yttriumIs there any way to make this work in itemquickswitch?
Adding the same line that works in all the other panels to the itemskv { itemmodelpanel } in the quickswitch panel works! :D
| Account Details | |
|---|---|
| SteamID64 | 76561197990121837 |
| SteamID3 | [U:1:29856109] |
| SteamID32 | STEAM_0:1:14928054 |
| Country | Netherlands |
| Signed Up | June 22, 2013 |
| Last Posted | May 31, 2026 at 4:39 PM |
| Posts | 976 (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 |
yttriumIs there any way to make this work in itemquickswitch?
Adding the same line that works in all the other panels to the itemskv { itemmodelpanel } in the quickswitch panel works! :D
saamHow can I add the last damage dealt to a hud? (specifically zhud if it's any different I have no idea)
HudDamageAccount.res needs a new section (or more for a shadow/box) which is positioned static in your hud.
To test this locally without having to deal damage and have last damage dealt permanently visible: hud_damagemeter 1 (ignore the dps meter bottom right)
DanceNumberAre they part of a full hud or just a mod?
This isn't really an issue, most hud files can be exchanged between all the different huds; the only thing you have to keep an eye out for is fonts and colors (and custom vtf/images for panels).
Default declared fonts/colors from clientscheme.res and hardcoded rgba colors will always work where fonts will fallback to 'default'.
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Something to show, full panel model (allow_manip zoom/move) in loadout screen and the HQ item images
I updated the clientscheme.res seperately for a friend, you missed some borders when updating the file, the MarlettSmall font. And there are no colors in the backpack because 'draw_corner_width/_height' are set on 0 (should be 3 to 5 to show item quality border colors). Temp pastebin of my updated version to check what you might have missed (or just compare that hud file to your clientscheme.res)
Found a line to make the item rotate in the itemmodelpanel, used it in econ/inspectionpanel.res and removed the background + increased fov (and moved buttons out of the way), increased max_pitch to 360 to turn model upside down.
"model_rotate_yaw_speed" "20" dollarlayerAccording to my friend, MvM is dropping "Specialized Killstreak Kit Fabricators" with no item thats attached to it. Screenshot: http://steamcommunity.com/sharedfiles/filedetails/?id=474210728
They are listed in the market and just stupid items to have, because you can't fill them (crashes game) or know what weapon they're for.
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Floating cosmetics from dead players in MvM is still a thing (after being "fixed" somewhere last year)
Overview of changes/additions to the default hud files here.
Spectator stuff, Tournament related things, player health, backpack, loadouts, item selection, scoreboards
Borders for backpack stuff is clientscheme.res where you need the draw_corner_height/_width to be > 0 (3-5 make things look pretty)
Unfortunately this tweak to get high quality item models conflicts with the 'skins' models shown in the modelpanels :(
The Crussader's Crossbow is still missing it's original attribute:
Fires special bolts that heal teammates and deal damage based on distance travelled
Trying to fill a killstreak fabricator or chemistry set will crash the game (any hud).
I've contacted/asked admins to keep me in their loop, but so far I always have to generate the whitelists myself and update the presets as soon as UGC (or any league) announces their map pool and whitelists.
I'd suggest adding a comment about the cl_lagcompensation to disable this when in a LAN environment.
georgeDoes this affect the overall performance in any way?
It might affect performance when you have loads of items and start dragging items across pages on slower pcs, but in the loadoutpanels it shouldn't make much difference, except really improve item images when on really shitty configs apparently :D
I'm looking at the images and backpack in original size, for me the item images look so much better after adding this line. Here's a side-by-side cutout of the Vaccinator in the item selection screen, I hope these show the differences.
* ignore JPG compression artefacts with text
Higher quality Item images in inventory & loadouts
While going through all available hud files for TF2 trying to make my own I stumbled upon a line in the 'new item found' panel that makes item images of the items found/received/traded display in high quality. Using this line in backpackpanels, loadout and item selection screens makes high quality item images show up (has possible more uses)
Find 'modelpanels_kv' and then the section 'itemmodelpanel' where you add: "inventory_image_type" "1"
Files to modify if interested in high quality item images:
- resource/ui/econ/backpackpanel.res (Backpack)
- resource/ui/classloadoutpanel.res (Loadout)
- resource/ui/itemselectionpanel.res (Item selection)
- resource/ui/freezepanel_basic.res (Death Cam)
- resource/ui/ItemQuickSwitch.res (Weapon Quick Switching)
- resource/ui/hudinspectpanel.res ('inspect')
- resource/ui/spectator.res (Spectating)
- resource/ui/spectatortournament.res (Specating in Tournament)
Simplified HUD file contents to improve image quality
"Resource/UI/Econ/BackpackPanel.res" {
"backpack_panel" {
"modelpanels_kv"{
"itemmodelpanel" {
"inventory_image_type" "1" // High quality item image
}
}
}
}*rip formatting