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swissolo's Custom Match Hud
posted in Customization
1
#1
0 Frags +

I've expanded on the original post, so here are some quick reference links to anyone new passing through. There's a lot of text at this point, so I recommend just clicking through some of the sample images for the various designs linked below to get started.

Design List

______________________________________________________________________________________________

Original Match Hud

I created a modified match hud (the player info section listed at the top of the screen) that presents information in a much more useful way than the default. To be very clear, this isn't an entirely standalone hud. This is just a modification that you can append to your existing custom huds. I mostly focused on formatting for competitive play so it gets a bit cluttered (names especially) with 24 players, but I think it's still quite usable in that form.

Sample Images
6v6
6v6
9v9
12v12

Installation
This takes some minor hud editing knowledge but it's a pretty simple process overall. In short, just add the match hud source then add fonts. This section is only lengthy in an effort to make it as clear as possible.
Do not overwrite entire files. Each pastebin source should be pasted inside of existing files as shown below.

  1. Match Hud Source
    Paste this in your hudmatchstatus.res file.
    "Resource/UI/HudMatchStatus.res"
    {
    	*Paste here* (Overwrite your "TeamStatus" block if it exists)
    ...

  2. Match Hud Font Source
    Paste this in clientscheme.res (or wherever your hud defines your fonts, potentially in something like resource/scheme/fonts_clientscheme.res).
    Scheme
    {
    	...
    	Fonts
    	{
    		*Paste here*
    ...

    If your existing hud does not already include Cerbetica_edited.ttf (rayshud uses it), you'll want to either change the font used in the section above to one included in your hud (look at the list under CustomFontFiles) or just add Cerbetica_edited.ttf. To add it

  3. Custom Font Source
    Paste this in clientscheme.res.
    Scheme
    {
    	...
    	CustomFontFiles
    	{
    		*Paste here* (be sure to update the number at the top)
    ...

  4. Cerbetica_edited File (straight from rayshud)
    Add this file in your resource -> fonts directory.

General Notes

  • You may need to move your kill feed down in hudlayout.res. Look for HudDeathNotice -> ypos. I opted to just let my respawn timers sit on top of the kill feed but that's easily changed.
  • I've only tested on 2560x1440 so I'm not quite sure how this will look at other resolutions.

_____________________________________________________________________________________________
Customization Notes
If you want modify the match hud yourself, you'll want to watch out for the following.

  • Beware that hud_reloadscheme alone isn't enough to see your updated changes for any parameters within playerpanels_kv. Your changes need to trigger a refresh of the entire field as well. Perhaps there's a better way of doing this, but I settled on modifying TeamStatus -> max_size along with my changes inside playerpanels_kv then calling hud_reloadscheme each time. The max_size change seems to be enough for the match hud to be reevaluated. Note that I believe max_size only has an effect on teams with 6 players or fewer. If you have 7 or more players on your team, team1_max_expand and team2_max_expand are used. Thus, if you're using this trick, make sure you have 6 or fewer players on your team or your changes won't appear.
  • Lots of parameters and features are broken as far as I can tell because Valve didn't bother to finish implementing what they weren't using. Every block below respawntime in my file is disabled. The death and skull panels work, but I couldn't get anything useful out of the other disabled sections (which includes chargeamount sadly). Let me know if you get one of these features working.
  • The background underneath your own player indicator seems to be forced to a brighter color and can't be modified.
  • Player indicators are only expandable horizontally as far as I can tell so I don't believe you would be able to put them on the sides of your screen stacked vertically.

Some design factors you might want to keep in mind.

  • Easy class identification
  • Easy dead player identification
  • Clear health identification
  • Retaining team colors (you could arguably go without this)
  • Name clarity and number of displayed characters
  • Screen space usage

I think I managed a pretty good balance here, but me know if you have any suggestions! I'd love to see what others can accomplish.

I've expanded on the original post, so here are some quick reference links to anyone new passing through. There's a lot of text at this point, so I recommend just clicking through some of the sample images for the various designs linked below to get started.

[h][b]Design List[/b][/h]

[list]
[*] [u]Original Match Hud[/u] (below)
[*] [url=https://www.teamfortress.tv/post/931969/swissolos-custom-match-hud]Toggleable Match Hud[/url]
[*] [url=https://www.teamfortress.tv/post/932257/swissolos-custom-match-hud]Minimal Bottom Match Hud[/url]
[*] [url=https://www.teamfortress.tv/post/938241/swissolos-custom-match-hud]Minimal Bottom Match Hud 2[/url]
[/list]
______________________________________________________________________________________________

[u][b]Original Match Hud[/b][/u]

I created a modified match hud (the player info section listed at the top of the screen) that presents information in a much more useful way than the default. To be very clear, this isn't an entirely standalone hud. This is just a modification that you can append to your existing custom huds. I mostly focused on formatting for competitive play so it gets a bit cluttered (names especially) with 24 players, but I think it's still quite usable in that form.

[b]Sample Images[/b]
[url=https://i.imgur.com/dBgrBrI.jpg]6v6[/url]
[url=https://i.imgur.com/OTNJsRZ.jpg]6v6[/url]
[url=https://i.imgur.com/qARgaiH.jpg]9v9[/url]
[url=https://i.imgur.com/VJwuXnw.jpg]12v12[/url]

[b]Installation[/b]
This takes some minor hud editing knowledge but it's a pretty simple process overall. In short, just add the match hud source then add fonts. This section is only lengthy in an effort to make it as clear as possible.
[i]Do not overwrite entire files. Each pastebin source should be pasted inside of existing files as shown below.[/i]
[olist]
[*] [url=https://pastebin.com/raw/H7GFSAMK]Match Hud Source[/url]
Paste this in your hudmatchstatus.res file.
[code]"Resource/UI/HudMatchStatus.res"
{
*Paste here* (Overwrite your "TeamStatus" block if it exists)
...[/code]

[*] [url=https://pastebin.com/raw/dZF4NFnd]Match Hud Font Source[/url]
Paste this in clientscheme.res (or wherever your hud defines your fonts, potentially in something like resource/scheme/fonts_clientscheme.res).
[code]Scheme
{
...
Fonts
{
*Paste here*
...[/code]

If your existing hud does not already include Cerbetica_edited.ttf (rayshud uses it), you'll want to either change the font used in the section above to one included in your hud (look at the list under CustomFontFiles) or just add Cerbetica_edited.ttf. To add it

[*] [url=https://pastebin.com/raw/0hqLdpGP]Custom Font Source[/url]
Paste this in clientscheme.res.
[code]Scheme
{
...
CustomFontFiles
{
*Paste here* (be sure to update the number at the top)
...[/code]

[*] [url=https://drive.google.com/file/d/1z8GnROKlb0DPTlYKn5Y6j7_T3lfEQnLa/view?usp=sharing]Cerbetica_edited File[/url] (straight from rayshud)
Add this file in your resource -> fonts directory.
[/olist]

[b]General Notes[/b]
[list]
[*] You may need to move your kill feed down in hudlayout.res. Look for HudDeathNotice -> ypos. I opted to just let my respawn timers sit on top of the kill feed but that's easily changed.
[*] I've only tested on 2560x1440 so I'm not quite sure how this will look at other resolutions.
[/list]
_____________________________________________________________________________________________
[b]Customization Notes[/b]
If you want modify the match hud yourself, you'll want to watch out for the following.
[list]
[*] Beware that hud_reloadscheme alone isn't enough to see your updated changes for any parameters within playerpanels_kv. Your changes need to trigger a refresh of the entire field as well. Perhaps there's a better way of doing this, but I settled on modifying TeamStatus -> max_size along with my changes inside playerpanels_kv then calling hud_reloadscheme each time. The max_size change seems to be enough for the match hud to be reevaluated. Note that I believe max_size only has an effect on teams with 6 players or fewer. If you have 7 or more players on your team, team1_max_expand and team2_max_expand are used. Thus, if you're using this trick, make sure you have 6 or fewer players on your team or your changes won't appear.
[*] Lots of parameters and features are broken as far as I can tell because Valve didn't bother to finish implementing what they weren't using. Every block below respawntime in my file is disabled. The death and skull panels work, but I couldn't get anything useful out of the other disabled sections (which includes chargeamount sadly). Let me know if you get one of these features working.
[*] The background underneath your own player indicator seems to be forced to a brighter color and can't be modified.
[*] Player indicators are only expandable horizontally as far as I can tell so I don't believe you would be able to put them on the sides of your screen stacked vertically.
[/list]

Some design factors you might want to keep in mind.
[list]
[*] Easy class identification
[*] Easy dead player identification
[*] Clear health identification
[*] Retaining team colors (you could arguably go without this)
[*] Name clarity and number of displayed characters
[*] Screen space usage
[/list]

I think I managed a pretty good balance here, but me know if you have any suggestions! I'd love to see what others can accomplish.
2
#2
4 Frags +

Doing god's work, thank you.

Doing god's work, thank you.
3
#3
11 Frags +

made some very minor changes for m0rehud so now all you have to do is replace HudMatchStatus.res
with this one

https://cdn.discordapp.com/attachments/486674824425504801/552494886981468170/HudMatchStatus.res

made some very minor changes for m0rehud so now all you have to do is replace HudMatchStatus.res
with this one

https://cdn.discordapp.com/attachments/486674824425504801/552494886981468170/HudMatchStatus.res
4
#4
5 Frags +
lethmade some very minor changes for m0rehud so now all you have to do is replace HudMatchStatus.res
with this one

https://cdn.discordapp.com/attachments/486674824425504801/552494886981468170/HudMatchStatus.res

Works well. Ty! I also recommend going to Hudlayout.res and changing HudDeathNotice's ypos to 20. This moved the killfeed down slightly to prevent a very minor overlap I was experiencing which bugged me a lot
(if you don't use m0rehud you'll probably need a different ypos value, but now you know which section to edit in case of overlap)

[quote=leth]made some very minor changes for m0rehud so now all you have to do is replace HudMatchStatus.res
with this one

https://cdn.discordapp.com/attachments/486674824425504801/552494886981468170/HudMatchStatus.res[/quote]
Works well. Ty! I also recommend going to Hudlayout.res and changing HudDeathNotice's ypos to 20. This moved the killfeed down slightly to prevent a very minor overlap I was experiencing which bugged me a lot
(if you don't use m0rehud you'll probably need a different ypos value, but now you know which section to edit in case of overlap)
5
#5
4 Frags +

I edited some RGB values and health %s so it makes more sense to me at a glance (here), but I'll give someone a cookie if they can make it so a buff fills the entire bar, not just stopping halfway through.

(i.e. when someone is full buff it fills the bar all the way, when only 1/4 buff only 1/4 of the bar is filled in)

I edited some RGB values and health %s so it makes more sense to me at a glance ([url=https://pastebin.com/YdwZJvLr]here[/url]), but I'll give someone a cookie if they can make it so a buff fills the entire bar, not just stopping halfway through.

(i.e. when someone is full buff it fills the bar all the way, when only 1/4 buff only 1/4 of the bar is filled in)
6
#6
2 Frags +

Well in mine I have a part called "healthbar" and it's wide is set to f0, and proportionaltoparent 1. You could try setting the wide pretty low at like 25 or something, and making proportionaltoparent 0. Then meddle around with it and see if it works with a specific wide value.

Quick edit: Wrong thread.

Well in mine I have a part called "healthbar" and it's wide is set to f0, and proportionaltoparent 1. You could try setting the wide pretty low at like 25 or something, and making proportionaltoparent 0. Then meddle around with it and see if it works with a specific wide value.

Quick edit: Wrong thread.
7
#7
4 Frags +
PeteI edited some RGB values and health %s so it makes more sense to me at a glance (here), but I'll give someone a cookie if they can make it so a buff fills the entire bar, not just stopping halfway through.

(i.e. when someone is full buff it fills the bar all the way, when only 1/4 buff only 1/4 of the bar is filled in)

As far as I know the only way is to set the overhealbar "wide" parameter to double your "max_size" in TeamStatus. That will only work up to 12 players and break at 13+ since the match hud switches scaling modes to using "team1/2_max_expand." I think you already figured that out? I was in your stream for a minute a couple days ago and it looked like it haha. But hey in case someone else wanted to know it's a half solution. You might be able to get rid of all width scaling everywhere, use all fixed values, and just live with weird spacing for 13+ players, but I doubt that sacrifice would be worth it.

Anyways, I'm going to post another little experiment here tomorrow. Should be pretty interesting.

[quote=Pete]I edited some RGB values and health %s so it makes more sense to me at a glance (here), but I'll give someone a cookie if they can make it so a buff fills the entire bar, not just stopping halfway through.

(i.e. when someone is full buff it fills the bar all the way, when only 1/4 buff only 1/4 of the bar is filled in)[/quote]
As far as I know the only way is to set the overhealbar "wide" parameter to double your "max_size" in TeamStatus. That will only work up to 12 players and break at 13+ since the match hud switches scaling modes to using "team1/2_max_expand." I think you already figured that out? I was in your stream for a minute a couple days ago and it looked like it haha. But hey in case someone else wanted to know it's a half solution. You [i]might[/i] be able to get rid of all width scaling everywhere, use all fixed values, and just live with weird spacing for 13+ players, but I doubt that sacrifice would be worth it.

Anyways, I'm going to post another little experiment here tomorrow. Should be pretty interesting.
8
#8
11 Frags +

Toggleable Match Hud

I made a toggleable, centered match hud this time. It behaves just like the scoreboard would. I noticed using the top bar was very out of the way for me, but enlarging the elements or moving them encroached on screen space I don't want wasted most of the time. Sooo I decided to try this out. I know a lot of players can't break the habit of opening their scoreboard, so this works as a replacement. Move your scoreboard key to somewhere else and use the script down below to toggle the match hud instead.

There's one glaring issue with this approach. Toggling tf_use_match_hud seems to cause the game to stutter. If you have 12 or fewer players on the server, it's barely noticeable (at least on my machine. I have to spam the toggle to see it). I'm pretty sure this approach is still usable for 6s, but it's an irritating downside. You'd have to decide for yourself. Once you get into larger player counts the stutter makes it completely unusable. This was kind of a failed experiment. The specially colored elements (team colored panels and health colors) flash briefly on load as well, but it's fairly minor. I tried to hide the flashing effect the best I could with good default colors. Respawn numbers had been working for days flawlessly with this design and suddenly broke today at random without having been modified. If you try this out let me know if you can see them. Anyways, I figured I'd share this despite the issues for interests sake and in case anyone doesn't mind/notice the 6s stutter.

Sample Images
6v6
6v6 (Alternative if you move the colored panel up)

Installation
Refer to the first post for instructions. It's the same process plus the toggle script.

  1. Toggleable Match Hud Source
  2. Toggleable Match Hud Font Source
  3. Custom Font Source (Identical to original post)
  4. Cerbetica_edited File (Identical to original post)
  5. Toggle Script Add this to your autoexec.cfg.
[u][b]Toggleable Match Hud[/b][/u]

I made a toggleable, centered match hud this time. It behaves just like the scoreboard would. I noticed using the top bar was very out of the way for me, but enlarging the elements or moving them encroached on screen space I don't want wasted most of the time. Sooo I decided to try this out. I know a lot of players can't break the habit of opening their scoreboard, so this works as a replacement. Move your scoreboard key to somewhere else and use the script down below to toggle the match hud instead.

There's one glaring issue with this approach. Toggling tf_use_match_hud seems to cause the game to stutter. If you have 12 or fewer players on the server, it's barely noticeable (at least on my machine. I have to spam the toggle to see it). I'm pretty sure this approach is still usable for 6s, but it's an irritating downside. You'd have to decide for yourself. Once you get into larger player counts the stutter makes it completely unusable. This was kind of a failed experiment. The specially colored elements (team colored panels and health colors) flash briefly on load as well, but it's fairly minor. I tried to hide the flashing effect the best I could with good default colors. Respawn numbers had been working for days flawlessly with this design and suddenly broke today at random without having been modified. If you try this out let me know if you can see them. Anyways, I figured I'd share this despite the issues for interests sake and in case anyone doesn't mind/notice the 6s stutter.

[b]Sample Images[/b]
[url=https://i.imgur.com/Ph1fB3e.jpg]6v6[/url]
[url=https://i.imgur.com/llmbju3.jpg]6v6[/url] (Alternative if you move the colored panel up)

[b]Installation[/b]
Refer to the first post for instructions. It's the same process plus the toggle script.
[olist]
[*] [url=https://pastebin.com/raw/g4uBWPSU]Toggleable Match Hud Source[/url]
[*] [url=https://pastebin.com/raw/kmCbQ2Sk]Toggleable Match Hud Font Source[/url]
[*] [url=https://pastebin.com/raw/0hqLdpGP]Custom Font Source[/url] (Identical to original post)
[*] [url=https://drive.google.com/file/d/1z8GnROKlb0DPTlYKn5Y6j7_T3lfEQnLa/view?usp=sharing]Cerbetica_edited File[/url] (Identical to original post)
[*] [url=https://pastebin.com/raw/6DFQaVbQ]Toggle Script[/url] Add this to your autoexec.cfg.
[/olist]
9
#9
7 Frags +

Minimal Bottom Match Hud

I just keep on making these. This one explains itself really. I stripped away a bunch of the information so it would be easier to take in at a glance and to fit it in a (potentially) more useful position.

Sample Image
6v6

Installation
Refer to the first post for instructions. This one is really easy since there are no fonts to worry about.

  1. Minimal Bottom Match Hud Source
[u][b]Minimal Bottom Match Hud[/b][/u]

I just keep on making these. This one explains itself really. I stripped away a bunch of the information so it would be easier to take in at a glance and to fit it in a (potentially) more useful position.

[b]Sample Image[/b]
[url=https://i.imgur.com/fYTTncd.jpg]6v6[/url]

[b]Installation[/b]
Refer to the first post for instructions. This one is really easy since there are no fonts to worry about.
[olist]
[*] [url=https://pastebin.com/raw/LSuTRgUF]Minimal Bottom Match Hud Source[/url]
[/olist]
10
#10
1 Frags +

i'm getting this result with both Minimal Botton match hud source and regular one
https://imgur.com/a/RAjpfYC

i'm getting this result with both Minimal Botton match hud source and regular one
https://imgur.com/a/RAjpfYC
11
#11
2 Frags +
Olghai'm getting this result with both Minimal Botton match hud source and regular one
https://imgur.com/a/RAjpfYC

are you replacing the entire file with the code he posts, or are you replacing the specific parts

[quote=Olgha]i'm getting this result with both Minimal Botton match hud source and regular one
https://imgur.com/a/RAjpfYC[/quote]

are you replacing the entire file with the code he posts, or are you replacing the specific parts
12
#12
1 Frags +
Olghai'm getting this result with both Minimal Botton match hud source and regular one
https://imgur.com/a/RAjpfYC

im also having this problem someone have an answer? i replaced the hudmatchstatus with the entire code he posted

[quote=Olgha]i'm getting this result with both Minimal Botton match hud source and regular one
https://imgur.com/a/RAjpfYC[/quote]

im also having this problem someone have an answer? i replaced the hudmatchstatus with the entire code he posted
13
#13
2 Frags +
lucrativeOlghai'm getting this result with both Minimal Botton match hud source and regular one
https://imgur.com/a/RAjpfYC

im also having this problem someone have an answer? i replaced the hudmatchstatus with the entire code he posted

You still need the rest of the code in there. You only need to replace a certain part in it. Ctrl + f and look for "TeamStatus" and replace that part of the code block with the one he listed.

[quote=lucrative][quote=Olgha]i'm getting this result with both Minimal Botton match hud source and regular one
https://imgur.com/a/RAjpfYC[/quote]

im also having this problem someone have an answer? i replaced the hudmatchstatus with the entire code he posted[/quote]
You still need the rest of the code in there. You only need to replace a certain part in it. Ctrl + f and look for "TeamStatus" and replace that part of the code block with the one he listed.
14
#14
2 Frags +

Minimal Bottom Match Hud 2

Here's a different take on the last concept. For some reason no matter what I do, regardless of the design and number of times I reboot the game, my respawn timers won't show up. I would have preferred to include them but there's no way for me to position them properly without seeing them. Let's just pretend it was a design choice to keep things minimal haha.

At this point this is probably my favorite design and the one I'll be sticking with. The paragraph below (in spoiler) is a lengthy explanation justifying the design. Skip it if you don't care haha. Way too much thought has gone into this for what it's worth.

Show Content
Anyways, I'm pretty happy with the colored tile approach over displaying health bars. I think it's the best feature here. At a glance, it conveys the information I want much more clearly. There are only 2 or 4 color states depending on which team you're looking at (your own team or the opponent). It makes it easy to roughly evaluate total team health and count numbers. Low health stands out very clearly. When health gets low using health bars, the bars shrink and minimize the information you really want highlighted. I believe it's easier to process the trends for entire groups using color over area/length here, at least when the bars don't extend from the same 0 point. Using tiles instead of bars also removes the need to have every entry so wide. Originally, I thought it would be important to be able to display most of the characters in names of reasonable length. I find I don't really care. Usually, the first few characters are enough to be able to differentiate which player is which. Players could add long prefixes to their names to cause problems, but they could always make their names ridiculously similar so you can't tell them apart on the scoreboard anyways. Maaaaybe ESEA tags could cause problems. If you need to, just widen the tiles slightly. I started making more designs because I found using the top of the screen uncomfortable. It's out of the way and, given the width of the original design, it could be a bit much to parse. I'm not entirely sure about the current positioning on the screen. I might move it back up on top of the cap indicators like the minimal 1 design. It's preferable to have the blu and red match hud sections next to each other to easily compare, but the raised position felt intrusive so I moved it down to the base of the screen. I may have just had to get used to it or maybe it did unreasonably obstruct the view. It's up to you really. The travel distance from other useful parts of the screen (ex health/ammo) is still much better on the very bottom condensed compared to the top so it seemed like an acceptable compromise. I found merging all of the tiles together with no gaps was just easier on the eyes. That will probably also be up to personal preference. Here are some tips for adjusting the things I just discussed if you want to tweak the design.
  • Move vertically: "TeamStatus" -> "ypos" (r# refers to the distance from the bottom of the screen)
  • Adjust 1-6 players tile width: "TeamStatus" -> "max_size"
  • Adjust 6+ players tile width: "TeamStatus" -> "team1_max_expand" and "TeamStatus" -> "team2_max_expand"
  • Re-add tile gaps: "TeamStatus" -> "6v6_gap" "1" and "12v12_gap" "1"
  • Adjust distance between team sections: "team1_base_x" and "team2_base_x" (c# refers to the distance from the center of the screen)

Sample Images
6v6
9v9
12v12

Installation
Refer to the first post for instructions.

  1. Minimal Bottom Match Hud 2 Source
  2. Minimal Bottom Match Hud 2 Font Source
  3. Custom Font Source (Identical to original post)
  4. Cerbetica_edited File (Identical to original post)
[u][b]Minimal Bottom Match Hud 2[/b][/u]

Here's a different take on the last concept. For some reason no matter what I do, regardless of the design and number of times I reboot the game, my respawn timers won't show up. I would have preferred to include them but there's no way for me to position them properly without seeing them. Let's just pretend it was a design choice to keep things minimal haha.

At this point this is probably my favorite design and the one I'll be sticking with. The paragraph below (in spoiler) is a lengthy explanation justifying the design. Skip it if you don't care haha. Way too much thought has gone into this for what it's worth.

[spoiler]Anyways, I'm pretty happy with the colored tile approach over displaying health bars. I think it's the best feature here. At a glance, it conveys the information I want much more clearly. There are only 2 or 4 color states depending on which team you're looking at (your own team or the opponent). It makes it easy to roughly evaluate total team health and count numbers. Low health stands out very clearly. When health gets low using health bars, the bars shrink and minimize the information you really want highlighted. I believe it's easier to process the trends for entire groups using color over area/length here, at least when the bars don't extend from the same 0 point. Using tiles instead of bars also removes the need to have every entry so wide. Originally, I thought it would be important to be able to display most of the characters in names of reasonable length. I find I don't really care. Usually, the first few characters are enough to be able to differentiate which player is which. Players could add long prefixes to their names to cause problems, but they could always make their names ridiculously similar so you can't tell them apart on the scoreboard anyways. Maaaaybe ESEA tags could cause problems. If you need to, just widen the tiles slightly. I started making more designs because I found using the top of the screen uncomfortable. It's out of the way and, given the width of the original design, it could be a bit much to parse. I'm not entirely sure about the current positioning on the screen. I might move it back up on top of the cap indicators like the minimal 1 design. It's preferable to have the blu and red match hud sections next to each other to easily compare, but the raised position felt intrusive so I moved it down to the base of the screen. I may have just had to get used to it or maybe it did unreasonably obstruct the view. It's up to you really. The travel distance from other useful parts of the screen (ex health/ammo) is still much better on the very bottom condensed compared to the top so it seemed like an acceptable compromise. I found merging all of the tiles together with no gaps was just easier on the eyes. That will probably also be up to personal preference. Here are some tips for adjusting the things I just discussed if you want to tweak the design.
[list]
[*] Move vertically: "TeamStatus" -> "ypos" (r# refers to the distance from the bottom of the screen)
[*] Adjust 1-6 players tile width: "TeamStatus" -> "max_size"
[*] Adjust 6+ players tile width: "TeamStatus" -> "team1_max_expand" and "TeamStatus" -> "team2_max_expand"
[*] Re-add tile gaps: "TeamStatus" -> "6v6_gap" "1" and "12v12_gap" "1"
[*] Adjust distance between team sections: "team1_base_x" and "team2_base_x" (c# refers to the distance from the center of the screen)
[/list]
[/spoiler]

[b]Sample Images[/b]
[url=https://i.imgur.com/ySsMv0U.jpg]6v6[/url]
[url=https://i.imgur.com/cnpDvWy.jpg]9v9[/url]
[url=https://i.imgur.com/7fTzfHd.jpg]12v12[/url]

[b]Installation[/b]
Refer to the first post for instructions.
[olist]
[*] [url=https://pastebin.com/raw/uZHNCr23]Minimal Bottom Match Hud 2 Source[/url]
[*] [url=https://pastebin.com/raw/q1ewZWeL]Minimal Bottom Match Hud 2 Font Source[/url]
[*] [url=https://pastebin.com/raw/0hqLdpGP]Custom Font Source[/url] (Identical to original post)
[*] [url=https://drive.google.com/file/d/1z8GnROKlb0DPTlYKn5Y6j7_T3lfEQnLa/view?usp=sharing]Cerbetica_edited File[/url] (Identical to original post)
[/olist]
15
#15
1 Frags +

Was everyone able to get the other designs working? The only issue I've heard of people running into so far was just caused by accidentally overwriting entire files instead of the subsections of files. I'll edit the original post to make it super clear. Let me know if something else is up.

Was everyone able to get the other designs working? The only issue I've heard of people running into so far was just caused by accidentally overwriting entire files instead of the subsections of files. I'll edit the original post to make it super clear. Let me know if something else is up.
16
#16
ozfortress
1 Frags +

hey all, i've tried to install the custom match hud but it's currently showing like this: https://i.imgur.com/ZIxrXiG.jpg

i followed the swissolo's instructions for the original match hud and i'm using the latest version of hypnotize's m0rehud on 1920x1080 if important, it's pretty close to what i want but it's missing respawn timers and i'd love to get those working, any help would be appreciated

hey all, i've tried to install the custom match hud but it's currently showing like this: https://i.imgur.com/ZIxrXiG.jpg

i followed the swissolo's instructions for the original match hud and i'm using the latest version of hypnotize's m0rehud on 1920x1080 if important, it's pretty close to what i want but it's missing respawn timers and i'd love to get those working, any help would be appreciated
17
#17
5 Frags +
lethmade some very minor changes for m0rehud so now all you have to do is replace HudMatchStatus.res
with this one

https://cdn.discordapp.com/attachments/486674824425504801/552494886981468170/HudMatchStatus.res

Any idea on how to make respawn timers show with this modified version ? I'm assuming just moving the killfeed down a bit more won't do the trick ?

Edit : found a solution myself, turns out the respawn timers do work but they're hidden behind the class images, so changing the "respawntime" "zpos" value to something higher than that of the "classimage" "zpos" in the HudMatchStatus.res file (in my case, I put the value on 8 which is the same as the one for player names) fixes it by putting the respawn timers on top of the class images.
Just wanted to give my solution in case anybody else was struggling, sorry for spam.

[quote=leth]made some very minor changes for m0rehud so now all you have to do is replace HudMatchStatus.res
with this one

https://cdn.discordapp.com/attachments/486674824425504801/552494886981468170/HudMatchStatus.res[/quote]

Any idea on how to make respawn timers show with this modified version ? I'm assuming just moving the killfeed down a bit more won't do the trick ?

Edit : found a solution myself, turns out the respawn timers do work but they're hidden behind the class images, so changing the "respawntime" "zpos" value to something higher than that of the "classimage" "zpos" in the HudMatchStatus.res file (in my case, I put the value on 8 which is the same as the one for player names) fixes it by putting the respawn timers on top of the class images.
Just wanted to give my solution in case anybody else was struggling, sorry for spam.
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