Wiethoofd
Account Details
SteamID64 76561197990121837
SteamID3 [U:1:29856109]
SteamID32 STEAM_0:1:14928054
Country Netherlands
Signed Up June 22, 2013
Last Posted April 7, 2024 at 7:49 AM
Posts 969 (0.2 per day)
Game Settings
In-game Sensitivity 4
Windows Sensitivity 5
Raw Input 1
DPI
3200
Resolution
2560*1080
Refresh Rate
60
Hardware Peripherals
Mouse Roccat Kone XTD
Keyboard Ducky Shine 2 (Yellow) + Brown Cherry Switches
Mousepad Roccat Taito
Headphones Roccat Kave
Monitor Dell U2711
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#2 Using VPKs for HUDs and whatever else in Customization

This would somewhat kill customization as I think the VPK has priority over the separate files in your custom folder.

I will try this by extracting the default hudfiles for #base includes into a new VPK (basically moving them) for faster loading/smaller file size.

posted about 8 years ago
#2486 HUD editing: short questions, quick answers in Customization
OsmoticShiftHere's a screenshot of E.V.E. HUD

I'd like the health cross and number above the player's head to be about 4x larger to make it more visible, and the TargetID cross/number to be 2x bigger. The background box will probably have to be increased to compensate as well. I tried tinkering with spectatorguihealth.res but that didn't work out too well.

Impossible to have the above the head and the targetID sized differently.

Also, it bothers me that the overheal cross jumps to max size regardless of how much overheal and stays that way until health goes back down to normal, then the overheal cross disappears, rather than slowly shrinking. Is there a way to fix this? It behaves normally on TargetID but not above the player's head.

In TargetID find spectatorguihealth and change "HealthBonusPosAdj" to it's default value of 10 and the HealthDeathWarning to 0.49 and see if this improves the issue.

And finally, I want to center the vaccinator's resistance icon. In HudMedicCharge.res, I set the wide and tall values to 70 for good visibility, but the xpos and ypos dont seem to affect the position.

Have a look at this thread explaining an 'anchor' trick with 'pin_to_corner' to move elements that seem fixed in the hud.
---------------------

Professor_Salty_ScrubHow do I change the layout of the main menu and the picture/background of the main menu.

mainmenuoverride.res is the file you're looking for to change where things are positioned
gamemenu.res for the button actions/tooltips
and overrrule the VTFs in the materials/console folder starting with background_ (have a look at /scripts/chapterbackgrounds.txt for which files exactly and add the _widescreen versions by duplicating it)

Also how do i move the in game scoreboard up or down when I press tab.

Have a look at Scoreboard.res?

posted about 8 years ago
#2478 HUD editing: short questions, quick answers in Customization
thejar123Hmmph, I tried it but it seems like it remains the same. I don't know if there's anything else to do :/

It has to be the wide of the TimePanelValue (the one in HudObjectiveStatus.res)
-------------------------------

EnderpWhich files should I look at for editing the health bars and outlines of my teammates (the ones I see when I'm dead and shortly after respawning)?

Editing the health bars is impossible afaik, changing the font is done by changing SpectatorVerySmall in ClientScheme.res

Disabling the health bars/names is setting visible to 0 in hudlayout.res for 'SpectatorExtras', outlines are controlled by console variables.

posted about 8 years ago
#2459 HUD editing: short questions, quick answers in Customization
MR_SLINHow would I fix the MvM portion of a HUD? I'm trying to revamp an old HUD and the MvM part is broken. I'm happy to play MvM with default HUD (i.e. install default MvM HUD into this revamped HUD), I just want to have a working MvM HUD. I'd also be willing to rip the MvM HUD from an existing custom HUD.

Which section of the MvM hud is broken?
Scoreboard.Res needs a section that loads the mvm scoreboard, not touching the MvMScoreboard.res should work, unless you made major changes to where the labels and values with player stats have moved (LocalPlayerStatsPanel)

Leaving out all the other files from your custom folder that are MvM related should make them revert to the default ones valve provides.

Local server and vgui_drawtree + Highlight selected ticked is the easiest way to figure out which hud element is what.

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

camperDamage numbers are just plain yellow, is there a way I can change it to white with a black outline? Thanks in advance :)

HudDamageAccount, change NegativeColor to be red in rgba (255 0 0 255) and the fonts to be an outline version defined in your clientscheme.res

posted about 8 years ago
#2432 HUD editing: short questions, quick answers in Customization
face2faceis chatscheme.res used for anything but the chat window?

how do i get rid of the margin around the chat input box, and also get rid of the backgrounds of the chat input & chat history boxes? ive edited everything possible in chatscheme.res

This is all BaseChat.res stuff.

Best way to edit chat is to join a local server and pause the game (sv_pauseable 1; pause) so you can then vgui_drawtree reloadscheme when 'Highlight selected' is ticked and see changes you made to basechat.res instantly applied.

posted about 8 years ago
#4517 Show your HUD modifications! in Customization

I had some fun hijacking the trade-up animation event to modify the uncrating sequence one, because the default one is broken after you've looked at a trade-up panel (it still shows the background thing)

https://youtube.com/watch?v=Z3bE9U9RWIg

With finding the fix for CollectionCrafting_ItemRecieved showing the background I also replaced the sound with the 'you found an Australium' sound.

Animate TradeUpContainer wide 0 Accel 0 0 // Fix for Trade-Up Background

Add the line above to the start of the aforementioned event to fix the uncrate animation sequence.
-------------------------------

Smesitesting new waters

Please tell me you're using the buttons_kv one and defining the buttons that need to be visible in GameMenu.res (as that is way easier to maintain than having to move each individual button to a certain spot.

posted about 8 years ago
#2410 HUD editing: short questions, quick answers in Customization
deetrWhere can I edit what shows up on the item drop screen? Don't have a screenshot but it's the screen where when you find an item it tells you what it is and lets you resume or go back to your backpack.

ui/econ/ItemPickupPanel.res

bind ` toggleconsole // open console in backpack/store/item panels
posted about 8 years ago
#85 m0rehud black in Customization

It should not be needed for fonts to be installed; this was caused by a typo in the clientscheme.res with a closing curly bracket too many.

posted about 8 years ago
#2339 HUD editing: short questions, quick answers in Customization

@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)

posted about 8 years ago
#2336 HUD editing: short questions, quick answers in Customization
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)

posted about 8 years ago
#2323 HUD editing: short questions, quick answers in Customization

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 ;)

posted about 8 years ago
#2320 HUD editing: short questions, quick answers in Customization
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"

posted about 8 years ago
#4505 Show your HUD modifications! in Customization
No1inPartiqlarWhat files do you edit to change the continue and map info sections? yours looks awesome and I wanted to do something similar :D

The continue might be a simplified textwindow.res (?), the map info section is:

resource/ui/MapInfoMenu.res

If you go on a local server and use the following in console when viewing the right thing in the hud you might be able to figure out certain files by the name of the hud elements:

sv_cheats 1; vgui_drawtree 1 // makes the vgui_drawtree show up
 vgui_drawtree_draw_selected 1 // similar to ticking 'highlight selected'
posted about 8 years ago
#48 BOOST FPS WITH THIS ONE SIMPLE TRICK in TF2 General Discussion

Finally someone who gets it :D

Increasing quality for the fat graphics, shiny particles and silly outlines Valve is forcing on you will increase your fps by stressing that beast of a GPU you have been keeping on a leash by redirecting every bit of load to your CPU by running potato settings because you came from a toaster.

FlameConfig-default when?! :D

posted about 8 years ago
#2289 HUD editing: short questions, quick answers in Customization
EniereI need a help with the new scoreboard layout. Is here a way to increase the column #2 width size? The "name_width" and "name_width_short" don't have any effect on the size of the column.

I'm pretty sure that the column #1 is designed to show rank indicator (not sure).
Also, not quite sure for what the column #3 is used.

Open and copy from the the default file the following and add it to RedPlayerList & BluePlayerList

"show_columns" "1"

This will make a grid for the columns show up to possibly figure out what does what. My guess for the 3rd column is that they're used for domination icons and killstreak + killstreak icon.

posted about 8 years ago
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