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HUD editing: short questions, quick answers
posted in Customization
6361
#6361
2 Frags +
Kimi07hi, i use morehud black 2.0 and sometimes i have problems about seeing countdown in hudmatchstatus thing like it shows how many seconds left to your respawn. I want to make this bigger and bold maybe, how?

go to resource/ui/hudmatchstatus.res

search respawntime

"respawntime"
			{
				"font" "PlayerPanelPlayerName" // replace that with m0refont10
			}
[quote=Kimi07]hi, i use morehud black 2.0 and sometimes i have problems about seeing countdown in hudmatchstatus thing like it shows how many seconds left to your respawn. I want to make this bigger and bold maybe, how?[/quote]

go to resource/ui/hudmatchstatus.res

search respawntime
[code]
"respawntime"
{
"font" "PlayerPanelPlayerName" // replace that with m0refont10
}
[/code]
6362
#6362
0 Frags +

I'm using ahud with the top left chat customization, but the chat box randomly moves back to the default bottom left position sometimes. Hudreloadscheme does fix this but I'd want it to stay top left permanently, how do I do that?

Here's my basechat.res: https://pastebin.com/8ibWR9vN

I'm using ahud with the top left chat customization, but the chat box randomly moves back to the default bottom left position sometimes. Hudreloadscheme does fix this but I'd want it to stay top left permanently, how do I do that?

Here's my basechat.res: https://pastebin.com/8ibWR9vN
6363
#6363
-1 Frags +
kuroI'm using ahud with the top left chat customization, but the chat box randomly moves back to the default bottom left position sometimes. Hudreloadscheme does fix this but I'd want it to stay top left permanently, how do I do that?

Here's my basechat.res: https://pastebin.com/8ibWR9vN

don't play casual

[quote=kuro]I'm using ahud with the top left chat customization, but the chat box randomly moves back to the default bottom left position sometimes. Hudreloadscheme does fix this but I'd want it to stay top left permanently, how do I do that?

Here's my basechat.res: https://pastebin.com/8ibWR9vN[/quote]

don't play casual
6364
#6364
0 Frags +
chostarmanDoes anyone know how I can fix the casual and comp levels from displaying [unknown]?
Example pic:
https://imgur.com/a/nJEyAtQ

delete PvPRankPanel.res see if it fix it

Still doesn't work

[quote=chostarman]Does anyone know how I can fix the casual and comp levels from displaying [unknown]?
Example pic:
https://imgur.com/a/nJEyAtQ[/quote]
delete PvPRankPanel.res see if it fix it

Still doesn't work
6365
#6365
0 Frags +
chostarmanchostarmanDoes anyone know how I can fix the casual and comp levels from displaying [unknown]?
Example pic:
https://imgur.com/a/nJEyAtQ
delete PvPRankPanel.res see if it fix it

Still doesn't work

what's your hud? so i can take a look

edit: found a hud with the same issue, deleting pvprankpanel.res fix the unknown label
https://imgur.com/a/pHFizif or you can extract it from the default hud and put it in your hud

[quote=chostarman][quote=chostarman]Does anyone know how I can fix the casual and comp levels from displaying [unknown]?
Example pic:
https://imgur.com/a/nJEyAtQ[/quote]
delete PvPRankPanel.res see if it fix it

Still doesn't work[/quote]

what's your hud? so i can take a look

edit: found a hud with the same issue, deleting pvprankpanel.res fix the unknown label
https://imgur.com/a/pHFizif or you can extract it from the default hud and put it in your hud
6366
#6366
0 Frags +

anyone good with tf2 huds on linux? how do i get these fat fonts for damagenumbers, player health, and timer?
see fonts here:
https://i.imgur.com/uLYpCAs.jpg
https://i.imgur.com/VFitQDU.jpg

anyone good with tf2 huds on linux? how do i get these fat fonts for damagenumbers, player health, and timer?
see fonts here:
https://i.imgur.com/uLYpCAs.jpg
https://i.imgur.com/VFitQDU.jpg
6367
#6367
0 Frags +
bijlolanyone good with tf2 huds on linux? how do i get these fat fonts for damagenumbers, player health, and timer?
see fonts here:
https://i.imgur.com/uLYpCAs.jpg
https://i.imgur.com/VFitQDU.jpg

go to pvhud clientsheme.res, search the following:

DefaultLargerShadow (damage numbers)
HudFontHUGE (player health)
DefaultLarge (timer)

copy and paste them to your clientscheme in the font section

[quote=bijlol]anyone good with tf2 huds on linux? how do i get these fat fonts for damagenumbers, player health, and timer?
see fonts here:
https://i.imgur.com/uLYpCAs.jpg
https://i.imgur.com/VFitQDU.jpg[/quote]

go to pvhud clientsheme.res, search the following:

DefaultLargerShadow (damage numbers)
HudFontHUGE (player health)
DefaultLarge (timer)

copy and paste them to your clientscheme in the font section
6368
#6368
0 Frags +
Scoutmanbijlol
go to pvhud clientsheme.res, search the following:

DefaultLargerShadow (damage numbers)
HudFontHUGE (player health)
DefaultLarge (timer)

copy and paste them to your clientscheme in the font section

i am using pv hud with default clientscheme, the problem is with linux afaik. i was checking if anyone knew how to make them wider on linux
this is how it looks for me https://i.imgur.com/xM16q7Y.png

[quote=Scoutman][quote=bijlol][/quote]

go to pvhud clientsheme.res, search the following:

DefaultLargerShadow (damage numbers)
HudFontHUGE (player health)
DefaultLarge (timer)

copy and paste them to your clientscheme in the font section[/quote]
i am using pv hud with default clientscheme, the problem is with linux afaik. i was checking if anyone knew how to make them wider on linux
this is how it looks for me https://i.imgur.com/xM16q7Y.png
6369
#6369
0 Frags +

thank god this is still being posted on

is it possible to animate health and ammo numbers passively? i know how to work with low health pulse and buff pulse but there seems to be no way to animate the numbers when not buffed or hurt

edit: something that would help would be to tell me where the event HudHealthBonusPulse is called (assuming it works similar to methods)

thank god this is still being posted on

is it possible to animate health and ammo numbers passively? i know how to work with low health pulse and buff pulse but there seems to be no way to animate the numbers when not buffed or hurt

edit: something that would help would be to tell me where the event HudHealthBonusPulse is called (assuming it works similar to methods)
6370
#6370
0 Frags +

On my hud I want to edit the damage numbers to appear without the minus, I think I have to edit the font.ttf.
anyone know what font editors to use for it

On my hud I want to edit the damage numbers to appear without the minus, I think I have to edit the font.ttf.
anyone know what font editors to use for it
6371
#6371
0 Frags +
DlauckOn my hud I want to edit the damage numbers to appear without the minus, I think I have to edit the font.ttf.
anyone know what font editors to use for it

font forge, really easy to use:
https://fontforge.org/en-US/

[quote=Dlauck]On my hud I want to edit the damage numbers to appear without the minus, I think I have to edit the font.ttf.
anyone know what font editors to use for it[/quote]
font forge, really easy to use:
https://fontforge.org/en-US/
6372
#6372
0 Frags +

how do i make damage numbers bigger

how do i make damage numbers bigger
6373
#6373
0 Frags +
carterhow do i make damage numbers bigger

resource/ui/HudDamageAccount.res then look under CDamageAccountPanel and change "delta_item_font". The default hud has these fonts to choose from, but your custom hud might have more:
HudFontSmallest, HudFontSmall, HudFontMediumSmall (default font used), HudFontMedium, HudFontMediumBig, HudFontBig

[quote=carter]how do i make damage numbers bigger[/quote]
resource/ui/HudDamageAccount.res then look under CDamageAccountPanel and change "delta_item_font". The default hud has these fonts to choose from, but your custom hud might have more:
HudFontSmallest, HudFontSmall, HudFontMediumSmall (default font used), HudFontMedium, HudFontMediumBig, HudFontBig
6374
#6374
-1 Frags +

Is there a way to remove the neon icon above capture points, Ive seen the icon customized at lans or special events and I was just wondering if theres a way you could remove it entirely

Is there a way to remove the neon icon above capture points, Ive seen the icon customized at lans or special events and I was just wondering if theres a way you could remove it entirely
6375
#6375
0 Frags +
yottyIs there a way to remove the neon icon above capture points, Ive seen the icon customized at lans or special events and I was just wondering if theres a way you could remove it entirely

you mean this? https://imgur.com/a/fGlg4l2

if so go to controlpointprogressbar.res change xpos and ypos values to 9999 (you can remove the xpos_minmode and ypos_minmode)

for the following: ProgressBar, Teardrop, TeardropSide, ProgressText, Blocked

[quote=yotty]Is there a way to remove the neon icon above capture points, Ive seen the icon customized at lans or special events and I was just wondering if theres a way you could remove it entirely[/quote]

you mean this? https://imgur.com/a/fGlg4l2

if so go to controlpointprogressbar.res change xpos and ypos values to 9999 (you can remove the xpos_minmode and ypos_minmode)

for the following: ProgressBar, Teardrop, TeardropSide, ProgressText, Blocked
6376
#6376
2 Frags +

Pretty sure he means the actual hologram thing on top of the actual control point itself. I know you can, but I think it's sv_pure restricted and would only work in demos/stvs.

Pretty sure he means the actual hologram thing on top of the actual control point itself. I know you can, but I think it's sv_pure restricted and would only work in demos/stvs.
6377
#6377
0 Frags +

my bad

my bad
6378
#6378
0 Frags +

question about vtf scripts, does anyone have all the completely unedited scripts for all the weapons? I wanna go back to default without just deleting all my scripts

question about vtf scripts, does anyone have all the completely unedited scripts for all the weapons? I wanna go back to default without just deleting all my scripts
6379
#6379
2 Frags +
jrodquestion about vtf scripts, does anyone have all the completely unedited scripts for all the weapons? I wanna go back to default without just deleting all my scripts

https://www.dropbox.com/s/r7bbktk0cb1p30j/defaultwepscripts.7z?dl=0

That should be all of them.

[quote=jrod]question about vtf scripts, does anyone have all the completely unedited scripts for all the weapons? I wanna go back to default without just deleting all my scripts[/quote]

https://www.dropbox.com/s/r7bbktk0cb1p30j/defaultwepscripts.7z?dl=0

That should be all of them.
6380
#6380
0 Frags +

This may not be short but it involves copying files so I'll shoot my shot

I'm looking into using Sunsethud but don't like how the home screen, backpack screen, and all that look. I would like to replace that with Budhud's as I like how that looks. I'm not sure how many / which files I would need to transfer over, as when I do mainmenuoverride and the gamemenu.res (or whatever it's called) my game just crashes

This may not be short but it involves copying files so I'll shoot my shot

I'm looking into using Sunsethud but don't like how the home screen, backpack screen, and all that look. I would like to replace that with Budhud's as I like how that looks. I'm not sure how many / which files I would need to transfer over, as when I do mainmenuoverride and the gamemenu.res (or whatever it's called) my game just crashes
6381
#6381
1 Frags +

how do I change the size of ammo and health

how do I change the size of ammo and health
6382
#6382
0 Frags +
yottyIs there a way to remove the neon icon above capture points, Ive seen the icon customized at lans or special events and I was just wondering if theres a way you could remove it entirely_KermitPretty sure he means the actual hologram thing on top of the actual control point itself. I know you can, but I think it's sv_pure restricted and would only work in demos/stvs.

it can be removed the same way as nohats does things. I would just find out what the capture point holograms' models are and then copy over one of nohats' null vtx files.

[quote=yotty]Is there a way to remove the neon icon above capture points, Ive seen the icon customized at lans or special events and I was just wondering if theres a way you could remove it entirely[/quote]
[quote=_Kermit]Pretty sure he means the actual hologram thing on top of the actual control point itself. I know you can, but I think it's sv_pure restricted and would only work in demos/stvs.[/quote]
it can be removed the same way as nohats does things. I would just find out what the capture point holograms' models are and then copy over one of nohats' null vtx files.
6383
#6383
0 Frags +
grammyis it possible to animate health and ammo numbers passively? i know how to work with low health pulse and buff pulse but there seems to be no way to animate the numbers when not buffed or hurt

There isn't a standard way, but you could probably do something like edit the MenuOpen event to start a loop that animates health/ammo, and then run "voice_menu_1;slot10" inside your class configs so that MenuOpen is reliably triggered whenever you play. If the bonus/dying animations affect the same stuff (ie. both do stuff on fgcolor) you would have to stopevent the passive loop on pulse, and then startevent the passive loop on pulseend again, but it should all be doable.

The alternative would be to set "HealthDeathWarning" in hudplayerhealth.res to "1.0" so that the HudHealthDyingPulse event runs whenever your health is less than max, skipping the need for adding anything to class configs -- but is overall worse since it doesn't work when you first start playing before you've taken damage, and means you can't have a low health animation.

It's a neat idea and I'm interested in the results

grammyedit: something that would help would be to tell me where the event HudHealthBonusPulse is called (assuming it works similar to methods)

The BonusPulse event runs when you have more than your regular amount of health. The opposite, DyingPulse, runs when you have less than whatever HealthDeathWarning in hudplayerhealth.res is set to (in percentages). They then call a loop so that they keep repeating until their PulseStop events run, when your health is neither too high or too low.

These are called in code and there isn't any real way to modify them, other than what was mentioned.

[quote=grammy]is it possible to animate health and ammo numbers passively? i know how to work with low health pulse and buff pulse but there seems to be no way to animate the numbers when not buffed or hurt[/quote]
There isn't a standard way, but you could probably do something like edit the MenuOpen event to start a loop that animates health/ammo, and then run "voice_menu_1;slot10" inside your class configs so that MenuOpen is reliably triggered whenever you play. If the bonus/dying animations affect the same stuff (ie. both do stuff on fgcolor) you would have to stopevent the passive loop on pulse, and then startevent the passive loop on pulseend again, but it should all be doable.

The alternative would be to set "HealthDeathWarning" in hudplayerhealth.res to "1.0" so that the HudHealthDyingPulse event runs whenever your health is less than max, skipping the need for adding anything to class configs -- but is overall worse since it doesn't work when you first start playing before you've taken damage, and means you can't have a low health animation.

It's a neat idea and I'm interested in the results
[quote=grammy]edit: something that would help would be to tell me where the event HudHealthBonusPulse is called (assuming it works similar to methods)[/quote]
The BonusPulse event runs when you have more than your regular amount of health. The opposite, DyingPulse, runs when you have less than whatever HealthDeathWarning in hudplayerhealth.res is set to (in percentages). They then call a loop so that they keep repeating until their PulseStop events run, when your health is neither too high or too low.

These are called in code and there isn't any real way to modify them, other than what was mentioned.
6384
#6384
0 Frags +
ZenithvoxThis may not be short but it involves copying files so I'll shoot my shot

I'm looking into using Sunsethud but don't like how the home screen, backpack screen, and all that look. I would like to replace that with Budhud's as I like how that looks. I'm not sure how many / which files I would need to transfer over, as when I do mainmenuoverride and the gamemenu.res (or whatever it's called) my game just crashes

yes it's pretty long, you have to check what font and color are used in the menu,loadout,...
Btw in budhud the files are in three differents location resource/ui, _budhud/resource/ui, _tf2hud/resource/ui

First he's using a custom font so you need to copy Lato-Semibold.ttf (located in budhud/resource/fonts) and paste it to sunsetdark\resource\scheme\fonts

You also need to define the font in sunset clientsheme, the base method is used so it is located somewhere else so go to sunsetdark\resource\scheme\Fonts.res at the end of it copy and paste this :

"12" // budhud Font
		{
			"font"	"resource/scheme/fonts/Lato-Semibold.ttf"
			"name"	"Lato Semibold"
		}

now you can use lato in sunset hud.

an example in budhud-master\_budhud\resource\ui\mainmenuoverride.res:

"bh_AdvOptions"
	{
		"pin_to_sibling" 		"bh_CenterNav"
		"pin_corner_to_sibling" 	"PIN_TOPCENTER"
		"pin_to_sibling_corner"       "PIN_TOPCENTER"

		"ControlName"	"CExImageButton"
		"fieldName"	"bh_AdvOptions"
		"labelText"	"#bh_AdvOptions"
		"font"		"bh_Font20"

		"xpos"	"0"
		"ypos"	"-90"
		"wide"	"250"
		"tall"		"30"
		"textAlignment"		"center"			

		"defaultFgColor_override" 	"bh_menu_foreground2"
		"armedFgColor_override" 	"bh_menu_background2"
		"paintbackground"		"0"
		"Command"		"opentf2options"

		"sound_depressed"	"UI/buttonclick.wav"
		"sound_released"	"UI/buttonclickrelease.wav"
	}

the font used here is bh_Font20 so go to budhud\resource\fonts\bh_lato search the font

bh_Font20
		{
			"1"
			{
				"name"		"Lato Semibold"
				"tall"			"20"
				"weight"	        "500"
				"antialias"		"1"
				"dropshadow"	"0"
				"outline"		"0"
			}
		}

copy and paste it in sunsetdark\resource\scheme\Fonts.res before CustomFontFiles

"QuestMap_Huge"
		{
			"1"
			{
				"name"	"Renogare Soft"
				"tall"		"30"
				"weight"	"400"
				"additive"	"0"
				"antialias" "1"
			}
		}
                //paste it here

         } //before this

	CustomFontFiles

Now the color, bh_menu_foreground2 and bh_menu_background2 are located in budhud\#customization\_enabled\bh_colors.res
search copy and paste them to sunsetdark\resource\scheme\Colors.res

You also need to copy Chat_English.txt because he's using custom labeltext

Alternatively you can copy every font with bh_Font suffix and every color with bh_ suffix

You need the custom materials ,materials\console copy and paste this folder to sunset\materials for the background

The custom icons budhud\materials\vgui\replay\thumbnails\menu_icons paste it to sunset\materials\vgui\replay\thumbnails\

[quote=Zenithvox]This may not be short but it involves copying files so I'll shoot my shot

I'm looking into using Sunsethud but don't like how the home screen, backpack screen, and all that look. I would like to replace that with Budhud's as I like how that looks. I'm not sure how many / which files I would need to transfer over, as when I do mainmenuoverride and the gamemenu.res (or whatever it's called) my game just crashes[/quote]

yes it's pretty long, you have to check what font and color are used in the menu,loadout,...
Btw in budhud the files are in three differents location resource/ui, _budhud/resource/ui, _tf2hud/resource/ui

First he's using a custom font so you need to copy Lato-Semibold.ttf (located in budhud/resource/fonts) and paste it to sunsetdark\resource\scheme\fonts

You also need to define the font in sunset clientsheme, the base method is used so it is located somewhere else so go to sunsetdark\resource\scheme\Fonts.res at the end of it copy and paste this :

[code]
"12" // budhud Font
{
"font" "resource/scheme/fonts/Lato-Semibold.ttf"
"name" "Lato Semibold"
}
[/code]
now you can use lato in sunset hud.

an example in budhud-master\_budhud\resource\ui\mainmenuoverride.res:
[code]
"bh_AdvOptions"
{
"pin_to_sibling" "bh_CenterNav"
"pin_corner_to_sibling" "PIN_TOPCENTER"
"pin_to_sibling_corner" "PIN_TOPCENTER"

"ControlName" "CExImageButton"
"fieldName" "bh_AdvOptions"
"labelText" "#bh_AdvOptions"
"font" "bh_Font20"

"xpos" "0"
"ypos" "-90"
"wide" "250"
"tall" "30"
"textAlignment" "center"

"defaultFgColor_override" "bh_menu_foreground2"
"armedFgColor_override" "bh_menu_background2"
"paintbackground" "0"
"Command" "opentf2options"

"sound_depressed" "UI/buttonclick.wav"
"sound_released" "UI/buttonclickrelease.wav"
}
[/code]
the font used here is bh_Font20 so go to budhud\resource\fonts\bh_lato search the font
[code]
bh_Font20
{
"1"
{
"name" "Lato Semibold"
"tall" "20"
"weight" "500"
"antialias" "1"
"dropshadow" "0"
"outline" "0"
}
}
[/code]
copy and paste it in sunsetdark\resource\scheme\Fonts.res before CustomFontFiles
[code]
"QuestMap_Huge"
{
"1"
{
"name" "Renogare Soft"
"tall" "30"
"weight" "400"
"additive" "0"
"antialias" "1"
}
}
//paste it here

} //before this

CustomFontFiles
[/code]

Now the color, bh_menu_foreground2 and bh_menu_background2 are located in budhud\#customization\_enabled\bh_colors.res
search copy and paste them to sunsetdark\resource\scheme\Colors.res

You also need to copy Chat_English.txt because he's using custom labeltext

Alternatively you can copy every font with bh_Font suffix and every color with bh_ suffix

You need the custom materials ,materials\console copy and paste this folder to sunset\materials for the background

The custom icons budhud\materials\vgui\replay\thumbnails\menu_icons paste it to sunset\materials\vgui\replay\thumbnails\
6385
#6385
0 Frags +
Loltrollhow do I change the size of ammo and health

resource/ui/huplayerhealth.res PlayerStatusHealthValue change the "font" value

example:

from this
"font" "HudFontGiantBold"
to this
"font" "HudFontMediumBigBold"

https://imgur.com/a/M93JJKI

may need to change xpos and ypos

same for hudammoweapons.res

check clientscheme.res (font section) for the font name and size

[quote=Loltroll]how do I change the size of ammo and health[/quote]
resource/ui/huplayerhealth.res PlayerStatusHealthValue change the "font" value

example:

from this
"font" "HudFontGiantBold"
to this
"font" "HudFontMediumBigBold"

https://imgur.com/a/M93JJKI

may need to change xpos and ypos

same for hudammoweapons.res

check clientscheme.res (font section) for the font name and size
6386
#6386
0 Frags +

Hey, what should I edit to remove this trapeze shaped background thingy
https://cdn.discordapp.com/attachments/691395515035680852/720996851838353508/IMG_20200612_154331.jpg

Hey, what should I edit to remove this trapeze shaped background thingy
https://cdn.discordapp.com/attachments/691395515035680852/720996851838353508/IMG_20200612_154331.jpg
6387
#6387
3 Frags +
shinsoHey, what should I edit to remove this trapeze shaped background thingy
https://cdn.discordapp.com/attachments/691395515035680852/720996851838353508/IMG_20200612_154331.jpg

https://pbs.twimg.com/media/ELC89S0UYAEjHy3.jpg

[quote=shinso]Hey, what should I edit to remove this trapeze shaped background thingy
https://cdn.discordapp.com/attachments/691395515035680852/720996851838353508/IMG_20200612_154331.jpg[/quote]
https://pbs.twimg.com/media/ELC89S0UYAEjHy3.jpg
6388
#6388
1 Frags +
shinsoHey, what should I edit to remove this trapeze shaped background thingy
https://cdn.discordapp.com/attachments/691395515035680852/720996851838353508/IMG_20200612_154331.jpg

in hudmatchstatus.res, it's called RoundCounter

[quote=shinso]Hey, what should I edit to remove this trapeze shaped background thingy
https://cdn.discordapp.com/attachments/691395515035680852/720996851838353508/IMG_20200612_154331.jpg[/quote]

in hudmatchstatus.res, it's called RoundCounter
6389
#6389
0 Frags +

I would like to pulse my health a color everytime i take damage. is there an event i can use to achieve this? i want an event similar to this animation https://imgur.com/a/8gQA45y.

I would like to pulse my health a color everytime i take damage. is there an event i can use to achieve this? i want an event similar to this animation https://imgur.com/a/8gQA45y.
6390
#6390
0 Frags +

Which files are used to edit these MvM aspects?

(missing bomb compass icon and those two red and blue lines)

https://i.imgur.com/b45HH8q.png

(tournament player ready/not ready class icons and buttons blocking the wave information)

https://i.imgur.com/pSXZNLC.png

(scoreboard credit panel being white)

https://i.imgur.com/VmgcYNc.png

These MvM files were pulled from Sunset Hud to give another hud MvM support

Which files are used to edit these MvM aspects?

(missing bomb compass icon and those two red and blue lines)
[img]https://i.imgur.com/b45HH8q.png[/img]

(tournament player ready/not ready class icons and buttons blocking the wave information)
[img]https://i.imgur.com/pSXZNLC.png[/img]

(scoreboard credit panel being white)
[img]https://i.imgur.com/VmgcYNc.png[/img]

These MvM files were pulled from Sunset Hud to give another hud MvM support
1 ⋅⋅ 210 211 212 213 214 215 216 ⋅⋅ 234
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