I have kind of a weird one.
You know those two screens that pop up when you join a server and before you select team/class.
Kinda intro pages where you have to click an arrow to skip them.
Usually I can skip them by hitting enter, which is convenient, since then my hands are already on the keyboard to choose the class with keys.
But recently (I think since I switched HUD) for some reason I can't skip the second page with enter any more and have to pick up my mouse to click on the right arrow.
I know this doesn't sound like a big deal at all and it isn't, but it does get annoying after a while and I'm curious how I can fix this.
You know those two screens that pop up when you join a server and before you select team/class.
Kinda intro pages where you have to click an arrow to skip them.
Usually I can skip them by hitting enter, which is convenient, since then my hands are already on the keyboard to choose the class with keys.
But recently (I think since I switched HUD) for some reason I can't skip the second page with enter any more and have to pick up my mouse to click on the right arrow.
I know this doesn't sound like a big deal at all and it isn't, but it does get annoying after a while and I'm curious how I can fix this.
Try to figure out if the previous hud file (IntroMenu.res, MapInfoMenu.res & TextWindow(CustomServer).res) have a 'default 1' for the (MapInfo)Continue/ok buttons.
You can always add an offscreen hidden element with a LabelText which can be triggered with (for instance) 'E' to skip the dialogs.
You can always add [url=https://github.com/Wiethoofd/WietHUD/blob/master/resource/ui/IntroMenu.res#L55-L62]an offscreen hidden element[/url] with a LabelText which can be triggered with (for instance) 'E' to skip the dialogs.
WiethoofdTry to figure out if the previous hud file (IntroMenu.res, MapInfoMenu.res & TextWindow(CustomServer).res) have a 'default 1' for the (MapInfo)Continue/ok buttons.
You can always add an offscreen hidden element with a LabelText which can be triggered with (for instance) 'E' to skip the dialogs.
Ok so I couldn't find a IntroMenu.res file, but I did finde MapInfoMenu and TextWindow and they both have "default 1" under the the ok section.
So maybe the problem is that the IntroMenu.res file is missing?
And if I use this offscreen hidden element with a LabelText thing, how can I choose which key it uses?
Change "labelText" "&e" to "labelText" "&enter"?
You can always add [url=https://github.com/Wiethoofd/WietHUD/blob/master/resource/ui/IntroMenu.res#L55-L62]an offscreen hidden element[/url] with a LabelText which can be triggered with (for instance) 'E' to skip the dialogs.[/quote]
Ok so I couldn't find a IntroMenu.res file, but I did finde MapInfoMenu and TextWindow and they both have "default 1" under the the ok section.
So maybe the problem is that the IntroMenu.res file is missing?
And if I use this offscreen hidden element with a LabelText thing, how can I choose which key it uses?
Change "labelText" "&e" to "labelText" "&enter"?
The 'default 1' should be triggered with enter (or A on controllers), the ampersand (&) only works for a single letter or number as far as I know.
hey Wiethoofd could you help me make a hud label? I know its in mainmenuoveride and i also know its "HudLabel" with "LabelText" but could you explain how to do it?
How do I change the font color and size for the health portion of the targetid when I am healing someone on medic?
I use default hud and these are the only things I have in my resource/ui folder.
http://imgur.com/a/BaLnu
I use default hud and these are the only things I have in my resource/ui folder.
http://imgur.com/a/BaLnu
I was wondering if it was possible to turn your ammo counter into a bar rather than numbers.
Like the cow mangled uses a bar.
I think it's easier to instantly know how much rocks you have left when it's a bar instead of numbers.
Like the cow mangled uses a bar.
I think it's easier to instantly know how much rocks you have left when it's a bar instead of numbers.
RentQNI was wondering if it was possible to turn your ammo counter into a bar rather than numbers.
Like the cow mangled uses a bar.
I think it's easier to instantly know how much rocks you have left when it's a bar instead of numbers.
I dont think that is possible..... the hud only makes numbers registered as %ammo% or sth. I dont know how you could possible make that into a bar
Like the cow mangled uses a bar.
I think it's easier to instantly know how much rocks you have left when it's a bar instead of numbers.[/quote]
I dont think that is possible..... the hud only makes numbers registered as %ammo% or sth. I dont know how you could possible make that into a bar
d4nnyRentQNI was wondering if it was possible to turn your ammo counter into a bar rather than numbers.
Like the cow mangled uses a bar.
I think it's easier to instantly know how much rocks you have left when it's a bar instead of numbers.
I dont think that is possible..... the hud only makes numbers registered as %ammo% or sth. I dont know how you could possible make that into a bar
Hmm the cow mangler already has a bar so there must be something in the HUD/game files that allows ammo to be represented as a bar. My initial thought was to just use the cow mangler weapon script and modify it but I guess it won't be that easy.
Like the cow mangled uses a bar.
I think it's easier to instantly know how much rocks you have left when it's a bar instead of numbers.[/quote]
I dont think that is possible..... the hud only makes numbers registered as %ammo% or sth. I dont know how you could possible make that into a bar[/quote]
Hmm the cow mangler already has a bar so there must be something in the HUD/game files that allows ammo to be represented as a bar. My initial thought was to just use the cow mangler weapon script and modify it but I guess it won't be that easy.
RentQNd4nnyHmm the cow mangler already has a bar so there must be something in the HUD/game files that allows ammo to be represented as a bar. My initial thought was to just use the cow mangler weapon script and modify it but I guess it won't be that easy.RentQNI was wondering if it was possible to turn your ammo counter into a bar rather than numbers.
Like the cow mangled uses a bar.
I think it's easier to instantly know how much rocks you have left when it's a bar instead of numbers.
I dont think that is possible..... the hud only makes numbers registered as %ammo% or sth. I dont know how you could possible make that into a bar
Hey m8 I had a look around for yah and found huditemeffectmeter_particlecannon in ui folder. Im assuming "particle cannon" is the cow mangler. So.....maybe copy the stuff in there into hudammoweapons.res and try editing some stuff to make that item bar replace ammo? I only came up with a theory, im also new to hud editing so cant give you instructions on how to do it.
Like the cow mangled uses a bar.
I think it's easier to instantly know how much rocks you have left when it's a bar instead of numbers.[/quote]
I dont think that is possible..... the hud only makes numbers registered as %ammo% or sth. I dont know how you could possible make that into a bar[/quote]
Hmm the cow mangler already has a bar so there must be something in the HUD/game files that allows ammo to be represented as a bar. My initial thought was to just use the cow mangler weapon script and modify it but I guess it won't be that easy.[/quote]
Hey m8 I had a look around for yah and found huditemeffectmeter_particlecannon in ui folder. Im assuming "particle cannon" is the cow mangler. So.....maybe copy the stuff in there into hudammoweapons.res and try editing some stuff to make that item bar replace ammo? I only came up with a theory, im also new to hud editing so cant give you instructions on how to do it.
d4nnyRentQNd4nnyHmm the cow mangler already has a bar so there must be something in the HUD/game files that allows ammo to be represented as a bar. My initial thought was to just use the cow mangler weapon script and modify it but I guess it won't be that easy.RentQNI was wondering if it was possible to turn your ammo counter into a bar rather than numbers.
Like the cow mangled uses a bar.
I think it's easier to instantly know how much rocks you have left when it's a bar instead of numbers.
I dont think that is possible..... the hud only makes numbers registered as %ammo% or sth. I dont know how you could possible make that into a bar
Hey m8 I had a look around for yah and found huditemeffectmeter_particlecannon in ui folder. Im assuming "particle cannon" is the cow mangler. So.....maybe copy the stuff in there into hudammoweapons.res and try editing some stuff to make that item bar replace ammo? I only came up with a theory, im also new to hud editing so cant give you instructions on how to do it.
I messed around with that idea for a bit now, but all I was able to accomplish was removing my ammo counter entirely lol.
I need help from someone who knows a lot more about HUD editing than I do :)
Like the cow mangled uses a bar.
I think it's easier to instantly know how much rocks you have left when it's a bar instead of numbers.[/quote]
I dont think that is possible..... the hud only makes numbers registered as %ammo% or sth. I dont know how you could possible make that into a bar[/quote]
Hmm the cow mangler already has a bar so there must be something in the HUD/game files that allows ammo to be represented as a bar. My initial thought was to just use the cow mangler weapon script and modify it but I guess it won't be that easy.[/quote]
Hey m8 I had a look around for yah and found huditemeffectmeter_particlecannon in ui folder. Im assuming "particle cannon" is the cow mangler. So.....maybe copy the stuff in there into hudammoweapons.res and try editing some stuff to make that item bar replace ammo? I only came up with a theory, im also new to hud editing so cant give you instructions on how to do it.[/quote]
I messed around with that idea for a bit now, but all I was able to accomplish was removing my ammo counter entirely lol.
I need help from someone who knows a lot more about HUD editing than I do :)
@d4nny, mainmenu buttons/labels require GameMenu.res commands/labeltexts to be defined to work
@Booop, open spectatorguihealth and find the label with %health%, this one is being color changed using animations, found in /scripts/hudanimations (HudHealthBonusPulse/HudHealthDyingPulse) which modify colors on hurt/overheal (the 'Stop' versions of the animations reset them)
@RentQN, ammo can't be converted to bars, the cow mangler has a separate HudItemEffectMeter which is triggered, where most of the weapons use HudAmmoWeapons to display clip/reserve or ammo values
@Booop, open spectatorguihealth and find the label with %health%, this one is being color changed using animations, found in /scripts/hudanimations (HudHealthBonusPulse/HudHealthDyingPulse) which modify colors on hurt/overheal (the 'Stop' versions of the animations reset them)
@RentQN, ammo can't be converted to bars, the cow mangler has a separate HudItemEffectMeter which is triggered, where most of the weapons use HudAmmoWeapons to display clip/reserve or ammo values
RentQNI messed around with that idea for a bit now, but all I was able to accomplish was removing my ammo counter entirely lol.
I need help from someone who knows a lot more about HUD editing than I do :)
Basically you can't. Any HudItemEffectMeter needs to be set up in code for it to work, which obviously isn't the case for ammo in general. At least that's my understanding of it, never say never but some things can only go so far.
There is the circular progress meters / triuber bars, which unlike the bars do work with any number you put in. But they also always assume it's in percents / 0-100, so it only really works for half of heavy or pyro's ammo. Might be some interesting stuff you could do still but you'd basically have to design your hud around it.
If you only care about making it work for one item / ammo count, you could make a custom font for it. Though things will break pretty quickly once you start using weapons with other ammo counts.
I need help from someone who knows a lot more about HUD editing than I do :)[/quote]
Basically you can't. Any HudItemEffectMeter needs to be set up in code for it to work, which obviously isn't the case for ammo in general. At least that's my understanding of it, never say never but some things can only go so far.
There is the circular progress meters / triuber bars, which unlike the bars do work with any number you put in. But they also always assume it's in percents / 0-100, so it only really works for half of heavy or pyro's ammo. Might be some interesting stuff you could do still but you'd basically have to design your hud around it.
If you only care about making it work for one item / ammo count, you could make a custom font for it. Though things will break pretty quickly once you start using weapons with other ammo counts.
yo so whenever i try do hud_reloadscheme in console it doesn't work?
this "--- Missing Vgui material vgui/replay/thumbnails/bg_blue" follows after i use it so is this the problem?
anyway i can fix this?
i redownloaded the hud and didnt change anything and it still doesn't work but this time it says ""could not load resources/ui/huditemeffectmeter_action.res" and i tried the vgui_cache_res_files 0 command thing
this "--- Missing Vgui material vgui/replay/thumbnails/bg_blue" follows after i use it so is this the problem?
anyway i can fix this?
i redownloaded the hud and didnt change anything and it still doesn't work but this time it says ""could not load resources/ui/huditemeffectmeter_action.res" and i tried the vgui_cache_res_files 0 command thing
Wiethoofd@d4nny, mainmenu buttons/labels require GameMenu.res commands/labeltexts to be defined to work
So could you help me make another button? I know and was able to change names of existing buttons, but is there a way to add a new button that does no command. i tried by copy pasting but it didnt work.
So could you help me make another button? I know and was able to change names of existing buttons, but is there a way to add a new button that does no command. i tried by copy pasting but it didnt work.
@thrones, the huditemeffectmeter_action.res is one everyone has, because valve didn't include that hud file (it does not exist in the game files, yet is referenced somewhere when reloading)
The bg_blue image file (vtf) is referenced somewhere in a hud file (clientscheme border?), use the 'search in files' of notepad++ to search for the reference.
@d4nny, very vague what you're trying to do, if it's not a button without command it's simply a (CEx)Label where you set the labelText for, just try copying and modifying existing buttons/text labels you can find in other hud files.
The bg_blue image file (vtf) is referenced somewhere in a hud file (clientscheme border?), use the 'search in files' of notepad++ to search for the reference.
@d4nny, very vague what you're trying to do, if it's not a button without command it's simply a (CEx)Label where you set the labelText for, just try copying and modifying existing buttons/text labels you can find in other hud files.
How do I remove the health cross buff?
How do I remove the health cross buff?
how do i move these 2 things?
idk what its called in classloadoutpanel
how do i move these 2 things?
idk what its called in classloadoutpanel
http://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???
does anyone know how to edit the topbar in casual?
aaand is there a way to show the casual bar in offline mode???
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. :(
How do I remove the health cross buff?[/quote]
It should be in [i]ui\hudplayerhealth.res[/i]. I believe it is [i]PlayerStatusHealthBonusImage[/i], 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!
[quote=thrones_]http://prntscr.com/ealf9l
how do i move these 2 things?
idk what its called in classloadoutpanel[/quote]
Everything selected shows up in the class loadout panel: [i]ui\classloadoutpanel.res[/i]. The loadout presets are [i]loadout_preset_panel[/i] and the taunt/cosmetic loadout buttons are [i]CharacterLoadoutButton[/i] and [i]TauntLoadoutButton[/i] 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.
[quote=Prex]http://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???[/quote]
You can edit it in [i]ui\hudmatchstatus.res[/i]. The names should be relatively self-explanatory, but you might want to start by looking at [i]TeamStatus[/i].
As for offline mode (I presume you mean when playing demos), there's no way to do it, unfortunately. :(
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:
- Change the team-colored background's size independently of the entire playerpanel_kv element
- Change the background's shape to be squared
Anyone able to solve this issue for me? Thanks in advance!
In [i]ui\spectatortournament.res[/i], 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:
[code] "src_corner_height" "40"
"src_corner_width" "40"
"draw_corner_width" "0"
"draw_corner_height" "0"[/code]
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 [i]"paintborder" "0"[/i] 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:
[olist]
[*] Change the team-colored background's size independently of the entire [i]playerpanel_kv[/i] element
[*] Change the background's shape to be squared
[/olist]
Anyone able to solve this issue for me? Thanks in advance!
@Teddy: use the original src_corner width and height of 23 (iirc) together with the draw_corner width/height of 0 for 'square' corners for the player background borders in the tournament spec hud (TFFatLineBorder + TFFatLineBorderRedBG + TFFatLineBorderBlueBG in ClientScheme)
It is not possible to make them less wide than the playerpanel_kv width though, however, you could try to change the 'image' value for the aforementioned border definitions with custom VTFs and possibly end up with a result that works for you (make sure to put them in the replay thumbnails folder to have it work in sv_pure 2 servers)
It is not possible to make them less wide than the playerpanel_kv width though, however, you could try to change the 'image' value for the aforementioned border definitions with custom VTFs and possibly end up with a result that works for you (make sure to put them in the replay thumbnails folder to have it work in sv_pure 2 servers)
Where can I change the depressed colors of the server browser's buttons?
Thanks.
Thanks.
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!
I made a new texture at [i]\steamapps\common\Team Fortress 2\tf\materials\vgui\replay\thumbnails[/i] called health_modified as a vtf and the corresponding vmt with it.
In [i]spectatorguihealth.res[/i] I'm trying to change the off-white gradient health bar's image to something else. This is [i]PlayerStatusHealthImage[/i]. I added this line:
[code]"image_override" "\materials\vgui\replay\thumbnails\health_modified"[/code]
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!
Try "replay/thumbnails/health_modified" or "../vgui/replay/thumbnails/health_modified"
Afaik the game starts looking for textures by default in the vgui folder.
Also: image_override is not an existing thing, just replace the original value for image and see if the game loads the texture or throws the black/magenta missing texture back at you.
Afaik the game starts looking for textures by default in the vgui folder.
Also: image_override is not an existing thing, just replace the original value for [i]image[/i] and see if the game loads the texture or throws the black/magenta missing texture back at you.
It's probably been answered, but is there any way to get rid of the spiny triangle/circle above points? Really irritating and never known how to remove
Hey is there a method to make the chatbox appear/disappear in one bind?
Something like this: bind "MOUSE5" "toggle r_drawviewmodel 0 1", but with the chatbox.
Something like this: bind "MOUSE5" "toggle r_drawviewmodel 0 1", but with the chatbox.
Try the following
bind "KEY" "toggle hud_saytext_time 0 10"
It defines how long text in chat stays visible. It doesn't make chat you can already see go away any quicker if you put it to 0, but any chat incoming after you set it to 0 will be invisible, and vice versa.
You can always access the chat to type and read up via whatever you enter-chat-key is (defaults are Y and U), even if the chat is hidden.
Is that what you're looking for?
[code]bind "KEY" "toggle hud_saytext_time 0 10"[/code]
It defines how long text in chat stays visible. It doesn't make chat you can already see go away any quicker if you put it to 0, but any chat incoming after you set it to 0 will be invisible, and vice versa.
You can always access the chat to type and read up via whatever you enter-chat-key is (defaults are Y and U), even if the chat is hidden.
Is that what you're looking for?
Ash_Try the following
bind "KEY" "toggle hud_saytext_time 0 10"
It defines how long text in chat stays visible. It doesn't make chat you can already see go away any quicker if you put it to 0, but any chat incoming after you set it to 0 will be invisible, and vice versa.
You can always access the chat to type and read up via whatever you enter-chat-key is (defaults are Y and U), even if the chat is hidden.
Is that what you're looking for?
Thank you soooo much
[code]bind "KEY" "toggle hud_saytext_time 0 10"[/code]
It defines how long text in chat stays visible. It doesn't make chat you can already see go away any quicker if you put it to 0, but any chat incoming after you set it to 0 will be invisible, and vice versa.
You can always access the chat to type and read up via whatever you enter-chat-key is (defaults are Y and U), even if the chat is hidden.
Is that what you're looking for?[/quote]
Thank you soooo much