShpeeismeYeah I mean the icons. The only thing that has to do with them in scoreboard.res is nemesis_width. It's in 15 by default but when I change it to 4 it's just thinner and when I change it to anything below 4 the width changes every time I press tab. So sometimes it's huge and sometimes it's tiny...
I assume I need to edit a different value but idk which one.
This is the only way to "hide" the domination elements from the scoreboard.
Works on every 16:9 resolution I think, not sure about 4:3.
Basically, it makes the domination elements tiny (width 4 on nemesis_width) and then creates a bar for each team that stays on top of the domination icons. More details about how to install this on your custom HUD on the .zip.
Download
Screenshots

If you added a refract material instead of a teamcolored imagepanel, and then over that refract re-add the background color and line up at the top, you could get it looking pretty seamless.
No docs on refract materials but if you take them out from a hud that has them and add the necessary commands to a cfg (the ones in the transparent viewmodels thread / most huds that use refracts) it's a pretty straightforward process.

[quote=biskuit][quote=Shpeeisme]Yeah I mean the icons. The only thing that has to do with them in scoreboard.res is nemesis_width. It's in 15 by default but when I change it to 4 it's just thinner and when I change it to anything below 4 the width changes every time I press tab. So sometimes it's huge and sometimes it's tiny...
I assume I need to edit a different value but idk which one.[/quote]
This is the only way to "hide" the domination elements from the scoreboard.
Works on every 16:9 resolution I think, not sure about 4:3.
Basically, it makes the domination elements tiny (width 4 on nemesis_width) and then creates a bar for each team that stays on top of the domination icons. More details about how to install this on your custom HUD on the .zip.
[url=https://www.dropbox.com/s/w3mes5j8dl7z8so/scoreboard_domination_remove.zip?dl=0]Download[/url]
[url=http://imgur.com/a/2sApM]Screenshots[/url][/quote]
If you added a refract material instead of a teamcolored imagepanel, and then over that refract re-add the background color and line up at the top, you could get it looking pretty seamless.
No docs on refract materials but if you take them out from a hud that has them and add the necessary commands to a cfg (the ones in the transparent viewmodels thread / most huds that use refracts) it's a pretty straightforward process.
3167
#3167
0 Frags +

Does anyone know how to get the uber bar to be in this position?
https://www.youtube.com/watch?v=HNWPfIsN7Z4

Does anyone know how to get the uber bar to be in this position?
https://www.youtube.com/watch?v=HNWPfIsN7Z4
3168
#3168
2 Frags +

I think the bars look pretty good on my hud after some editing: http://imgur.com/w6WU3BR

I think the bars look pretty good on my hud after some editing: http://imgur.com/w6WU3BR
3169
#3169
0 Frags +

https://gyazo.com/73d3f0c09fc566bcc839fd931ba2a8c7
can't find for the life of my why this is yellow. any help?
edit: everything that should be white is yellow.

https://gyazo.com/73d3f0c09fc566bcc839fd931ba2a8c7
can't find for the life of my why this is yellow. any help?
edit: everything that should be white is yellow.
3170
#3170
whitelist.tf
0 Frags +

resource/ui/mainmenuoverride.res and the color in clientscheme.res if it's not hard set rgba values

I'll mention sv_cheats 1; vgui_drawtree 1 and ticking Highlight Selected once more for figuring out which elements are which to possibly help pinpoint which files and elements are responsible for what you see on screen to be able to answer simple questions which have been answered before anyway.

[i]resource/ui/mainmenuoverride.res[/i] and the color in clientscheme.res if it's not hard set rgba values

I'll mention [i]sv_cheats 1; vgui_drawtree 1[/i] and ticking Highlight Selected once more for figuring out which elements are which to possibly help pinpoint which files and elements are responsible for what you see on screen to be able to answer simple questions which have been answered before anyway.
3171
#3171
0 Frags +

What was the fix for getting rid of the grey box in the top left?

What was the fix for getting rid of the grey box in the top left?
3172
#3172
0 Frags +
zeFrostyWhat was the fix for getting rid of the grey box in the top left?

Updating whatever element is causing it, what HUD do you use?

[quote=zeFrosty]What was the fix for getting rid of the grey box in the top left?[/quote]

Updating whatever element is causing it, what HUD do you use?
3173
#3173
0 Frags +
Wiethoofdresource/ui/mainmenuoverride.res and the color in clientscheme.res if it's not hard set rgba values

I'll mention sv_cheats 1; vgui_drawtree 1 and ticking Highlight Selected once more for figuring out which elements are which to possibly help pinpoint which files and elements are responsible for what you see on screen to be able to answer simple questions which have been answered before anyway.

yes, i did that. i've looked in every file and there is nothing that could make it yellow. i ctrl+f'ed the files and searched for that specific yellow colour.

[quote=Wiethoofd][i]resource/ui/mainmenuoverride.res[/i] and the color in clientscheme.res if it's not hard set rgba values

I'll mention [i]sv_cheats 1; vgui_drawtree 1[/i] and ticking Highlight Selected once more for figuring out which elements are which to possibly help pinpoint which files and elements are responsible for what you see on screen to be able to answer simple questions which have been answered before anyway.[/quote]
yes, i did that. i've looked in every file and there is nothing that could make it yellow. i ctrl+f'ed the files and searched for that specific yellow colour.
3174
#3174
1 Frags +

How can I make notohud scoreboard transparent? What do I need to edit in scoreboard.res?

How can I make notohud scoreboard transparent? What do I need to edit in scoreboard.res?
3175
#3175
0 Frags +

How do I resize health numbers and ammo in (broselhud_blue).

How do I resize health numbers and ammo in (broselhud_blue).
3176
#3176
0 Frags +

How do I disable the medic call bubbles?

I know they're defined in mediccallerpanel.res but I can't seem to shut them off them completely

How do I disable the medic call bubbles?

I know they're defined in mediccallerpanel.res but I can't seem to shut them off them completely
3177
#3177
0 Frags +

isn't that a particle or something like that?

isn't that a particle or something like that?
3178
#3178
1 Frags +

Is it possible to use #base in ClientScheme.res and have it overwrite the things I have edited?

http://puu.sh/pjL1m/08efab8bad.png

These are supposed to be different colours, but the borders and colours file I have isn't overwriting these. It's using the stock.

This is how I currently have my clientscheme set up:

http://puu.sh/pjL23/af9025cb65.png

- this is before the Scheme part
Would I have to delete the parts that I want it to overwrite from the clientscheme.res file? Because I want my HUD to be a 3 step update for ClientScheme.res, just put in the #base settings, and customfontfiles in the stock TF2 clientscheme.res file and then I'm done.

Apologies if I explained this horribly, I'm kinda new to using #base and only have ever used it for fonts.

Is it possible to use #base in ClientScheme.res and have it overwrite the things I have edited?

[img]http://puu.sh/pjL1m/08efab8bad.png[/img]

These are supposed to be different colours, but the borders and colours file I have isn't overwriting these. It's using the stock.

This is how I currently have my clientscheme set up:

[img]http://puu.sh/pjL23/af9025cb65.png[/img] - this is before the Scheme part
Would I have to delete the parts that I want it to overwrite from the clientscheme.res file? Because I want my HUD to be a 3 step update for ClientScheme.res, just put in the #base settings, and customfontfiles in the stock TF2 clientscheme.res file and then I'm done.

Apologies if I explained this horribly, I'm kinda new to using #base and only have ever used it for fonts.
3179
#3179
huds.tf
1 Frags +

Yeah, for color changes, you need to remove said colors from your clientscheme.res file for those to work.
For fonts, need to delete them from clientscheme, but also, inside your font scheme, you need to make sure there's some line in each font definition that essentially makes it different from the one in clientscheme.res. You could add "outline" "0" to a font, or remove the "range" value, for example.
Borders are the same as above. Delete and change slightly by adding/removing useless code.

The clientscheme file I have set up for the TFTV HUD is completely empty besides the #base includes. Easiest way to start.

Yeah, for color changes, you need to remove said colors from your clientscheme.res file for those to work.
For fonts, need to delete them from clientscheme, but also, inside your font scheme, you need to make sure there's some line in each font definition that essentially makes it different from the one in clientscheme.res. You could add "outline" "0" to a font, or remove the "range" value, for example.
Borders are the same as above. Delete and change slightly by adding/removing useless code.

The clientscheme file I have set up for the TFTV HUD is completely empty besides the #base includes. Easiest way to start.
3180
#3180
0 Frags +
cirloisn't that a particle or something like that?

It seems to be an effect/image but I thought disabling its elements like usually works for other hud elements would work

[quote=cirlo]isn't that a particle or something like that?[/quote]
It seems to be an effect/image but I thought disabling its elements like usually works for other hud elements would work
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