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Show your HUD modifications!
posted in Customization
1891
#1891
0 Frags +

It's attached to the top left of the hud element of hudmediccharge, so you have to move the entire thing, and then move the individual elements back to their original position.

It's attached to the top left of the hud element of hudmediccharge, so you have to move the entire thing, and then move the individual elements back to their original position.
1892
#1892
1 Frags +

So, here's how I have been doing buttons:

Placing an imagepanel where I want the button and then defining the button separately in the same location with the same wide and tall values and with no image. This allows me to click on the button and give the impression I am clicking on the image panel. The issue is, I want to use trapezoidal buttons (with .vtfs) but afaik, buttons can only be defined with tall and wide values.

My question is, is there a different, better way to create buttons in TF2 that would allow me to do this?

So, here's how I have been doing buttons:

Placing an imagepanel where I want the button and then defining the button separately in the same location with the same wide and tall values and with no image. This allows me to click on the button and give the impression I am clicking on the image panel. The issue is, I want to use trapezoidal buttons (with .vtfs) but afaik, buttons can only be defined with tall and wide values.

My question is, is there a different, better way to create buttons in TF2 that would allow me to do this?
1893
#1893
0 Frags +

really? wow that's not even worth it

really? wow that's not even worth it
1894
#1894
0 Frags +
flatlinereally? wow that's not even worth it

It takes a couple minutes. Just move hud medic charge until the icon is where you want it, then move the chargemeters and chargelabels over...Took me like 5 minutes when I did mine.

[quote=flatline]really? wow that's not even worth it[/quote]

It takes a couple minutes. Just move hud medic charge until the icon is where you want it, then move the chargemeters and chargelabels over...Took me like 5 minutes when I did mine.
1895
#1895
-1 Frags +
VoloderSo, here's how I have been doing buttons:

Placing an imagepanel where I want the button and then defining the button separately in the same location with the same wide and tall values and with no image. This allows me to click on the button and give the impression I am clicking on the image panel. The issue is, I want to use trapezoidal buttons (with .vtfs) but afaik, buttons can only be defined with tall and wide values.

My question is, is there a different, better way to create buttons in TF2 that would allow me to do this?

If this isn't what you're already doing there'd probably be no way to get it to work except for making a lot of buttons with the same command and having them line up to make the shape you want sort of like pixel art. Diagonals don't really exist in tf2 so the best you can do is set things up with rectangles to be as close to that as you can.

Using CExImageButton tends to be more elegant for, well, image buttons, but for what you're doing they'd only make it harder.

[quote=Voloder]So, here's how I have been doing buttons:

Placing an imagepanel where I want the button and then defining the button separately in the same location with the same wide and tall values and with no image. This allows me to click on the button and give the impression I am clicking on the image panel. The issue is, I want to use trapezoidal buttons (with .vtfs) but afaik, buttons can only be defined with tall and wide values.

My question is, is there a different, better way to create buttons in TF2 that would allow me to do this?[/quote]
If this isn't what you're already doing there'd probably be no way to get it to work except for making a lot of buttons with the same command and having them line up to make the shape you want sort of like pixel art. Diagonals don't really exist in tf2 so the best you can do is set things up with rectangles to be as close to that as you can.

Using CExImageButton tends to be more elegant for, well, image buttons, but for what you're doing they'd only make it harder.
1896
#1896
8 Frags +

Finally finished with the majority of final exams and papers, so I actually have time for a life again (although I just spent some of it on a video game, but that is besides the point).

http://i1360.photobucket.com/albums/r646/ZimmyWho/SpecTournament_zpsdcb6ea08.png

Finally finished with the majority of final exams and papers, so I actually have time for a life again (although I just spent some of it on a video game, but that is besides the point).

[img]http://i1360.photobucket.com/albums/r646/ZimmyWho/SpecTournament_zpsdcb6ea08.png[/img]
1897
#1897
2 Frags +

That looks really nice, download?

That looks really nice, download?
1898
#1898
3 Frags +

r6h6 r i 6ri65i5 3

r6h6 r i 6ri65i5 3
1899
#1899
1 Frags +
JarateKingVoloderSo, here's how I have been doing buttons:

Placing an imagepanel where I want the button and then defining the button separately in the same location with the same wide and tall values and with no image. This allows me to click on the button and give the impression I am clicking on the image panel. The issue is, I want to use trapezoidal buttons (with .vtfs) but afaik, buttons can only be defined with tall and wide values.

My question is, is there a different, better way to create buttons in TF2 that would allow me to do this?
If this isn't what you're already doing there'd probably be no way to get it to work except for making a lot of buttons with the same command and having them line up to make the shape you want sort of like pixel art. Diagonals don't really exist in tf2 so the best you can do is set things up with rectangles to be as close to that as you can.

Using CExImageButton tends to be more elegant for, well, image buttons, but for what you're doing they'd only make it harder.

So I looked at fluxhud's source since I know it uses custom vtfs. It seems simple enough to define images in gamemenu.res and then use them in mainmenuoverride.res. If using these would allow me to make buttons better for the custom vtfs I will be using, why shouldn't I use them? You mentioned that it would make it harder? Can you elaborate on that because it seems to make that making lots of smaller buttons in a sort of pixel art would be vastly more time consuming.

[quote=JarateKing][quote=Voloder]So, here's how I have been doing buttons:

Placing an imagepanel where I want the button and then defining the button separately in the same location with the same wide and tall values and with no image. This allows me to click on the button and give the impression I am clicking on the image panel. The issue is, I want to use trapezoidal buttons (with .vtfs) but afaik, buttons can only be defined with tall and wide values.

My question is, is there a different, better way to create buttons in TF2 that would allow me to do this?[/quote]
If this isn't what you're already doing there'd probably be no way to get it to work except for making a lot of buttons with the same command and having them line up to make the shape you want sort of like pixel art. Diagonals don't really exist in tf2 so the best you can do is set things up with rectangles to be as close to that as you can.

Using CExImageButton tends to be more elegant for, well, image buttons, but for what you're doing they'd only make it harder.[/quote]
So I looked at fluxhud's source since I know it uses custom vtfs. It seems simple enough to define images in gamemenu.res and then use them in mainmenuoverride.res. If using these would allow me to make buttons better for the custom vtfs I will be using, why shouldn't I use them? You mentioned that it would make it harder? Can you elaborate on that because it seems to make that making lots of smaller buttons in a sort of pixel art would be vastly more time consuming.
1900
#1900
4 Frags +
flatlinehttp://puu.sh/8maMA.jpg

Fuck the vaccinator.

I thought covering the shadow text was a good idea

http://i.imgur.com/G0pqE9G.png

[quote=flatline][img]http://puu.sh/8maMA.jpg[/img]

Fuck the vaccinator.[/quote]

I thought covering the shadow text was a good idea

[img]http://i.imgur.com/G0pqE9G.png[/img]
1901
#1901
1 Frags +
SpannzerGarm3n hud 4MP, added my own crosshair.

http://steamcommunity.com/sharedfiles/filedetails/?id=241897184

dl?

[quote=Spannzer]Garm3n hud 4MP, added my own crosshair.

http://steamcommunity.com/sharedfiles/filedetails/?id=241897184[/quote]

dl?
1902
#1902
1 Frags +

I've been having some difficulties with the 'continue' button in the mapinfomenu (the second "motd", for lack of a better word, when you join a server, with info on the map). I used to be simply using the kbn version of this file, which worked perectly, but then started to edit it to create my own, which is by now completely different. When I changed xpos on the element "MapInfoContinue", instead of simply moving the element, it created a new one at that position. Or, possibly, it did move it, but an old copy still remained (????). The older version of the button can be clicked and functions as the continue button should, the new one does not.
I'm very confused.

http://i.imgur.com/Ud0YUNN.png

http://pastebin.com/7KAP09QX

EDIT: KBN one for comparison, this one works perfectly fine.
http://pastebin.com/y0ij3dh4

EDIT2: randomly started working when i restarted tf2. im so confused. ignore this i guess

I've been having some difficulties with the 'continue' button in the mapinfomenu (the second "motd", for lack of a better word, when you join a server, with info on the map). I used to be simply using the kbn version of this file, which worked perectly, but then started to edit it to create my own, which is by now completely different. When I changed xpos on the element "MapInfoContinue", instead of simply moving the element, it created a new one at that position. Or, possibly, it did move it, but an old copy still remained (????). The older version of the button can be clicked and functions as the continue button should, the new one does not.
I'm very confused.
[img]http://i.imgur.com/Ud0YUNN.png[/img]
http://pastebin.com/7KAP09QX

EDIT: KBN one for comparison, this one works perfectly fine.
http://pastebin.com/y0ij3dh4


EDIT2: randomly started working when i restarted tf2. im so confused. ignore this i guess
1903
#1903
-1 Frags +
VoloderJarateKingVoloderSo, here's how I have been doing buttons:

Placing an imagepanel where I want the button and then defining the button separately in the same location with the same wide and tall values and with no image. This allows me to click on the button and give the impression I am clicking on the image panel. The issue is, I want to use trapezoidal buttons (with .vtfs) but afaik, buttons can only be defined with tall and wide values.

My question is, is there a different, better way to create buttons in TF2 that would allow me to do this?
If this isn't what you're already doing there'd probably be no way to get it to work except for making a lot of buttons with the same command and having them line up to make the shape you want sort of like pixel art. Diagonals don't really exist in tf2 so the best you can do is set things up with rectangles to be as close to that as you can.

Using CExImageButton tends to be more elegant for, well, image buttons, but for what you're doing they'd only make it harder.
So I looked at fluxhud's source since I know it uses custom vtfs. It seems simple enough to define images in gamemenu.res and then use them in mainmenuoverride.res. If using these would allow me to make buttons better for the custom vtfs I will be using, why shouldn't I use them? You mentioned that it would make it harder? Can you elaborate on that because it seems to make that making lots of smaller buttons in a sort of pixel art would be vastly more time consuming.

It looks like there's a bit of a misunderstanding.

For regular, rectangular image buttons, it's generally better to use CExImageButtons to do it. It gets the same effect as what you're doing with the separate image and button but the image is internal, so you can move things a bit easier and do a few things like change color whenever it's clicked or hovered over or whatever, as well as being more readable for anyone editing it.

The reason why you shouldn't use them here is because they're still the same buttons and still only work as rectangles. The clicking area is still the wide and tall values, it doesn't look for the image or anything. If you want to get diagonal sides on your button, you'd have to make it up of multiple smaller buttons. For this reason, using a CExImageButton isn't as good of an idea. Time consuming sure but there just aren't alternatives available, unless I'm missing some mask variable or something.

[quote=Voloder][quote=JarateKing][quote=Voloder]So, here's how I have been doing buttons:

Placing an imagepanel where I want the button and then defining the button separately in the same location with the same wide and tall values and with no image. This allows me to click on the button and give the impression I am clicking on the image panel. The issue is, I want to use trapezoidal buttons (with .vtfs) but afaik, buttons can only be defined with tall and wide values.

My question is, is there a different, better way to create buttons in TF2 that would allow me to do this?[/quote]
If this isn't what you're already doing there'd probably be no way to get it to work except for making a lot of buttons with the same command and having them line up to make the shape you want sort of like pixel art. Diagonals don't really exist in tf2 so the best you can do is set things up with rectangles to be as close to that as you can.

Using CExImageButton tends to be more elegant for, well, image buttons, but for what you're doing they'd only make it harder.[/quote]
So I looked at fluxhud's source since I know it uses custom vtfs. It seems simple enough to define images in gamemenu.res and then use them in mainmenuoverride.res. If using these would allow me to make buttons better for the custom vtfs I will be using, why shouldn't I use them? You mentioned that it would make it harder? Can you elaborate on that because it seems to make that making lots of smaller buttons in a sort of pixel art would be vastly more time consuming.[/quote]
It looks like there's a bit of a misunderstanding.

For regular, rectangular image buttons, it's generally better to use CExImageButtons to do it. It gets the same effect as what you're doing with the separate image and button but the image is internal, so you can move things a bit easier and do a few things like change color whenever it's clicked or hovered over or whatever, as well as being more readable for anyone editing it.

The reason why you shouldn't use them here is because they're still the same buttons and still only work as rectangles. The clicking area is still the wide and tall values, it doesn't look for the image or anything. If you want to get diagonal sides on your button, you'd have to make it up of multiple smaller buttons. For this reason, using a CExImageButton isn't as good of an idea. Time consuming sure but there just aren't alternatives available, unless I'm missing some mask variable or something.
1904
#1904
0 Frags +

http://puu.sh/8nGkH.jpg

engi build menus

[img]http://puu.sh/8nGkH.jpg[/img]

engi build menus
1905
#1905
4 Frags +
VectriZimmyTreshThat looks really nice, download?
Please?

つ ◕_◕ ༽つ

[quote=Vectri][quote=Zimmy]
[img][/img][/quote]
[quote=Tresh]That looks really nice, download?[/quote]

Please?[/quote]

つ ◕_◕ ༽つ
1906
#1906
0 Frags +

http://i.imgur.com/2uArxCK.jpg

the results of late night tf2hud editing

edit: I used a lighter blue

[img]http://i.imgur.com/2uArxCK.jpg[/img]

the results of late night tf2hud editing

edit: I used a lighter blue
1907
#1907
0 Frags +

changing fonts

http://i.imgur.com/FGSwxSL.jpg

changing fonts
[img]http://i.imgur.com/FGSwxSL.jpg[/img]
1908
#1908
-1 Frags +
collycatchanging fonts
http://i.imgur.com/FGSwxSL.jpg

Looks pretty good, download please :D

[quote=collycat]changing fonts
[img]http://i.imgur.com/FGSwxSL.jpg[/img][/quote]

Looks pretty good, download please :D
1909
#1909
-1 Frags +
Ultrazhttp://i.imgur.com/2uArxCK.jpg

the results of late night tf2hud editing

edit: I used a lighter blue

not sure if youre looking for feedback, but feel like it looks a little too crazy. think it would be better looking without the black parts.

[quote=Ultraz][img]http://i.imgur.com/2uArxCK.jpg[/img]

the results of late night tf2hud editing

edit: I used a lighter blue[/quote]

not sure if youre looking for feedback, but feel like it looks a little too crazy. think it would be better looking without the black parts.
1910
#1910
1 Frags +

thoughts?

http://cloud-2.steampowered.com/ugc/486696665271234714/003B3AFF872B697026C6E5A952106247BCBE0C6D/

thoughts?
[img]http://cloud-2.steampowered.com/ugc/486696665271234714/003B3AFF872B697026C6E5A952106247BCBE0C6D/[/img]
1911
#1911
0 Frags +
fluxthoughts?
http://cloud-2.steampowered.com/ugc/486696665271234714/003B3AFF872B697026C6E5A952106247BCBE0C6D/

Really nice, good decision to take away the health and ammo text

[quote=flux]thoughts?
[img]http://cloud-2.steampowered.com/ugc/486696665271234714/003B3AFF872B697026C6E5A952106247BCBE0C6D/[/img][/quote]
Really nice, good decision to take away the health and ammo text
1912
#1912
0 Frags +
fluxthoughts?
http://cloud-2.steampowered.com/ugc/486696665271234714/003B3AFF872B697026C6E5A952106247BCBE0C6D/

I really dont like that font

[quote=flux]thoughts?
[img]http://cloud-2.steampowered.com/ugc/486696665271234714/003B3AFF872B697026C6E5A952106247BCBE0C6D/[/img][/quote]
I really dont like that font
1913
#1913
-1 Frags +
fluxthoughts?
http://cloud-2.steampowered.com/ugc/486696665271234714/003B3AFF872B697026C6E5A952106247BCBE0C6D/

love it

[quote=flux]thoughts?
[img]http://cloud-2.steampowered.com/ugc/486696665271234714/003B3AFF872B697026C6E5A952106247BCBE0C6D/[/img][/quote]
love it
1914
#1914
9 Frags +

did a thing with broesels base,twarsky hp and ammo, m0re´s damage numbers and meters,blackhud hudplayerclass and a bunch of minor changes and colors and medic charge meter and more shit i dont remember

http://i.imgur.com/YMxyLHp.jpg

http://i.imgur.com/mx8FmkQ.jpg

http://i.imgur.com/mwl3xKY.jpg

http://i.imgur.com/OyKVbl0.jpg

http://i.imgur.com/b2bn5kA.jpg

http://i.imgur.com/vfFnpfV.jpg

download V2 if anyone cares :https://dl.dropboxusercontent.com/u/49819530/hudmodcucarachafixed.rar
fixed killstreak thing and added sticky counter

did a thing with broesels base,twarsky hp and ammo, m0re´s damage numbers and meters,blackhud hudplayerclass and a bunch of minor changes and colors and medic charge meter and more shit i dont remember
[IMG]http://i.imgur.com/YMxyLHp.jpg[/IMG]
[IMG]http://i.imgur.com/mx8FmkQ.jpg[/IMG]
[IMG]http://i.imgur.com/mwl3xKY.jpg[/IMG]
[IMG]http://i.imgur.com/OyKVbl0.jpg[/IMG]
[IMG]http://i.imgur.com/b2bn5kA.jpg[/IMG]
[IMG]http://i.imgur.com/vfFnpfV.jpg[/IMG]

download V2 if anyone cares :https://dl.dropboxusercontent.com/u/49819530/hudmodcucarachafixed.rar
fixed killstreak thing and added sticky counter
1915
#1915
-1 Frags +

can someone help me move the targetid for the person being healed?

http://i.imgur.com/tTFSXdz.jpg

can someone help me move the targetid for the person being healed?
[img]http://i.imgur.com/tTFSXdz.jpg[/img]
1916
#1916
0 Frags +
mousiopedid a thing with broesels base,twarsky hp and ammo, m0re´s damage numbers and meters,blackhud hudplayerclass and a bunch of minor changes and colors and medic charge meter and more shit i dont remember
[IMG]http://i.imgur.com/YMxyLHp.jpg[/IMG]
[IMG]http://i.imgur.com/mx8FmkQ.jpg[/IMG]
[IMG]http://i.imgur.com/mwl3xKY.jpg[/IMG]
[IMG]http://i.imgur.com/OyKVbl0.jpg[/IMG]
[IMG]http://i.imgur.com/b2bn5kA.jpg[/IMG]
[IMG]http://i.imgur.com/vfFnpfV.jpg[/IMG]

download if anyone cares :https://dl.dropboxusercontent.com/u/49819530/hudmodcucaracha.rar

looks great but can you fix the killstreak counter? its a little broken

[quote=mousiope]did a thing with broesels base,twarsky hp and ammo, m0re´s damage numbers and meters,blackhud hudplayerclass and a bunch of minor changes and colors and medic charge meter and more shit i dont remember
[IMG]http://i.imgur.com/YMxyLHp.jpg[/IMG]
[IMG]http://i.imgur.com/mx8FmkQ.jpg[/IMG]
[IMG]http://i.imgur.com/mwl3xKY.jpg[/IMG]
[IMG]http://i.imgur.com/OyKVbl0.jpg[/IMG]
[IMG]http://i.imgur.com/b2bn5kA.jpg[/IMG]
[IMG]http://i.imgur.com/vfFnpfV.jpg[/IMG]

download if anyone cares :https://dl.dropboxusercontent.com/u/49819530/hudmodcucaracha.rar[/quote]
looks great but can you fix the killstreak counter? its a little broken
1917
#1917
3 Frags +
reddcan someone help me move the targetid for the person being healed?

CSecondaryTargetID in HudLayout.res

http://i.imgur.com/oSVTC6y.jpg

Show Content
I just don't know anymore.
[quote=redd]can someone help me move the targetid for the person being healed?
[/quote]
CSecondaryTargetID in HudLayout.res

[img]http://i.imgur.com/oSVTC6y.jpg[/img]
[spoiler]I just don't know anymore.[/spoiler]
1918
#1918
0 Frags +

looks great but can you fix the killstreak counter? its a little broken[/quote]

i don´t have a killstreak weapon so i have no clue whats the problem

looks great but can you fix the killstreak counter? its a little broken[/quote]

i don´t have a killstreak weapon so i have no clue whats the problem
1919
#1919
-1 Frags +

For some reason the fonts in gunblade's recent (march) update of the garm3n QL hud are not working for me:

http://steamcommunity.com/sharedfiles/filedetails/?id=253931050

I'm playing on a mac, so I feel like that's probably why. I made sure to install all the fonts, is there something else I need to do to make them work properly?

For some reason the fonts in gunblade's recent (march) update of the garm3n QL hud are not working for me:

http://steamcommunity.com/sharedfiles/filedetails/?id=253931050

I'm playing on a mac, so I feel like that's probably why. I made sure to install all the fonts, is there something else I need to do to make them work properly?
1920
#1920
-1 Frags +
vanillaFor some reason the fonts in gunblade's recent (march) update of the garm3n QL hud are not working for me:

http://steamcommunity.com/sharedfiles/filedetails/?id=253931050

I'm playing on a mac, so I feel like that's probably why. I made sure to install all the fonts, is there something else I need to do to make them work properly?

Fonts on mac are really weird. You either need to edit them in a font editor or use a different font that you know works on mac.

[quote=vanilla]For some reason the fonts in gunblade's recent (march) update of the garm3n QL hud are not working for me:

http://steamcommunity.com/sharedfiles/filedetails/?id=253931050

I'm playing on a mac, so I feel like that's probably why. I made sure to install all the fonts, is there something else I need to do to make them work properly?[/quote]
Fonts on mac are really weird. You either need to edit them in a font editor or use a different font that you know works on mac.
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