With the advent of weapon script editing to modify projectile explosions and sounds, I've theorized that it was possible to change the crosshairs of weapons. Sure enough, it's an easy step up from HUD-based VTF crosshairs, and it expands the customization options of VTF crosshairs dramatically since the scripts reference a splicing utility that lets you crop multiple crosshairs from one VTF file.
NOTE: This will only work in sv_pure 2 if you place your .vmt and .vtf files in folders that aren't cross-referenced with the default folders for validation, such as materials/vgui/replay/thumbnails.
The optimal format I've found for VTF's is:
Format: RGBA8888
Size: 32x32 and up
Necessary checked VTF flags for color preservation:
No Mipmap
No Level Of Detail
No Minimum Mipmap
Eight Bit Alpha (Format Specific)
Optional checked VTF flags:
SRGB (try it if the color quality is low for some reason)
Point Sample (thanks to JarateKing for the explanation -- "makes resizing pixelated rather than blurry")
The rest of the flags should remain unchecked.
Step 1. Place your .vmt and .vtf in materials/vgui/replay/thumbnails. Make sure your vmt references your vtf.
Step 2. In your weapon script (for example, tf_weapon_scattergun.txt), point your desired crosshair file like so:
"crosshair"
{
"file" "vgui/replay/thumbnails/DESIRED_VMT_NAME_HERE"
"x" "0"
"y" "0"
"width" "MAX_WIDTH_OF_VTF_FILE"
"height" "MAX_HEIGHT_OF_VTF_FILE"
}
If you aren't cropping a specific portion of your crosshair, just specify your "x" and "y" as 0, and your "width" and "height" as the sizes of the vtf (the width and height of your vtf should be scaled by powers of 2).
If you want to jam-pack a bunch of crosshairs in one vtf file, then it's relatively easy to figure out. Just look at the sprites/crosshairs file in the "tf2_textures_dir" vpk and work back from there.
For instance, everyone knows about the sniper/spy crosshair being off-centered. If you lower the "y" value of the sniper rifle script file's crosshair to -1, you can fix this. In fact, you can modify the position, width, and height to be spliced from the default crosshairs without needing to worry about sv_pure.
Example: If you like the default crosshair for the scattergun but don't like the default crosshair for the pistol, just copy over the "x", "y", "width", and "height" values from the scattergun script to the pistol script while referencing the sprites/crosshairs file.
The "x" and "y" specify the location on the vtf file to begin cropping from. The "width" and "height" specify the boundaries from that location.
Step 3. Load the game, set your crosshair type to "none", and enjoy your custom VTF crosshair. You can resize & recolor it in game without preloading or editing resource files & calling hud_reloadscheme.
The biggest benefit overall from doing this over using a typical HUD vtf crosshair (or, god forbid, a text-based crosshair) is that it is resolution independent. If the VTF is centered (or if you crop the VTF in such a manner that it will be centered), then your crosshair will be centered in-game, period.
I've linked my custom folder below.
Feel free to use the crosshairs in the flamehud-master\materials\vgui\replay\thumbnails folder (FULL CREDIT TO WATSON FOR ALL THE PRETTY CROSSHAIRS), and feel free to modify my weapon scripts in the scripts folder to your liking. Note that I've removed tracers on most of the hitscan weapons by pointing their particle materials to null and changed a bunch of hud elements for increased visibility, so if you don't like that, then just use it as a basis to modify your own script files.
Not all of my VTF files have the proper flags set. Go ahead and tweak those if you want to use anything but GreenDotBlackOutlineGreenCircle (the best crosshair in the universe...)
I don't have the scripts for every single weapon in the game (I only use stock anyway), and the only one I've modified to include a custom crosshair is the scattergun script. Again, please reference the "no explosion effect" threads to figure out how to extract more scripts.
https://www.dropbox.com/s/bbaig6g9d654z80/custom.zip?dl=0
also plz dont let truetf2 know about this they are bigots and baned me so they deserve 2 die..
p.s. i'm not going to draw or clean up your favorite crosshair from a random picture or frag video (just trace an image of it; it's just fucking pixel art lol). however, feel free to post your vtf's here to either share or get help with (but please put in a modicum of effort before you do so).
update:
joshuawnjust a quick tip when it comes to VMT customization (e.g. swapping VTF's, experimenting with material proxies to create animated crosshairs &/or multi-frame VTF crosshairs): you don't need to restart the game to swap crosshairs. although modifications to the weapon script itself won't take effect until you restart, you can modify the VMT file as long as you're in a server with sv_cheats 1 enabled (ideally local) and then call mat_reloadallmaterials in console. alternately, you can use mat_showtextures, find the line relevant to your crosshair [hereby referred to as CROSSHAIR_PATH], and then type in mat_reloadmaterial CROSSHAIR_PATH
With the advent of weapon script editing to modify projectile explosions and sounds, I've theorized that it was possible to change the crosshairs of weapons. Sure enough, it's an easy step up from HUD-based VTF crosshairs, and it expands the customization options of VTF crosshairs dramatically since the scripts reference a splicing utility that lets you crop multiple crosshairs from one VTF file.
NOTE: This will only work in sv_pure 2 if you place your .vmt and .vtf files in folders that aren't cross-referenced with the default folders for validation, such as materials/vgui/replay/thumbnails.
The optimal format I've found for VTF's is:
Format: RGBA8888
Size: 32x32 and up
Necessary checked VTF flags for color preservation:
No Mipmap
No Level Of Detail
No Minimum Mipmap
Eight Bit Alpha (Format Specific)
Optional checked VTF flags:
SRGB (try it if the color quality is low for some reason)
Point Sample (thanks to JarateKing for the explanation -- "makes resizing pixelated rather than blurry")
The rest of the flags should remain unchecked.
[b]Step 1.[/b] Place your .vmt and .vtf in materials/vgui/replay/thumbnails. Make sure your vmt references your vtf.
[b]Step 2.[/b] In your weapon script (for example, tf_weapon_scattergun.txt), point your desired crosshair file like so: [code]"crosshair"
{
"file" "vgui/replay/thumbnails/DESIRED_VMT_NAME_HERE"
"x" "0"
"y" "0"
"width" "MAX_WIDTH_OF_VTF_FILE"
"height" "MAX_HEIGHT_OF_VTF_FILE"
}[/code]
If you aren't cropping a specific portion of your crosshair, just specify your "x" and "y" as 0, and your "width" and "height" as the sizes of the vtf (the width and height of your vtf should be scaled by powers of 2).
If you want to jam-pack a bunch of crosshairs in one vtf file, then it's relatively easy to figure out. Just look at the sprites/crosshairs file in the "tf2_textures_dir" vpk and work back from there.
For instance, everyone knows about the sniper/spy crosshair being off-centered. If you lower the "y" value of the sniper rifle script file's crosshair to -1, you can fix this. In fact, you can modify the position, width, and height to be spliced from the default crosshairs without needing to worry about sv_pure.
Example: If you like the default crosshair for the scattergun but don't like the default crosshair for the pistol, just copy over the "x", "y", "width", and "height" values from the scattergun script to the pistol script while referencing the sprites/crosshairs file.
The "x" and "y" specify the location on the vtf file to begin cropping from. The "width" and "height" specify the boundaries from that location.
[b]Step 3.[/b] Load the game, set your crosshair type to "none", and enjoy your custom VTF crosshair. You can resize & recolor it in game without preloading or editing resource files & calling hud_reloadscheme.
[b]The biggest benefit overall from doing this over using a typical HUD vtf crosshair (or, god forbid, a text-based crosshair) is that it is resolution independent. If the VTF is centered (or if you crop the VTF in such a manner that it will be centered), then your crosshair will be centered in-game, period.[/b]
I've linked my custom folder below.
Feel free to use the crosshairs in the flamehud-master\materials\vgui\replay\thumbnails folder (FULL CREDIT TO WATSON FOR ALL THE PRETTY CROSSHAIRS), and feel free to modify my weapon scripts in the scripts folder to your liking. Note that I've removed tracers on most of the hitscan weapons by pointing their particle materials to null and changed a bunch of hud elements for increased visibility, so if you don't like that, then just use it as a basis to modify your own script files.
Not all of my VTF files have the proper flags set. Go ahead and tweak those if you want to use anything but GreenDotBlackOutlineGreenCircle (the best crosshair in the universe...)
I don't have the scripts for every single weapon in the game (I only use stock anyway), and the only one I've modified to include a custom crosshair is the scattergun script. Again, please reference the "no explosion effect" threads to figure out how to extract more scripts.
https://www.dropbox.com/s/bbaig6g9d654z80/custom.zip?dl=0
also plz dont let truetf2 know about this they are bigots and baned me so they deserve 2 die..
p.s. i'm not going to draw or clean up your favorite crosshair from a random picture or frag video (just trace an image of it; it's just fucking pixel art lol). however, feel free to post your vtf's here to either share or get help with (but please put in a modicum of effort before you do so).
update:
[quote=joshuawn]just a quick tip when it comes to VMT customization (e.g. swapping VTF's, experimenting with [url=https://developer.valvesoftware.com/wiki/List_Of_Material_Proxies]material proxies[/url] to create animated crosshairs &/or multi-frame VTF crosshairs): you don't need to restart the game to swap crosshairs. although modifications to the weapon script itself won't take effect until you restart, you can modify the VMT file as long as you're in a server with sv_cheats 1 enabled (ideally local) and then call mat_reloadallmaterials in console. alternately, you can use mat_showtextures, find the line relevant to your crosshair [hereby referred to as CROSSHAIR_PATH], and then type in mat_reloadmaterial CROSSHAIR_PATH[/quote]
Joshuawn is a god and I love him
Joshuawn is a god and I love him
Big joshuawn. Was looking for something like this when i switched back to default crosshairs, I'm hoping to be able to get an outline again, seeing as I tend to lose my crosshairs on some maps.
Big joshuawn. Was looking for something like this when i switched back to default crosshairs, I'm hoping to be able to get an outline again, seeing as I tend to lose my crosshairs on some maps.
Holy sh&^ man...
and I thought I was cool changing weapon sounds.
Holy sh&^ man...
and I thought I was cool changing weapon sounds.
woah g@sh d!gg!ty d^ng mighty watch the language this is a welcoming forum.....................
woah g@sh d!gg!ty d^ng mighty watch the language this is a welcoming forum.....................
wow this is real neato will definitely use thank you so much joshuawn
!!!! : - D
wow this is real neato will definitely use thank you so much joshuawn
!!!! : - D
[b]Really Fucking Cool![/b]
I was just wondering about this today. Thanks!
I was just wondering about this today. Thanks!
joshuawnalso plz dont let truetf2 know about this they are bigots and baned me so they deserve 2 die..
http://i.imgur.com/xNL16uP.png
[quote=joshuawn]
also plz dont let truetf2 know about this they are bigots and baned me so they deserve 2 die..[/quote]
[img]http://i.imgur.com/xNL16uP.png[/img]
Kairujoshuawnalso plz dont let truetf2 know about this they are bigots and baned me so they deserve 2 die..
http://i.imgur.com/xNL16uP.png
they will rue the day...
[quote=Kairu][quote=joshuawn]
also plz dont let truetf2 know about this they are bigots and baned me so they deserve 2 die..[/quote]
[img]http://i.imgur.com/xNL16uP.png[/img][/quote]
they will rue the day...
is there a cl_crosshair_file location for none similar to crosshair1?
is there a cl_crosshair_file location for none similar to crosshair1?
This makes this idea for transparent viewmodels completely possible and viable for every weapon in the game. You would simply create a bigger .vtf with a transparent picture of the weapon in addition to any weapon-specific crosshair. It would be a fair bit of work to create for every weapon but .vtfs already exist for many stock weapons (in aforementioned thread).
This makes [url=http://www.teamfortress.tv/16994/transparent-viewmodels-concept]this idea[/url] for transparent viewmodels completely possible and viable for every weapon in the game. You would simply create a bigger .vtf with a transparent picture of the weapon in addition to any weapon-specific crosshair. It would be a fair bit of work to create for every weapon but .vtfs already exist for many stock weapons (in aforementioned thread).
Rainmanis there a cl_crosshair_file location for none similar to crosshair1?
just make it blank
cl_crosshair_file ""
[quote=Rainman]is there a cl_crosshair_file location for none similar to crosshair1?[/quote]
just make it blank
cl_crosshair_file ""
the white outlined dot included was WAY too low res for me so I made a big high res one in gimp
(perfectly centered trust me)
you might have to use really small crosshair size numbers to get it small enough for yourself
but I like mine relatively big
http://www.mediafire.com/download/669rjdt9wxn7r9x/RainofLightDot.vtf
also always use white crosshairs, if you want them colored just change the RGB values
the white outlined dot included was WAY too low res for me so I made a big high res one in gimp
(perfectly centered trust me)
you might have to use really small crosshair size numbers to get it small enough for yourself
but I like mine relatively big
http://www.mediafire.com/download/669rjdt9wxn7r9x/RainofLightDot.vtf
also always use white crosshairs, if you want them colored just change the RGB values
i used to overlay a bunch of different hud crosshairs over one another, so they weren't necessarily meant for this strategy & some may be lower resolution than recommended. APOLOGIES.
but yeah, definitely agree with you. white crosshairs would be the way to go if you want to use singularly colored/outlined crosshairs. but if you want more complex colors or if you want to gamma-shift something that looks complicated, like in the included ExcaliburRainbow, then VTF crosshairs still give you the flexibility to do so by manually coloring them.
i used to overlay a bunch of different hud crosshairs over one another, so they weren't necessarily meant for this strategy & some may be lower resolution than recommended. APOLOGIES.
but yeah, definitely agree with you. white crosshairs would be the way to go if you want to use singularly colored/outlined crosshairs. but if you want more complex colors or if you want to gamma-shift something that looks complicated, like in the included ExcaliburRainbow, then VTF crosshairs still give you the flexibility to do so by manually coloring them.
honestly, I just want a tiny, translucent number on my screen that tells me which slot I'm currently on, since I like my universal crosshair but I also happen to be the biggest idiot on the planet so I forget which weapon I'm on half the time
honestly, I just want a tiny, translucent number on my screen that tells me which slot I'm currently on, since I like my universal crosshair but I also happen to be the biggest idiot on the planet so I forget which weapon I'm on half the time
trashhonestly, I just want a tiny, translucent number on my screen that tells me which slot I'm currently on, since I like my universal crosshair but I also happen to be the biggest idiot on the planet so I forget which weapon I'm on half the time
you could make 3 copies of your universal crosshair (after converting it to a vtf, if you haven't already done so), making the canvas size of your vtfs large enough to draw the numbers 1 through 3 in the corners on each of them respectively, and then point the crosshairs of each weapon to your new vtfs as necessary.
for example, primary weapons such as your scattergun or rocket launcher would point to your crosshair with a 1 down way in the corner; secondary weapons such as your pistol or soldier shotgun would point to your crosshair with a 2 down way in the corner; etc.
alternatively, you could just make vtfs with the numbers, keeping your hud vtf crosshair while using the default crosshairs for your weapons, and crop it in such a manner that it is off-center on your screen so you can still see your hud crosshair, but whatever floats ur boat...
although this would take a little bit of time, you'd be able to see which slot you have engaged without needing to toggle viewmodels nor needing to utilize any fancy scripts that have volatile state storage which couldn't read from the game's memory anyway.
(or you could just look at your ammo count lolz)
also, i'm not entirely sure if it's possible to incorporate the dead ringer into this issue, as i never play spy so i've never cared enough, but i'll look into it when i wake up. more than anything, i could see this concept being useful for spies that don't like viewmodels & want to avoid script bullshit.
[quote=trash]honestly, I just want a tiny, translucent number on my screen that tells me which slot I'm currently on, since I like my universal crosshair but I also happen to be the biggest idiot on the planet so I forget which weapon I'm on half the time[/quote]
you could make 3 copies of your universal crosshair (after converting it to a vtf, if you haven't already done so), making the canvas size of your vtfs large enough to draw the numbers 1 through 3 in the corners on each of them respectively, and then point the crosshairs of each weapon to your new vtfs as necessary.
for example, primary weapons such as your scattergun or rocket launcher would point to your crosshair with a 1 down way in the corner; secondary weapons such as your pistol or soldier shotgun would point to your crosshair with a 2 down way in the corner; etc.
alternatively, you could just make vtfs with the numbers, keeping your hud vtf crosshair while using the default crosshairs for your weapons, and crop it in such a manner that it is off-center on your screen so you can still see your hud crosshair, but whatever floats ur boat...
although this would take a little bit of time, you'd be able to see which slot you have engaged without needing to toggle viewmodels nor needing to utilize any fancy scripts that have volatile state storage which couldn't read from the game's memory anyway.
(or you could just look at your ammo count lolz)
also, i'm not entirely sure if it's possible to incorporate the dead ringer into this issue, as i never play spy so i've never cared enough, but i'll look into it when i wake up. more than anything, i could see this concept being useful for spies that don't like viewmodels & want to avoid script bullshit.
just this morning i put quik's cpma crosshairs .vtf and .vtm in materials/vgui/crosshairs and had on all my class configs cl_crosshair_file cpma_11 as my crosshair. now does that only work on sv_pure 2 servers or will it work all the time?
this isnt really in relation to what you did but im curious if that isnt a 2nd idea on how to use a custom crosshair switcher
as its actually in the multiplayer options in the crosshair section in-game
just this morning i put quik's cpma crosshairs .vtf and .vtm in materials/vgui/crosshairs and had on all my class configs cl_crosshair_file cpma_11 as my crosshair. now does that only work on sv_pure 2 servers or will it work all the time?
this isnt really in relation to what you did but im curious if that isnt a 2nd idea on how to use a custom crosshair switcher
as its actually in the multiplayer options in the crosshair section in-game
messiahjust this morning i put quik's cpma crosshairs .vtf and .vtm in materials/vgui/crosshairs and had on all my class configs cl_crosshair_file cpma_11 as my crosshair. now does that only work on sv_pure 2 servers or will it work all the time?
this isnt really in relation to what you did but im curious if that isnt a 2nd idea on how to use a custom crosshair switcher
as its actually in the multiplayer options in the crosshair section in-game
with your solution, you need to preload your crosshair for it to work in sv_pure 2 & you won't be able to edit it until you go back into an sv_pure 0/1 server.
your solution has been known for a while, but the overhead from preloading made hud crosshairs much more appealing for most people. and since you could overwrite the classmodelpanelBG with your vtf crosshair, you could even toggle it with a convar if you so desired (in other words, by overwriting the hud playerclass model panel, which can be toggled with the cl_hud_playerclass_use_playermodel convar).
however, this brought about the disadvantages of needing to manually position it based on resolution & needing to alt-tab & hud_reloadscheme to make changes. and more than anything else, typical HUD vtf crosshairs may be too finicky to properly center with your desired size; there's a good chance you need to make a compromise on the size of your crosshair to get it perfectly centered.
my method brings back the convenience of in-game crosshair resizing, coloring, & automatic centering while avoiding the need to preload.
[quote=messiah]just this morning i put quik's cpma crosshairs .vtf and .vtm in materials/vgui/crosshairs and had on all my class configs cl_crosshair_file cpma_11 as my crosshair. now does that only work on sv_pure 2 servers or will it work all the time?
this isnt really in relation to what you did but im curious if that isnt a 2nd idea on how to use a custom crosshair switcher
as its actually in the multiplayer options in the crosshair section in-game[/quote]
with your solution, you need to preload your crosshair for it to work in sv_pure 2 & you won't be able to edit it until you go back into an sv_pure 0/1 server.
your solution has been known for a while, but the overhead from preloading made hud crosshairs much more appealing for most people. and since you could overwrite the classmodelpanelBG with your vtf crosshair, you could even toggle it with a convar if you so desired (in other words, by overwriting the hud playerclass model panel, which can be toggled with the cl_hud_playerclass_use_playermodel convar).
however, this brought about the disadvantages of needing to manually position it based on resolution & needing to alt-tab & hud_reloadscheme to make changes. and more than anything else, typical HUD vtf crosshairs may be too finicky to properly center with your desired size; there's a good chance you need to make a compromise on the size of your crosshair to get it perfectly centered.
my method brings back the convenience of in-game crosshair resizing, coloring, & automatic centering while avoiding the need to preload.
trashhonestly, I just want a tiny, translucent number on my screen that tells me which slot I'm currently on, since I like my universal crosshair but I also happen to be the biggest idiot on the planet so I forget which weapon I'm on half the time
https://www.youtube.com/watch?v=po6LGc7bnEw
[quote=trash]honestly, I just want a tiny, translucent number on my screen that tells me which slot I'm currently on, since I like my universal crosshair but I also happen to be the biggest idiot on the planet so I forget which weapon I'm on half the time[/quote]
[youtube]https://www.youtube.com/watch?v=po6LGc7bnEw[/youtube]
dtnjkeetrashhonestly, I just want a tiny, translucent number on my screen that tells me which slot I'm currently on, since I like my universal crosshair but I also happen to be the biggest idiot on the planet so I forget which weapon I'm on half the time
https://www.youtube.com/watch?v=po6LGc7bnEw
that actually looks sick as fuck. subtle and plays well with your hud. very nice job.
mind posting your vtfs?
[quote=dtnjkee][quote=trash]honestly, I just want a tiny, translucent number on my screen that tells me which slot I'm currently on, since I like my universal crosshair but I also happen to be the biggest idiot on the planet so I forget which weapon I'm on half the time[/quote]
[youtube]https://www.youtube.com/watch?v=po6LGc7bnEw[/youtube][/quote]
that actually looks sick as fuck. subtle and plays well with your hud. very nice job.
mind posting your vtfs?
I just made an outlined konr wings for yall to use
http://www.mediafire.com/download/3q98uufgb1gxuux/konrdot.vtf
trashthat actually looks sick as fuck. subtle and plays well with your hud. very nice job.
mind posting your vtfs?
https://www.dropbox.com/s/598wg52fayv6cop/materials.rar?dl=0
[quote=trash]that actually looks sick as fuck. subtle and plays well with your hud. very nice job.
mind posting your vtfs?[/quote]
https://www.dropbox.com/s/598wg52fayv6cop/materials.rar?dl=0
RainofLightI just made an outlined konr wings for yall to use
http://www.mediafire.com/download/3q98uufgb1gxuux/konrdot.vtf
there's artifacting in the vtf near the dot, and the wings don't have equal spacing from the dot.
if the dot is centered, then you need to close the gap between the wings slightly (seems left-sided currently).
[quote=RainofLight]I just made an outlined konr wings for yall to use
http://www.mediafire.com/download/3q98uufgb1gxuux/konrdot.vtf[/quote]
there's artifacting in the vtf near the dot, and the wings don't have equal spacing from the dot.
if the dot is centered, then you need to close the gap between the wings slightly (seems left-sided currently).
My crosshairs do work on any sv pure without preloading but you way is much better! Good job!
And holy shit #21 gonna actually implement it into my hud!
My crosshairs do work on any sv pure without preloading but you way is much better! Good job!
And holy shit #21 gonna actually implement it into my hud!
QuikMy crosshairs do work on any sv pure without preloading but you way is much better! Good job!
And holy shit #21 gonna actually implement it into my hud!
your crosshairs, as installed with your hud, work fine as they're setup as HUD crosshairs.
with sv_pure 2, custom folders within materials\... (besides the loophole discussed in my main post) are effectively ignored; only "trusted_sources" are used (the main tf2 vpk's).
as such, messiah's method will not work with sv_pure 2 without preloading; custom vgui\crosshairs folders are ignored, as only the tf2 vpk's vgui\crosshairs folder is referenced.
i never knew you had such a nice collection of vtf crosshairs included with your hud though! will definitely play around with them.
[quote=Quik]My crosshairs do work on any sv pure without preloading but you way is much better! Good job!
And holy shit #21 gonna actually implement it into my hud![/quote]
your crosshairs, as installed with your hud, work fine as they're setup as HUD crosshairs.
with sv_pure 2, custom folders within materials\... (besides the loophole discussed in my main post) are effectively ignored; only "trusted_sources" are used (the main tf2 vpk's).
as such, messiah's method will not work with sv_pure 2 without preloading; custom vgui\crosshairs folders are ignored, as only the tf2 vpk's vgui\crosshairs folder is referenced.
i never knew you had such a nice collection of vtf crosshairs included with your hud though! will definitely play around with them.
joshuawnQuikMy crosshairs do work on any sv pure without preloading but you way is much better! Good job!
And holy shit #21 gonna actually implement it into my hud!
your crosshairs, as installed with your hud, work fine as they're setup as HUD crosshairs.
with sv_pure 2, custom folders within materials\... (besides the loophole discussed in my main post) are effectively ignored; only "trusted_sources" are used (the main tf2 vpk's).
as such, messiah's method will not work with sv_pure 2 without preloading; custom vgui\crosshairs folders are ignored, as only the tf2 vpk's vgui\crosshairs folder is referenced.
i never knew you had such a nice collection of vtf crosshairs included with your hud though! will definitely play around with them.
if you could have made them to have as good quality as they do in quake it would be even better, cause in tf2 they look blurry af
[quote=joshuawn][quote=Quik]My crosshairs do work on any sv pure without preloading but you way is much better! Good job!
And holy shit #21 gonna actually implement it into my hud![/quote]
your crosshairs, as installed with your hud, work fine as they're setup as HUD crosshairs.
with sv_pure 2, custom folders within materials\... (besides the loophole discussed in my main post) are effectively ignored; only "trusted_sources" are used (the main tf2 vpk's).
as such, messiah's method will not work with sv_pure 2 without preloading; custom vgui\crosshairs folders are ignored, as only the tf2 vpk's vgui\crosshairs folder is referenced.
i never knew you had such a nice collection of vtf crosshairs included with your hud though! will definitely play around with them.[/quote]
if you could have made them to have as good quality as they do in quake it would be even better, cause in tf2 they look blurry af
Made a big vtf (2048x64) with all the current Quake Live crosshairs (1-29). They are in 64x64 blocks, including crosshairs 20-29 which originated in Q3 but were added to QL officially at some point (I have preserved their original dimensions of 32x32 but centred them in a 64x64 block)
http://drok-radnik.com/junk/ql_xhairs_tf2.zip
http://drok-radnik.com/junk/ql_xhairs_preview.png
edit: added preview image
edit2: fixed weird shit on edges at high crosshairscale values, added ql_xhairs_point.vtf which you can use if you don't want them to be smooth
Made a big vtf (2048x64) with all the current Quake Live crosshairs (1-29). They are in 64x64 blocks, including crosshairs 20-29 which originated in Q3 but were added to QL officially at some point (I have preserved their original dimensions of 32x32 but centred them in a 64x64 block)
http://drok-radnik.com/junk/ql_xhairs_tf2.zip
http://drok-radnik.com/junk/ql_xhairs_preview.png
edit: added preview image
edit2: fixed weird shit on edges at high crosshairscale values, added ql_xhairs_point.vtf which you can use if you don't want them to be smooth
I used this to make my own cross hair for my scout and it worked on the 2 scripts that were included for the primary and secondary but when i made the melee file myself ("tf_weapon_bat") and put the text into my scripts folder, it doesn't keep my cross hair on in game. In fact, it won't even let me switch to my melee weapon for some reason. I don't do these things often so i apologize if I am missing something really obvious or have no clue what I'm talking about. Is there some text that is necessary to have in the weapon script file that I am needing?
I used this to make my own cross hair for my scout and it worked on the 2 scripts that were included for the primary and secondary but when i made the melee file myself ("tf_weapon_bat") and put the text into my scripts folder, it doesn't keep my cross hair on in game. In fact, it won't even let me switch to my melee weapon for some reason. I don't do these things often so i apologize if I am missing something really obvious or have no clue what I'm talking about. Is there some text that is necessary to have in the weapon script file that I am needing?