JB
Account Details
SteamID64 76561198050605830
SteamID3 [U:1:90340102]
SteamID32 STEAM_0:0:45170051
Country Germany
Signed Up September 26, 2014
Last Posted May 14, 2020 at 6:58 PM
Posts 107 (0 per day)
Game Settings
In-game Sensitivity 0.85
Windows Sensitivity 6/11
Raw Input 1
DPI
800
Resolution
1728x1080
Refresh Rate
120
Hardware Peripherals
Mouse Zowie FK1
Keyboard WASD v2 105 Mechanical Keyboard
Mousepad SteelSeries QcK Heavy
Headphones HyperX Cloud II
Monitor EIZO FG2421
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#3896 HUD editing: short questions, quick answers in Customization
WiethoofdNo clue why they don't work, haven't used the preloading trick myself because the custom icons I've made are all being used in casting huds.

I just noticed depending on what weapon I use, the cap animations either work or don't work. For example as scout, when using scattergun, baby face blaster or pistol for example, the cap animation looks like this. When switching to three rune blade for example though, it is working until I switch back. I tried several classes and it is different for all classes as far as I can tell.
I tried adding my control point icons to an other hud and it's been acting the same way, with my control point icons and with the custom control points icons used by that hud. So I guess it's supposed to work that way.

posted about 7 years ago
#3891 HUD editing: short questions, quick answers in Customization
Wiethoofd@JB, the preloading trick should work, make sure to test cp_degrootkeep as well for the control points, A-C letters and the countdown timer. Also Steel will make you cry with 30 different icons and RGBA8888 instead of DTX5 saved VTFs!

I used the preloading trick for the control point icons and the cap animations. The icons work, the capture animations don't though. I asume the files I need to look into are icon_obj_cap_blu, icon_obj_cap_red and icon_obj_cap_mask?
I got these three set up like everything else and preloaded in main menu. With sv_pure, the default cap animations are used. Without sv_pure, the icon_obj_cap_blu/red are used but they are acting like I posted in #3886.

Preloading elements from mainmenuoverride.res:

Show Content
[code]
"icon_obj_cap_blu"
{
"ControlName" "EditablePanel"
"fieldname" "icon_obj_cap_blu"
"xpos" "9999"
"ypos" "9999"
"zpos" "11"
"wide" "0"
"tall" "0"
"visible" "0"

"SubButton"
{
"ControlName" "CExImageButton"
"fieldName" "SubButton"
"xpos" "0"
"ypos" "0"
"wide" "0"
"tall" "0"
"autoResize" "0"
"pinCorner" "3"
"visible" "0"
"enabled" "0"
"tabPosition" "0"
"textinsetx" "0"
"use_proportional_insets" "1"
"font" "VersionFont"
"textAlignment" "west"
"dulltext" "0"
"brighttext" "0"
"default" "1"

"SubImage"
{
"ControlName" "ImagePanel"
"fieldName" "SubImage"
"xpos" "9999"
"ypos" "9999"
"zpos" "1"
"wide" "12"
"tall" "12"
"visible" "1"
"enabled" "1"
"image" "../sprites/obj_icons/icon_obj_cap_blu"
"scaleImage" "1"
}
}
}
"icon_obj_cap_mask"
{
"ControlName" "EditablePanel"
"fieldname" "icon_obj_cap_mask"
"xpos" "9999"
"ypos" "9999"
"zpos" "11"
"wide" "0"
"tall" "0"
"visible" "0"

"SubButton"
{
"ControlName" "CExImageButton"
"fieldName" "SubButton"
"xpos" "0"
"ypos" "0"
"wide" "0"
"tall" "0"
"autoResize" "0"
"pinCorner" "3"
"visible" "0"
"enabled" "0"
"tabPosition" "0"
"textinsetx" "0"
"use_proportional_insets" "1"
"font" "VersionFont"
"textAlignment" "west"
"dulltext" "0"
"brighttext" "0"
"default" "1"

"SubImage"
{
"ControlName" "ImagePanel"
"fieldName" "SubImage"
"xpos" "9999"
"ypos" "9999"
"zpos" "1"
"wide" "12"
"tall" "12"
"visible" "1"
"enabled" "1"
"image" "../sprites/obj_icons/icon_obj_cap_mask"
"scaleImage" "1"
}
}
}
"icon_obj_cap_red"
{
"ControlName" "EditablePanel"
"fieldname" "icon_obj_cap_red"
"xpos" "9999"
"ypos" "9999"
"zpos" "11"
"wide" "0"
"tall" "0"
"visible" "0"

"SubButton"
{
"ControlName" "CExImageButton"
"fieldName" "SubButton"
"xpos" "0"
"ypos" "0"
"wide" "0"
"tall" "0"
"autoResize" "0"
"pinCorner" "3"
"visible" "0"
"enabled" "0"
"tabPosition" "0"
"textinsetx" "0"
"use_proportional_insets" "1"
"font" "VersionFont"
"textAlignment" "west"
"dulltext" "0"
"brighttext" "0"
"default" "1"

"SubImage"
{
"ControlName" "ImagePanel"
"fieldName" "SubImage"
"xpos" "9999"
"ypos" "9999"
"zpos" "1"
"wide" "12"
"tall" "12"
"visible" "1"
"enabled" "1"
"image" "../sprites/obj_icons/icon_obj_cap_red"
"scaleImage" "1"
}
}
}
[/code]

VMTS:
icon_obj_cap_blu:

Show Content
[code]
"UnlitGeneric"
{
"$translucent" 1
"$baseTexture" "vgui\replay\thumbnails\icon_obj_cap_blu"
"$vertexcolor" 1
"$no_fullbright" 1
"$ignorez" 1
"$detail" "vgui\replay\thumbnails\icon_obj_cap_mask"
"$detailblendmode" "9"
"$separatedetailuvs" "1"
}
[/code]

icon_obj_cap_mask:

Show Content
[code]
"UnlitGeneric"
{
"$translucent" 1
"$baseTexture" "vgui\replay\thumbnails\icon_obj_cap_mask"
"$vertexcolor" 1
"$no_fullbright" 1
"$ignorez" 1
}
[/code]

icon_obj_cap_red:

Show Content
[code]
"UnlitGeneric"
{
"$translucent" 1
"$baseTexture" "vgui\replay\thumbnails\icon_obj_cap_red"
"$vertexcolor" 1
"$no_fullbright" 1
"$ignorez" 1
"$detail" "vgui\replay\thumbnails\icon_obj_cap_mask"
"$detailblendmode" "9"
"$separatedetailuvs" "1"
}
[/code]

Anything I set up incorrectly or am missing completely?

posted about 7 years ago
#3885 HUD editing: short questions, quick answers in Customization

How do I fix the cap animation being square instead of the circle only? It works sometimes, but most of the time it doesn't.

http://i.imgur.com/4wn7WRa.jpg

Also, wasn't there a thread about using custom control point icons on all servers? Can't find it anymore.

posted about 7 years ago
#3853 HUD editing: short questions, quick answers in Customization

Where do I edit these again?

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

posted about 7 years ago
#3775 HUD editing: short questions, quick answers in Customization
Wiethoofd@JB to fix the transparent skin in your loadout screen:
"class_loadout_panel"
{
	"modelpanels_kv"
	{
		"itemmodelpanel"
		{
			"use_item_rendertarget" "0" // add this line
		}
	}
}

I was going to add the line, but it was already there. Do I need to add it anywhere else?

posted about 7 years ago
#3768 HUD editing: short questions, quick answers in Customization
CubekolJBholy shit, these menus look niceRed = loadoutpresetpanel.res and in clientscheme.res :
Show Content
Econ.Button.PresetDefaultColorFg,
Econ.Button.PresetArmedColorFg,
Econ.Button.PresetDepressedColorFg,
Econ.Button.PresetDefaultColorBg,
Econ.Button.PresetArmedColorBg,
Econ.Button.PresetDepressedColorBg

Thank you! These only effected the selected preset button for me though as far as I can tell.
It seems like the three, unselected buttons use the default button values. Is there any way to work around that without changing the color of all default buttons?

got it working with borders

Show Content
[code]
Button.TextColor "TanLight"
Button.BgColor "TanDark"
Button.ArmedTextColor "TanLight"
Button.ArmedBgColor "TFOrange"
Button.SelectedTextColor "TanLight"
Button.SelectedBgColor "TFOrange"
Button.DepressedTextColor "Black"
Button.DepressedBgColor "TFOrange"[/code]

http://i.imgur.com/y89884t.png

posted about 7 years ago
#3764 HUD editing: short questions, quick answers in Customization

How do I edit these again?
Red: Border, font, etc.
Green: How to use a custom image like I do for the other item slots?

http://i.imgur.com/8O3S6nI.png

posted about 7 years ago
#3730 HUD editing: short questions, quick answers in Customization

Are these broken in hudtournament.res? They work as they are supposed to in spectatortournament.res, but in hudtournament.res, only one of them actually changes something in game.

"team1_player_base_offset_x"		"-300"
"team1_player_base_y"			"0"
"team1_player_delta_x"			"0"
"team1_player_delta_y"			"20"
"team2_player_base_offset_x"		"-300"
"team2_player_base_y"			"197"
"team2_player_delta_x"			"0"
"team2_player_delta_y"			"20"
posted about 7 years ago
#5137 Show your HUD modifications! in Customization

Finally tried doing a new main menu for my hud after my old one kinda broke when the "find game" button was added.

http://i.imgur.com/7pENDMo.png
http://i.imgur.com/yqU9ubl.png

posted about 7 years ago
#3668 HUD editing: short questions, quick answers in Customization
JarateKingJBNot really a hud question, but what's the easiest way to remove the "-" from a fontfile so it only shows the numbers below the crosshair?

http://i.imgur.com/3cbnNok.png
https://fontforge.github.io/ Basically just edit the glyph, remove everything from it, then go into font info and rename the font to something else, then export as a new font (if it was a .ttf, make the new one a .ttf too, and vice versa with .otf).

When I removed everything from it, it looked like this. I probably did something wrong somewhere. So I just went ahead and replaced the "-" glyph with the space glyph and it works as intended, thanks a lot!

posted about 7 years ago
#3666 HUD editing: short questions, quick answers in Customization

Not really a hud question, but what's the easiest way to remove the "-" from a fontfile so it only shows the numbers below the crosshair?

http://i.imgur.com/3cbnNok.png

posted about 7 years ago
#3529 HUD editing: short questions, quick answers in Customization

How do I need to change these values in hudanimations_tf so the reserve ammo will flash from black to orange without the color fading effect?

	Animate AmmoInReserve 		FgColor "33 33 33 255"		Linear 0.0 0.1
	Animate AmmoInReserve		FgColor "255 43 0 255"		Linear 0.2 0.3
	Animate AmmoInReserve		FgColor "33 33 33 255"		Linear 0.4 0.5

	RunEvent HudLowAmmoPulseLoop	0.6
posted about 7 years ago
#3382 HUD editing: short questions, quick answers in Customization
duck_how can i move the team colored box here to the left because every time i try to it gets cut off
https://puu.sh/qbmkf/4db1afd2fc.jpg

"TeamIndicator"
{
"ControlName" "CTFImagePanel"
"fieldName" "TeamBG"
"xpos" "-50"
"ypos" "0"
"zpos" "-1"
"wide" "100"
"tall" "100"
"autoResize" "0"
"pinCorner" "0"
"visible" "1" //1
"enabled" "1"
"image" "replay/thumbnails/"
"scaleImage" "1"
"teambg_1" "replay/thumbnails/"
"teambg_2" "replay/thumbnails/bg_red"
"teambg_3" "replay/thumbnails/bg_blue"

"src_corner_height" "23"
"src_corner_width" "23"
"draw_corner_width" "0"
"draw_corner_height" "0"
}

What file is this element in? Most likely there is an element in the same file or in hudlayout.res that defines the visible area for the element. By moving the team indicator to the left you probably move it out of this area, resuling in the element beeing cut off.

posted about 7 years ago
#4 How do you navigate backpack pages using keys? in Q/A Help

http://doodlesstuff.com/?tutorial=tf2hud&section=label#shortcut

posted about 7 years ago
#3346 HUD editing: short questions, quick answers in Customization
Konceptno matter what I do, my scoreboard is cutting off the player names and other info. any idea what causes this?

screenshot: http://imgur.com/xTzVG40

Looks like some of the values (probably name_width) in the "scores" element in scoreboard.res are too low.

Is it still possible to modify tf_english.txt? If so, is custom/hud/resource/ the correct folder?

posted about 7 years ago
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