Teddy
Account Details
SteamID64 76561198024760828
SteamID3 [U:1:64495100]
SteamID32 STEAM_0:0:32247550
Country United States
Signed Up May 26, 2014
Last Posted December 30, 2017 at 4:00 PM
Posts 16 (0 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input 1
DPI
3200
Resolution
1600x900
Refresh Rate
60 Hz
Hardware Peripherals
Mouse ROCCAT Kova+
Keyboard Logitech G710+
Mousepad ROCCAT Sota
Headphones  
Monitor 3x HP S2031
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#4919 HUD editing: short questions, quick answers in Customization
hoXyyhttps://cdn.discordapp.com/attachments/332440655336964108/394588656830251008/unknown.png

So for some reason the Phlog meter is offset, and I have no clue why. The other meters that are in the same file work fine.

I had this issue for a while. Turns out Valve made a new file for Phlog with JI because it would overlap with Gas Passer. huditemeffectmeter_pyro.res is the new file. Look it up in the default HUD or just copy/paste and rename.

posted about a year ago
#4918 HUD editing: short questions, quick answers in Customization

This has plagued me for a while:

itemeffectlabel in huditemeffectmeter isn't rendering as the color I set it to since Jungle Inferno. I also can't create another element because #TF_BALL won't change to SANDVICH or CLOAK or BALL or whatever it should be.

Any workarounds found?

posted about a year ago
#4138 HUD editing: short questions, quick answers in Customization

Hey guys, trying to do the replay textures trick. I've never done it before.

I made a new texture at \steamapps\common\Team Fortress 2\tf\materials\vgui\replay\thumbnails called health_modified as a vtf and the corresponding vmt with it.

In spectatorguihealth.res I'm trying to change the off-white gradient health bar's image to something else. This is PlayerStatusHealthImage. I added this line:

"image_override"			"\materials\vgui\replay\thumbnails\health_modified"

and it has no effect. Taking another texture and using that (like "../hud/health_equip_bg") has no effect either.

What am I doing wrong?

Thanks in advance!

posted about 2 years ago
#4134 HUD editing: short questions, quick answers in Customization

Alright, now for a question of my own:

In ui\spectatortournament.res, I'm able to adjust the size of the player panels, but the background is automatically resized to the entire thing. Additionally, I cannot adjust the border thickness or make it completely squared off, or anything with something like:

    "src_corner_height" "40"
    "src_corner_width"  "40"
    "draw_corner_width" "0"
    "draw_corner_height"  "0"

I tried something like adding an element "bg" hoping it's just excluded from the files, but editing that doesn't help either. I tried looking at other HUDs that modified it, but I'm not getting anything out of it. I would disable it with "paintborder" "0" but that would mean I can't make a team-colored background since they'd all appear gray since I'm a spectator.

To summarize, I want to do two things to the playerpanels:

  1. Change the team-colored background's size independently of the entire playerpanel_kv element
  2. Change the background's shape to be squared

Anyone able to solve this issue for me? Thanks in advance!

posted about 2 years ago
#4133 HUD editing: short questions, quick answers in Customization
TheRavenhttp://images.akamai.steamusercontent.com/ugc/155775322926062120/0BD3CBB355652F28649A42A63C0C96653A223AE0/

How do I remove the health cross buff?

It should be in ui\hudplayerhealth.res. I believe it is PlayerStatusHealthBonusImage, so turning it to enable 0 should disable it. If it does not, also move it to xpos 9999 and ypos 9999 to get it off screen.

If you're not familiar with vgui_drawtree, I suggest looking it up!

thrones_http://prntscr.com/ealf9l

how do i move these 2 things?
idk what its called in classloadoutpanel

Everything selected shows up in the class loadout panel: ui\classloadoutpanel.res. The loadout presets are loadout_preset_panel and the taunt/cosmetic loadout buttons are CharacterLoadoutButton and TauntLoadoutButton respectively.

As I suggested in my first answer, if you're not familiar with vgui_drawtree, please do familiarize yourself with it as it will help you immensely.

Prexhttp://i.imgur.com/q0Qwzca.png

does anyone know how to edit the topbar in casual?
aaand is there a way to show the casual bar in offline mode???

You can edit it in ui\hudmatchstatus.res. The names should be relatively self-explanatory, but you might want to start by looking at TeamStatus.

As for offline mode (I presume you mean when playing demos), there's no way to do it, unfortunately. :(

posted about 2 years ago
#3582 HUD editing: short questions, quick answers in Customization

Hey guys, I asked a few days ago for suggestions on how to get some elements to show at will--basically what I was told was to have it recorded in a demo and play the demo back or change the timescale in a server with cheats on. For demos, this means I can just go to the tick(s) the element is visible at and replay it over and over. For timescale, that just allows me to make things happen quicker to get to what I need.

Both of these work great, but demos don't seem to save (or just don't show?) the matchmaking HUD--they look like any random community server pub instead of showing the class icons, respawn times, lights for each win at the top of the screen, etc.

I know this isn't exactly a question about editing HUDs, but it's relevant and a followup; any way I can activate/see this on my own without joining matchmaking... or a way to make the demos save/show it?

As always, thanks again in advance, guys. <3

posted about 2 years ago
#3524 HUD editing: short questions, quick answers in Customization
KonceptI know for the winpanel specifically, I do one of 2 things:
  • *snippity*
  • *snip*

hope this helps!!

These suggestions are immensely helpful. Thank you!

posted about 2 years ago
#3522 HUD editing: short questions, quick answers in Customization

Doublepost, but its a day later and irrelevant.

What is the best way to test things that I can't otherwise easily make appear? Such as the winpanel, the mvm mission completion windows, or autobalance window that tells you your new objective? I'd also really rather not sit idle in a server when I work on the comp/casual HUDs.

I'd rather not copypaste them crudely into another location and make them always appear, not to mention there's reasons that may not always work.

Thanks once again in advance. :>

posted about 2 years ago
#3521 HUD editing: short questions, quick answers in Customization
Konceptdoes the command field look like
engine open_charinfo

instead of just
open_charinfo

Simply "open_charinfo"

edit: You're a wizard. Thank you.

posted about 2 years ago
#3519 HUD editing: short questions, quick answers in Customization

How can I make a button (CExImageButton) run a console command (like open_charinfo_direct) instead of its own cryptic commands? Making "open_charinfo_direct" the "command" for a button won't work, though it works in the console.

Thanks in advance!

edit: Alternatively, helping me find out the commands used for the items button, store button, etc would be helpful as they're not in the mainmenuoverride.res... Thanks again!

posted about 2 years ago
#3372 HUD editing: short questions, quick answers in Customization

Aight I got another that's been bugging me:

I can use "teambg_1", "teambg_2", and "teambg_3" to change background images based on the team you're on. How can I change a color (not image) used for text or a solid colored box depending on which team you're on? Is there a way or am I going to have to figure something out in the hud animations and/or making my own images to use as a workaround?

Thanks once again in advance.

posted about 2 years ago
#3371 HUD editing: short questions, quick answers in Customization
WiethoofdTeddyAnd this is exactly an example of the 1% where this is not the case. I've tried using the vgui_drawtree tool and there is no "objectivestatustimepanel.res" and the timer is missing in the locations I mentioned above.ehm.. I mentioned the file: HudMatchStatus.res where you find the section 'ObjectiveStatusTimePanel' which in turn contains TimePanelValue which is your timer element, used for the default timer, koth timer & stopwatch timer

Damn you and reading my post before my ninja edit. I misread your post originally leading to that response. Thanks. It helped. :)

posted about 2 years ago
#3369 HUD editing: short questions, quick answers in Customization

[oops]

posted about 2 years ago
#3368 HUD editing: short questions, quick answers in Customization
nerdzzz_http://puu.sh/q6tE2/dad1de67d2.jpg

How do I make the invisible box bigger so the "Ubercharge" fits and looks better?

That's the TargetID you're looking at. Specifically, the "secondary" one since it's the Medic's where you heal people. You can change the size of it by going into scripts/hudlayout.res, finding CSecondaryTargetID, and modifying the "tall" variable on that. Note you may need to rework the background to accommodate this change.

posted about 2 years ago
#3366 HUD editing: short questions, quick answers in Customization

Guess I got another one:

I'm looking for the round timer on PL, CP, AD and any other mode that uses one single timer. I looked in hudobjectivestatus.res for it to be empty. I looked in hudobjectivetimepanel.res for it to show me everything from the background for the timer to the "waiting for players" or "setup" text... but not the timer itself. Been looking around like a madman but can't find it.

Where is the round timer for these modes? Thanks again in advance.

posted about 2 years ago
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