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Show your HUD modifications!
posted in Customization
1111
#1111
-1 Frags +

big thanks to everyone who helped me out, shoutout to rays who took the time to explain to me over mumble which helped a ton

<3

big thanks to everyone who helped me out, shoutout to rays who took the time to explain to me over mumble which helped a ton

<3
1112
#1112
4 Frags +

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

Does anyone like this left winpanel design?

[img]http://i.imgur.com/SDjpHcX.jpg[/img]

Does anyone like this left winpanel design?
1113
#1113
-1 Frags +
Tazhttp://i.imgur.com/SDjpHcX.jpg

Does anyone like this left winpanel design?

YES

[quote=Taz][img]http://i.imgur.com/SDjpHcX.jpg[/img]

Does anyone like this left winpanel design?[/quote]
YES
1114
#1114
0 Frags +
Tazhttp://i.imgur.com/SDjpHcX.jpg

Does anyone like this left winpanel design?

Yeah :P Just need to make the box fit.

[quote=Taz][img]http://i.imgur.com/SDjpHcX.jpg[/img]

Does anyone like this left winpanel design?[/quote]


Yeah :P Just need to make the box fit.
1115
#1115
-1 Frags +
SanikTazhttp://i.imgur.com/SDjpHcX.jpg

Does anyone like this left winpanel design?

Yeah :P Just need to make the box fit.

Yeah I will definitely make it look right, this was just a little test to see if people like it

[quote=Sanik][quote=Taz][img]http://i.imgur.com/SDjpHcX.jpg[/img]

Does anyone like this left winpanel design?[/quote]


Yeah :P Just need to make the box fit.[/quote]

Yeah I will definitely make it look right, this was just a little test to see if people like it
1116
#1116
huds.tf
7 Frags +

http://i.imgur.com/3freaqz.png

Decided to upload an album on how all of the classes look with their HUD elements. Missed a few things to screenshot (such as bleeding and milk) but they all fit where they're supposed too.

(Also I included the Vaccinator image in this post because I'm proud of it even though I never play medic or use that weapon)

Coming soon kids I promise

[img]http://i.imgur.com/3freaqz.png[/img]

Decided to [url=http://imgur.com/a/OsTNO]upload an album[/url] on how all of the classes look with their HUD elements. Missed a few things to screenshot (such as bleeding and milk) but they all fit where they're supposed too.

(Also I included the Vaccinator image in this post because I'm proud of it even though I never play medic or use that weapon)

Coming soon kids I promise
1117
#1117
0 Frags +
omnipic

That is the sexiest vaccinator hud I have ever seen ._. Looks great, please finish soon <3

[quote=omni]pic[/quote]

That is the sexiest vaccinator hud I have ever seen ._. Looks great, please finish soon <3
1118
#1118
1 Frags +
omnistuff

looking amazing so far :D

[quote=omni]stuff

[/quote]

looking amazing so far :D
1119
#1119
-1 Frags +
omnipic

did you do anything with spy's sapper hud element

[quote=omni]pic[/quote]
did you do anything with spy's sapper hud element
1120
#1120
huds.tf
-1 Frags +
xetsogomnipicdid you do anything with spy's sapper hud element

Yeah, it's identical to how the engie's building panels look.

[quote=xetsog][quote=omni]pic[/quote]
did you do anything with spy's sapper hud element[/quote]
Yeah, it's identical to how the engie's building panels look.
1121
#1121
0 Frags +

rfgsdg dsgsd 5 5g

rfgsdg dsgsd 5 5g
1122
#1122
-1 Frags +
omnihttp://i.imgur.com/3freaqz.png

Decided to upload an album on how all of the classes look with their HUD elements. Missed a few things to screenshot (such as bleeding and milk) but they all fit where they're supposed too.

(Also I included the Vaccinator image in this post because I'm proud of it even though I never play medic or use that weapon)

Coming soon kids I promise

This is an amazing hud man! Really awesome work. Did you work with mvm too?

[quote=omni][img]http://i.imgur.com/3freaqz.png[/img]

Decided to [url=http://imgur.com/a/OsTNO]upload an album[/url] on how all of the classes look with their HUD elements. Missed a few things to screenshot (such as bleeding and milk) but they all fit where they're supposed too.

(Also I included the Vaccinator image in this post because I'm proud of it even though I never play medic or use that weapon)

Coming soon kids I promise[/quote]
This is an amazing hud man! Really awesome work. Did you work with mvm too?
1123
#1123
huds.tf
-1 Frags +
VectriI play medic alot, is there any way to change the .vtf of the vaccinator sheild or whatever the filetype it is so it fits in with your HUD? That would be amazing.

It's definitely do-able, but I don't plan on modifying it that heavily.

Slayer6This is an amazing hud man! Really awesome work. Did you work with mvm too?

It will work with MvM, I haven't gotten around to doing too much with it at the moment though. MvM will probably be the last thing I do.

[quote=Vectri]I play medic alot, is there any way to change the .vtf of the vaccinator sheild or whatever the filetype it is so it fits in with your HUD? That would be amazing.[/quote]
It's definitely do-able, but I don't plan on modifying it that heavily.

[quote=Slayer6]This is an amazing hud man! Really awesome work. Did you work with mvm too?[/quote]
It will work with MvM, I haven't gotten around to doing too much with it at the moment though. MvM will probably be the last thing I do.
1124
#1124
-1 Frags +

g5g 5g df g3 zdf sd qa 2 qa fd j6 6hj

g5g 5g df g3 zdf sd qa 2 qa fd j6 6hj
1125
#1125
-1 Frags +
StoreMzI took the Helvetica hud and added some shadows.
http://i.imgur.com/OBhBeen.jpg
I also did some weird things with target id's
http://i.imgur.com/hPLlI9G.jpg

I did this in 1920x1080 so I don't know what it's like in other resolutions.

DL: http://www.mediafire.com/download/zrphrt487hicho3/HelveticaHUDedit.rar

wow I love this hud but can you or someone made it for 1280 x 720 resolution?

[quote=StoreMz]I took the Helvetica hud and added some shadows.
[img]http://i.imgur.com/OBhBeen.jpg[/img]
I also did some weird things with target id's
[img]http://i.imgur.com/hPLlI9G.jpg[/img]

I did this in 1920x1080 so I don't know what it's like in other resolutions.

DL: http://www.mediafire.com/download/zrphrt487hicho3/HelveticaHUDedit.rar[/quote]

wow I love this hud but can you or someone made it for 1280 x 720 resolution?
1126
#1126
-1 Frags +

http://steamcommunity.com/sharedfiles/filedetails/?id=220404862

color, font, 3D model and killstreak edited OMP

http://steamcommunity.com/sharedfiles/filedetails/?id=220404862

color, font, 3D model and killstreak edited OMP
1127
#1127
-1 Frags +
_kayzer_http://steamcommunity.com/sharedfiles/filedetails/?id=220404862

color, font, 3D model and killstreak edited OMP

Good to see this killstreak style is getting viral ^^

[quote=_kayzer_]http://steamcommunity.com/sharedfiles/filedetails/?id=220404862

color, font, 3D model and killstreak edited OMP[/quote]

Good to see [url=http://teamfortress.tv/forum/thread/8719-hud-hudas-iscariote-first-beta-release/10#post-287]this killstreak style[/url] is getting viral ^^
1128
#1128
-1 Frags +

What file handles the like >> thing that goes in the killfeed with a killstreak and can the killstreak number font be changed or is it based on the default font for deathnotices?

What file handles the like >> thing that goes in the killfeed with a killstreak and can the killstreak number font be changed or is it based on the default font for deathnotices?
1129
#1129
-1 Frags +
BenroadsWhat file handles the like >> thing that goes in the killfeed with a killstreak and can the killstreak number font be changed or is it based on the default font for deathnotices?

Here is a sample for the codes you need, it includes background (BG), killcount (ItemEffectMeterCount) and killstreak icon (KillStreakIcon). Background is optional of course. Fonts can be changed to anything desired, however some parameters like the default background and letter next to it must be disabled:

	"ItemEffectMeterCount"
	{
		"ControlName"			"CExLabel"
		"fieldName"				"ItemEffectMeterCount"
		"xpos"					"48"
		"ypos"					"36"
		"zpos"					"9"
		"wide"					"30"
		"tall"					"29"	
		"pinCorner"				"2"
		"visible"				"1"
		"enabled"				"1"
		"tabPosition"			"0"
		"labelText"				"%progresscount%"
		"textAlignment"			"north"
		"dulltext"				"0"
		"brighttext"			"0"
		"font"					"Museo15"
		"font_minmode"			"Museo15"
		"fgcolor"               "234 234 234 255"
	}

	"BG"
	{
		"ControlName"	"ImagePanel"
		"fieldName"		"BG"
		"xpos"			"39"
		"ypos"			"36"
		"zpos"			"8"
		"wide"			"38"
		"tall"			"15"
		"autoResize"	"0"
		"pinCorner"		"0"
		"visible"		"1"
		"enabled"		"1"
		"tabPosition"	"0"	
		"fillcolor"		"32 32 32 255"
		"PaintBackgroundType"	"0"
	}

	"KillStreakIcon"
	{
		"ControlName"	"CTFImagePanel"
		"fieldName"		"KillStreakIcon"
		"xpos"			"37"
		"ypos"			"33"
		"zpos"			"9"
		"wide"			"20"
		"tall"			"20"
		"autoResize"	"0"
		"pinCorner"		"0"
		"visible"		"1"
		"enabled"		"1"
		"tabPosition"	"0"	
		"image"			"../hud/leaderboard_streak"
		"PaintBackgroundType"	"0"
	}
[quote=Benroads]What file handles the like >> thing that goes in the killfeed with a killstreak and can the killstreak number font be changed or is it based on the default font for deathnotices?[/quote]

Here is a sample for the codes you need, it includes background (BG), killcount (ItemEffectMeterCount) and killstreak icon (KillStreakIcon). Background is optional of course. Fonts can be changed to anything desired, however some parameters like the default background and letter next to it must be disabled:

[code] "ItemEffectMeterCount"
{
"ControlName" "CExLabel"
"fieldName" "ItemEffectMeterCount"
"xpos" "48"
"ypos" "36"
"zpos" "9"
"wide" "30"
"tall" "29"
"pinCorner" "2"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" "%progresscount%"
"textAlignment" "north"
"dulltext" "0"
"brighttext" "0"
"font" "Museo15"
"font_minmode" "Museo15"
"fgcolor" "234 234 234 255"
}

"BG"
{
"ControlName" "ImagePanel"
"fieldName" "BG"
"xpos" "39"
"ypos" "36"
"zpos" "8"
"wide" "38"
"tall" "15"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"fillcolor" "32 32 32 255"
"PaintBackgroundType" "0"
}

"KillStreakIcon"
{
"ControlName" "CTFImagePanel"
"fieldName" "KillStreakIcon"
"xpos" "37"
"ypos" "33"
"zpos" "9"
"wide" "20"
"tall" "20"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"image" "../hud/leaderboard_streak"
"PaintBackgroundType" "0"
}[/code]
1130
#1130
-1 Frags +
redd0tBenroadsWhat file handles the like >> thing that goes in the killfeed with a killstreak and can the killstreak number font be changed or is it based on the default font for deathnotices?
Here is a sample for the codes you need, it includes background (BG), killcount (ItemEffectMeterCount) and killstreak icon (KillStreakIcon). Background is optional of course. Fonts can be changed to anything desired, however some parameters like the default background and letter next to it must be disabled:
	"ItemEffectMeterCount"
	{
		"ControlName"			"CExLabel"
		"fieldName"				"ItemEffectMeterCount"
		"xpos"					"48"
		"ypos"					"36"
		"zpos"					"9"
		"wide"					"30"
		"tall"					"29"	
		"pinCorner"				"2"
		"visible"				"1"
		"enabled"				"1"
		"tabPosition"			"0"
		"labelText"				"%progresscount%"
		"textAlignment"			"north"
		"dulltext"				"0"
		"brighttext"			"0"
		"font"					"Museo15"
		"font_minmode"			"Museo15"
		"fgcolor"               "234 234 234 255"
	}

	"BG"
	{
		"ControlName"	"ImagePanel"
		"fieldName"		"BG"
		"xpos"			"39"
		"ypos"			"36"
		"zpos"			"8"
		"wide"			"38"
		"tall"			"15"
		"autoResize"	"0"
		"pinCorner"		"0"
		"visible"		"1"
		"enabled"		"1"
		"tabPosition"	"0"	
		"fillcolor"		"32 32 32 255"
		"PaintBackgroundType"	"0"
	}

	"KillStreakIcon"
	{
		"ControlName"	"CTFImagePanel"
		"fieldName"		"KillStreakIcon"
		"xpos"			"37"
		"ypos"			"33"
		"zpos"			"9"
		"wide"			"20"
		"tall"			"20"
		"autoResize"	"0"
		"pinCorner"		"0"
		"visible"		"1"
		"enabled"		"1"
		"tabPosition"	"0"	
		"image"			"../hud/leaderboard_streak"
		"PaintBackgroundType"	"0"
	}

when i try to move the killstreakicon, it disappears. any help?

[quote=redd0t][quote=Benroads]What file handles the like >> thing that goes in the killfeed with a killstreak and can the killstreak number font be changed or is it based on the default font for deathnotices?[/quote]

Here is a sample for the codes you need, it includes background (BG), killcount (ItemEffectMeterCount) and killstreak icon (KillStreakIcon). Background is optional of course. Fonts can be changed to anything desired, however some parameters like the default background and letter next to it must be disabled:

[code] "ItemEffectMeterCount"
{
"ControlName" "CExLabel"
"fieldName" "ItemEffectMeterCount"
"xpos" "48"
"ypos" "36"
"zpos" "9"
"wide" "30"
"tall" "29"
"pinCorner" "2"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" "%progresscount%"
"textAlignment" "north"
"dulltext" "0"
"brighttext" "0"
"font" "Museo15"
"font_minmode" "Museo15"
"fgcolor" "234 234 234 255"
}

"BG"
{
"ControlName" "ImagePanel"
"fieldName" "BG"
"xpos" "39"
"ypos" "36"
"zpos" "8"
"wide" "38"
"tall" "15"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"fillcolor" "32 32 32 255"
"PaintBackgroundType" "0"
}

"KillStreakIcon"
{
"ControlName" "CTFImagePanel"
"fieldName" "KillStreakIcon"
"xpos" "37"
"ypos" "33"
"zpos" "9"
"wide" "20"
"tall" "20"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"image" "../hud/leaderboard_streak"
"PaintBackgroundType" "0"
}[/code][/quote]
when i try to move the killstreakicon, it disappears. any help?
1131
#1131
-1 Frags +

Every parameter is bound to default killstreak part. They cannot be too seperated including the icon. Move the whole killsteak to a desired location by taking the killcount numbers as a pinpoint, then introduce the killicon, first parameter in the .res file is for positioning the whole killstreak. The rest of the parameters‘ positions are respect to the first one.

Every parameter is bound to default killstreak part. They cannot be too seperated including the icon. Move the whole killsteak to a desired location by taking the killcount numbers as a pinpoint, then introduce the killicon, first parameter in the .res file is for positioning the whole killstreak. The rest of the parameters‘ positions are respect to the first one.
1132
#1132
-1 Frags +
redd0tEvery parameter is bound to default killstreak part. They cannot be too seperated including the icon. Move the whole killsteak to a desired location by taking the killcount numbers as a pinpoint, then introduce the killicon, first parameter in the .res file is for positioning the whole killstreak. The rest of the parameters‘ positions are respect to the first one.

so the first parameter is

HudItemEffectMeter
{
"fieldName" "HudItemEffectMeter"
"visible" "0"
"enabled" "1"
"xpos" "94" [$WIN32]
"ypos" "r52" [$WIN32]
"xpos_minmode" "r70" [$WIN32]
"ypos_minmode" "r74" [$WIN32]
"wide" "100"
"tall" "50"
"MeterFG" "White"
"MeterBG" "Gray"
}

how do i pinpoint it?

edit: got it working, still don't know what pinpoint does or if it matters

[quote=redd0t]Every parameter is bound to default killstreak part. They cannot be too seperated including the icon. Move the whole killsteak to a desired location by taking the killcount numbers as a pinpoint, then introduce the killicon, first parameter in the .res file is for positioning the whole killstreak. The rest of the parameters‘ positions are respect to the first one.[/quote]
so the first parameter is

[quote] HudItemEffectMeter
{
"fieldName" "HudItemEffectMeter"
"visible" "0"
"enabled" "1"
"xpos" "94" [$WIN32]
"ypos" "r52" [$WIN32]
"xpos_minmode" "r70" [$WIN32]
"ypos_minmode" "r74" [$WIN32]
"wide" "100"
"tall" "50"
"MeterFG" "White"
"MeterBG" "Gray"
}[/quote]
how do i pinpoint it?

edit: got it working, still don't know what pinpoint does or if it matters
1133
#1133
-1 Frags +

Sry I meant to say everything respect to that point.

Sry I meant to say everything respect to that point.
1134
#1134
-1 Frags +

was talking about stuff for the deathnotices only, i'm trying to see if it's possible to hide all that shit in the killfeed by setting the numbers to a null font file and removing the >> Thing

was talking about stuff for the deathnotices only, i'm trying to see if it's possible to hide all that shit in the killfeed by setting the numbers to a null font file and removing the >> Thing
1135
#1135
-1 Frags +
redd0t_kayzer_http://steamcommunity.com/sharedfiles/filedetails/?id=220404862

color, font, 3D model and killstreak edited OMP

Good to see this killstreak style is getting viral ^^

It's a great killstreak counter, get proud of yourself mate!

[quote=redd0t][quote=_kayzer_]http://steamcommunity.com/sharedfiles/filedetails/?id=220404862

color, font, 3D model and killstreak edited OMP[/quote]

Good to see [url=http://teamfortress.tv/forum/thread/8719-hud-hudas-iscariote-first-beta-release/10#post-287]this killstreak style[/url] is getting viral ^^[/quote]

It's a great killstreak counter, get proud of yourself mate!
1136
#1136
-1 Frags +

So I'm trying to animate an image crosshair so it flashes visible when I do damage and disappears after a little bit. I was able to make it work using this code:

Animate Redex xpos "c-10" Linear 0.0 0.1
	Animate Redex xpos "9999" Linear 0.2 0.300001

Only problem is that my method is essentially moving it across the screen and so sometimes I literally see the crosshair flash in several different parts of my screen which is a little less than ideal. This happens especially for weapons that do lots of damage ticks over small intervals like needles, the flamethrower, the minigun etc. Anyone have any idea if there's a workaround? I was thinking maybe:

    I could accomplish my goal by moving the crosshair instantly by using 'pulse' or 'flicker' instead of linear, no experience using either of those in animations, I've only ever used linear or accel/deaccel.
    There was another way to toggle visibility that I missed? I tried using 'alpha' but it didn't work, perhaps I made a simple error however.

I have limited experience with hudanimations_tf.txt, anyone have any information or even a link that would help me? (already checked doodle and flame's hud guides + tf2 wiki + poked around valve developer wiki).

EDIT: I've also already tried resizing it instead of moving it and while that was a reasonable workaround it still didn't seem to happen instantly so I wasn't a huge fan and the same problem remained just it maifested itself differently.

EDIT2: Since image crosshairs use custom textures defined in materials/vgui/replay/thumbnails could I use this?

SetTexture <panel name> <textureidname> <texturefilename> <set time>
So I'm trying to animate an image crosshair so it flashes visible when I do damage and disappears after a little bit. I was able to make it work using this code:

[code]Animate Redex xpos "c-10" Linear 0.0 0.1
Animate Redex xpos "9999" Linear 0.2 0.300001[/code]

Only problem is that my method is essentially moving it across the screen and so sometimes I literally see the crosshair flash in several different parts of my screen which is a little less than ideal. This happens especially for weapons that do lots of damage ticks over small intervals like needles, the flamethrower, the minigun etc. Anyone have any idea if there's a workaround? I was thinking maybe:

[list]I could accomplish my goal by moving the crosshair instantly by using 'pulse' or 'flicker' instead of linear, no experience using either of those in animations, I've only ever used linear or accel/deaccel.
[/list]
[list]There was another way to toggle visibility that I missed? I tried using 'alpha' but it didn't work, perhaps I made a simple error however.
[/list]

I have limited experience with hudanimations_tf.txt, anyone have any information or even a link that would help me? (already checked doodle and flame's hud guides + tf2 wiki + poked around valve developer wiki).

EDIT: I've also already tried resizing it instead of moving it and while that was a reasonable workaround it still didn't seem to happen instantly so I wasn't a huge fan and the same problem remained just it maifested itself differently.

EDIT2: Since image crosshairs use custom textures defined in materials/vgui/replay/thumbnails could I use this?

[code]SetTexture <panel name> <textureidname> <texturefilename> <set time>[/code]
1137
#1137
0 Frags +

to do it instead of xpos make it alpha. Like so

Animate Redex alpha"255" Linear 0.0 0.0
Animate Redex alpha"0" Linear 0.0 0.0

to do it instead of xpos make it alpha. Like so

Animate Redex alpha"255" Linear 0.0 0.0
Animate Redex alpha"0" Linear 0.0 0.0
1138
#1138
-1 Frags +
Benroadswas talking about stuff for the deathnotices only, i'm trying to see if it's possible to hide all that shit in the killfeed by setting the numbers to a null font file and removing the >> Thing

Ahh I understand what you mean, if you have GCFScape, extract "scripts > mod_textures.txt" (if you already have it in your hud somewhere then just) open the text file, find "leaderboard_streak" and "leaderboard_streak_dneg", remove these parameters including file, x/y positions, width/height etc. Then save this file to the appropriate place in your hud. If it may look like it has a weird gap where the icon suppose to be, you may try changing their width/height to zero. Everytime a new update comes for new weapons etc, you have to repeat this procedure in order to see new changes.

EDIT: I guess there is no way to remove the number part, it is bound to the killfeed. In case you want to experiment, its "HudDeathNotice" in scripts > hudlayout.res

[quote=Benroads]was talking about stuff for the deathnotices only, i'm trying to see if it's possible to hide all that shit in the killfeed by setting the numbers to a null font file and removing the >> Thing[/quote]

Ahh I understand what you mean, if you have GCFScape, extract "scripts > mod_textures.txt" (if you already have it in your hud somewhere then just) open the text file, find "leaderboard_streak" and "leaderboard_streak_dneg", remove these parameters including file, x/y positions, width/height etc. Then save this file to the appropriate place in your hud. If it may look like it has a weird gap where the icon suppose to be, you may try changing their width/height to zero. Everytime a new update comes for new weapons etc, you have to repeat this procedure in order to see new changes.

EDIT: I guess there is no way to remove the number part, it is bound to the killfeed. In case you want to experiment, its "HudDeathNotice" in scripts > hudlayout.res
1139
#1139
-1 Frags +
Treshto do it instead of xpos make it alpha. Like so

Animate Redex alpha"255" Linear 0.0 0.0
Animate Redex alpha"0" Linear 0.0 0.0

Like i said i tried that but it didn't work. Guess I'll have to give it another shot. Are you sure alpha works with image labels?

[quote=Tresh]to do it instead of xpos make it alpha. Like so

Animate Redex alpha"255" Linear 0.0 0.0
Animate Redex alpha"0" Linear 0.0 0.0[/quote]

Like i said i tried that but it didn't work. Guess I'll have to give it another shot. Are you sure alpha works with image labels?
1140
#1140
-1 Frags +

I'm almost definitely sure it works with image labels.

I'm almost definitely sure it works with image labels.
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