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HUD editing: short questions, quick answers
posted in Customization
6421
#6421
0 Frags +

exactly like Wiethoofd said:

https://github.com/Hypnootize/Huds-Update-Guide/blob/master/Updates/Fixing%20the%20Scoreboard.md#preventing-the-stats-from-turning-white

you can add "fgcolor" if you want anything else than white numbers

exactly like Wiethoofd said:

https://github.com/Hypnootize/Huds-Update-Guide/blob/master/Updates/Fixing%20the%20Scoreboard.md#preventing-the-stats-from-turning-white

you can add "fgcolor" if you want anything else than white numbers
6422
#6422
0 Frags +
WiethoofdYou need to duplicate the score element and overlay it on top/hide the original to be able to control those colors.Scoutmanexactly like Wiethoofd said:

https://github.com/Hypnootize/Huds-Update-Guide/blob/master/Updates/Fixing%20the%20Scoreboard.md#preventing-the-stats-from-turning-white

you can add "fgcolor" if you want anything else than white numbers

Thanks guys. I think I wasn't clear, I meant that I wanted to keep the changing color functionality, but change it from lime green to something else.

[quote=Wiethoofd]You need to duplicate the score element and overlay it on top/hide the original to be able to control those colors.[/quote]

[quote=Scoutman]exactly like Wiethoofd said:

https://github.com/Hypnootize/Huds-Update-Guide/blob/master/Updates/Fixing%20the%20Scoreboard.md#preventing-the-stats-from-turning-white

you can add "fgcolor" if you want anything else than white numbers[/quote]

Thanks guys. I think I wasn't clear, I meant that I wanted to keep the changing color functionality, but change it from lime green to something else.
6423
#6423
1 Frags +

Is it possible to bind buttons in sliding menu (the one that appears when you click the top right button) to do custom things?

For example, I made a new button and I wanted it to connect to a community server, but the button simply did not do anything.

Here's the MvM button code from this menu:

"MvMEntry"
	{
		"ControlName"	"CPlayListEntry"
		"fieldName"		"MvMEntry"
		"xpos"			"0"
		"ypos"			"103"
		"tall"			"45"
		"wide"			"255"
		"proportionaltoparent"	"1"

		"image_name"		"main_menu/main_menu_button_mvm"
		"button_token"		"#MMenu_PlayList_MvM_Button"
		"button_command"	"play_mvm"
		"desc_token"		"#MMenu_PlayList_MvM_Desc"
		"matchgroup"		"1" // k_eTFMatchGroup_MvM_MannUp

		if_event
		{
			"ypos"			"153"
		}
	}

This is what I added:

"AdditionalButtonTHG"
	{
		"ControlName"	"CPlayListEntry"
		"fieldName"		"AdditionalButtonTHG"
		"xpos"			"0"
		"ypos"			"153"
		"tall"			"45"
		"wide"			"255"
		"proportionaltoparent"	"1"

		"image_name"		"casual/gametype_arena"
		"button_token"		"#MMenu_PlayList_THG_Button"
		"button_command"	"engine connect 87.98.254.85:27015"
		"desc_token"		"#MMenu_PlayList_THG_Desc"
		//"matchgroup"		"0" // k_eTFMatchGroup_MvM_MannUp

		if_event
		{
			"ypos"			"153"
		}
	}

Also I noticed that the same buttons (for example, create server button) would have different commands in main menu and in this sliding panel

Sliding panel:

"button_command"	"create_server"

Main menu:

"command" "OpenCreateMultiplayerGameDialog"

So it there any way to make normal commands like connect, bind, etc work in this panel? Thanks in advance

Is it possible to bind buttons in sliding menu (the one that appears when you click the top right button) to do custom things?

For example, I made a new button and I wanted it to connect to a community server, but the button simply did not do anything.

Here's the MvM button code from this menu:
[code]"MvMEntry"
{
"ControlName" "CPlayListEntry"
"fieldName" "MvMEntry"
"xpos" "0"
"ypos" "103"
"tall" "45"
"wide" "255"
"proportionaltoparent" "1"

"image_name" "main_menu/main_menu_button_mvm"
"button_token" "#MMenu_PlayList_MvM_Button"
"button_command" "play_mvm"
"desc_token" "#MMenu_PlayList_MvM_Desc"
"matchgroup" "1" // k_eTFMatchGroup_MvM_MannUp

if_event
{
"ypos" "153"
}
}
[/code]

This is what I added:
[code]"AdditionalButtonTHG"
{
"ControlName" "CPlayListEntry"
"fieldName" "AdditionalButtonTHG"
"xpos" "0"
"ypos" "153"
"tall" "45"
"wide" "255"
"proportionaltoparent" "1"

"image_name" "casual/gametype_arena"
"button_token" "#MMenu_PlayList_THG_Button"
"button_command" "engine connect 87.98.254.85:27015"
"desc_token" "#MMenu_PlayList_THG_Desc"
//"matchgroup" "0" // k_eTFMatchGroup_MvM_MannUp

if_event
{
"ypos" "153"
}
}[/code]

Also I noticed that the same buttons (for example, create server button) would have different commands in main menu and in this sliding panel

Sliding panel: [code]"button_command" "create_server"[/code]
Main menu: [code]"command" "OpenCreateMultiplayerGameDialog"[/code]

So it there any way to make normal commands like connect, bind, etc work in this panel? Thanks in advance
6424
#6424
0 Frags +

Normally you would put

"command" "engine connect 192.168.0.1"

or whatever. That's what I've done for regular menu buttons, never bothered trying to make one in the sliding part.

Normally you would put [code]"command" "engine connect 192.168.0.1"[/code] or whatever. That's what I've done for regular menu buttons, never bothered trying to make one in the sliding part.
6425
#6425
1 Frags +

Anybody know why my itemmodelpanel for collection items always highlights the top item in the collection instead of the one that I'm actually looking at? It shows the check mark next to the correct item and darkens the text, but the background is always at the top of the list.

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

I don't have anything conflicting in my itemmodelpanel.res and I'm not using the other itemmodelpanel files. I've checked the stock HUD, Wiet's HUD, and toonhud and they all work. toonhud doesn't use any other itemmodelpanel either.

Also, anyone know how to make stock/unequipped loadout slots show the same background as equipped slots? The stock HUD (and mine) use different colors and I can't figure out how the custom ones that standardize them do it. Backpack item borders in the clientscheme are so confusing to me...

https://i.imgur.com/NGM54yL.png

Anybody know why my itemmodelpanel for collection items always highlights the top item in the collection instead of the one that I'm actually looking at? It shows the check mark next to the correct item and darkens the text, but the background is always at the top of the list.

[img]https://i.imgur.com/UJnhnIf.png[/img]

I don't have anything conflicting in my itemmodelpanel.res and I'm not using the other itemmodelpanel files. I've checked the stock HUD, Wiet's HUD, and toonhud and they all work. toonhud doesn't use any other itemmodelpanel either.

Also, anyone know how to make stock/unequipped loadout slots show the same background as equipped slots? The stock HUD (and mine) use different colors and I can't figure out how the custom ones that standardize them do it. Backpack item borders in the clientscheme are so confusing to me...

[img]https://i.imgur.com/NGM54yL.png[/img]
6426
#6426
0 Frags +

Does anyone know how to make the killfeed transparent or remove profile pictures from the scoreboard?

Does anyone know how to make the killfeed transparent or remove profile pictures from the scoreboard?
6427
#6427
0 Frags +
PotchDoes anyone know how to make the killfeed transparent or remove profile pictures from the scoreboard?

hudlayout.res, HudDeathNotice, BaseBackgroundColor change the values to 0 0 0 100 for example

scoreboard.res, ClassImage for the 2D class image, classmodelpanel for the 3D class image

[quote=Potch]Does anyone know how to make the killfeed transparent or remove profile pictures from the scoreboard?[/quote]
hudlayout.res, HudDeathNotice, BaseBackgroundColor change the values to 0 0 0 100 for example

scoreboard.res, ClassImage for the 2D class image, classmodelpanel for the 3D class image
6428
#6428
0 Frags +

can anyone help me how do i add outline to this font?

M0refont26
{
"1"
{
"name" "Surface-Medium"
"tall" "26"
"additive" "0"
"antialias" "1"

can anyone help me how do i add outline to this font?

M0refont26
{
"1"
{
"name" "Surface-Medium"
"tall" "26"
"additive" "0"
"antialias" "1"
6429
#6429
0 Frags +
yakencan anyone help me how do i add outline to this font?

M0refont26
{
"1"
{
"name" "Surface-Medium"
"tall" "26"
"additive" "0"
"antialias" "1"

You add a line that says "outline" "`1" or "dropshadow" "1"

[quote=yaken]can anyone help me how do i add outline to this font?

M0refont26
{
"1"
{
"name" "Surface-Medium"
"tall" "26"
"additive" "0"
"antialias" "1"[/quote]

You add a line that says "outline" "`1" or "dropshadow" "1"
6430
#6430
0 Frags +

I tried to install jay's sunset menu animation vpk but I think rayshud's custom background is overwriting it, how would I go about doing this? I tried deleting the upwards backgrounds and putting the sunset menu animation in there but it didn't work either. Also tried just putting the vpk in the main custom folder like I think you're supposed to and that didn't work. I would imagine I have to edit some file in rayshud to say not to look for a custom background?

I tried to install jay's sunset menu animation vpk but I think rayshud's custom background is overwriting it, how would I go about doing this? I tried deleting the upwards backgrounds and putting the sunset menu animation in there but it didn't work either. Also tried just putting the vpk in the main custom folder like I think you're supposed to and that didn't work. I would imagine I have to edit some file in rayshud to say not to look for a custom background?
6431
#6431
0 Frags +
bearodactylI tried to install jay's sunset menu animation vpk but I think rayshud's custom background is overwriting it, how would I go about doing this? I tried deleting the upwards backgrounds and putting the sunset menu animation in there but it didn't work either. Also tried just putting the vpk in the main custom folder like I think you're supposed to and that didn't work. I would imagine I have to edit some file in rayshud to say not to look for a custom background?

https://www.youtube.com/watch?v=F5L9Wd9QOJ8

[quote=bearodactyl]I tried to install jay's sunset menu animation vpk but I think rayshud's custom background is overwriting it, how would I go about doing this? I tried deleting the upwards backgrounds and putting the sunset menu animation in there but it didn't work either. Also tried just putting the vpk in the main custom folder like I think you're supposed to and that didn't work. I would imagine I have to edit some file in rayshud to say not to look for a custom background?[/quote]
https://www.youtube.com/watch?v=F5L9Wd9QOJ8
6432
#6432
0 Frags +

What is the maximum number you can set for font size?

What is the maximum number you can set for font size?
6433
#6433
0 Frags +

https://i.imgur.com/sw6YP1P.png

Which file is the sticky counter?
Also does anyone know if the bomb image is included in that file?
Using garm3n-QL hud

[img]https://i.imgur.com/sw6YP1P.png[/img]

Which file is the sticky counter?
Also does anyone know if the bomb image is included in that file?
Using garm3n-QL hud
6434
#6434
1 Frags +
JynxiiWhich file is the sticky counter?
Also does anyone know if the bomb image is included in that file?
Using garm3n-QL hud

"StickyIcon" @ Resource/UI/HudDemomanPipes.res. It's a font icon from Mac Dingbats.

[quote=Jynxii]Which file is the sticky counter?
Also does anyone know if the bomb image is included in that file?
Using garm3n-QL hud[/quote]
"StickyIcon" @ Resource/UI/HudDemomanPipes.res. It's a font icon from Mac Dingbats.
6435
#6435
0 Frags +

Looking to modify my killfeed so it appears as kaptains's does on his stream.
transparent killfeed with white weapon icons, but when his kills appear they are highlighted and the weapon icons are black.

Ex : https://i.imgur.com/zTIm2xV.png

Looking to modify my killfeed so it appears as kaptains's does on his stream.
transparent killfeed with white weapon icons, but when his kills appear they are highlighted and the weapon icons are black.

Ex : https://i.imgur.com/zTIm2xV.png
6436
#6436
1 Frags +
PotchLooking to modify my killfeed so it appears as kaptains's does on his stream.
transparent killfeed with white weapon icons, but when his kills appear they are highlighted and the weapon icons are black.

"HUDDeathNotice" @ Scripts/HUDLayout.res -> set "IconColor" "255 255 255 255" and "BaseBackgroundColor" alpha (red green blue alpha) to 0.

Btw, I don't know if setting IconColor will white wash the yellow-ish default icons. You can add the full white icons from here.

[quote=Potch]Looking to modify my killfeed so it appears as kaptains's does on his stream.
transparent killfeed with white weapon icons, but when his kills appear they are highlighted and the weapon icons are black.
[/quote]
"HUDDeathNotice" @ Scripts/HUDLayout.res -> set "IconColor" "255 255 255 255" and "BaseBackgroundColor" alpha (red green blue alpha) to 0.

Btw, I don't know if setting IconColor will white wash the yellow-ish default icons. You can add the full white icons from [url=https://www.teamfortress.tv/48176/collyhud]here[/url].
6437
#6437
0 Frags +

how can i edit the scoreboard to not show dots when the score or ping is above 100?

https://i.imgur.com/L9Lj968.png

how can i edit the scoreboard to not show dots when the score or ping is above 100?
[img]https://i.imgur.com/L9Lj968.png[/img]
6438
#6438
1 Frags +
typtohow can i edit the scoreboard to not show dots when the score or ping is above 100?

Increase "ping_width" @ Scoreboard.res

[quote=typto]how can i edit the scoreboard to not show dots when the score or ping is above 100?[/quote]
Increase "ping_width" @ Scoreboard.res
6439
#6439
0 Frags +

How can I get rid of the max health showing when hurt in bearodactyl's hud?

https://imgur.com/TfEHbhp

How can I get rid of the max health showing when hurt in bearodactyl's hud?

https://imgur.com/TfEHbhp
6440
#6440
1 Frags +
SphaHow can I get rid of the max health showing when hurt in bearodactyl's hud?

"PlayerStatusMaxHealthValue" and "PlayerStatusMaxHealthValueShadow" @ HUDPlayerHealth.res, set "visible" to 0.

[quote=Spha]How can I get rid of the max health showing when hurt in bearodactyl's hud?[/quote]
"PlayerStatusMaxHealthValue" and "PlayerStatusMaxHealthValueShadow" @ HUDPlayerHealth.res, set "visible" to 0.
6441
#6441
0 Frags +

I'm trying to make the default match hud use a different image instead of the portraits used normally.
I'm assuming that it comes from this part of HudMatchStatus.res

"classimage"
{
"ControlName"	"CTFClassImage"
"fieldName"		"classimage"
"xpos"			"cs-0.5"
"ypos"			"0"
"zpos"			"3"
"wide"			"19"
"tall"			"19"
"visible"		"1"
"enabled"		"1"
"image"			"../hud/class_scoutred"
"scaleImage"	"1"
"proportionaltoparent"	"1"
			}

The images I'm trying to use are the scoreboard class emblems (which are located under ../hud/leaderboard_class_scout etc). However, changing the image value to this doesn't seem to do anything. Is there some way of changing the vtfs that hud elements use like this? Is there something I'm not getting?

I'm trying to make the default match hud use a different image instead of the portraits used normally.
I'm assuming that it comes from this part of HudMatchStatus.res
[code]"classimage"
{
"ControlName" "CTFClassImage"
"fieldName" "classimage"
"xpos" "cs-0.5"
"ypos" "0"
"zpos" "3"
"wide" "19"
"tall" "19"
"visible" "1"
"enabled" "1"
"image" "../hud/class_scoutred"
"scaleImage" "1"
"proportionaltoparent" "1"
}[/code]

The images I'm trying to use are the scoreboard class emblems (which are located under ../hud/leaderboard_class_scout etc). However, changing the image value to this doesn't seem to do anything. Is there some way of changing the vtfs that hud elements use like this? Is there something I'm not getting?
6442
#6442
0 Frags +

Using Grape-M0rehud the damage numbers become blurry and slightly yellow when zoomed in with the sniper rifle:

https://i.imgur.com/Ei2rrg5.jpg

With the regular M0rehud this doesn't happen, even though I used the exact same font. Any idea why this happens and how can I fix it?

Using Grape-M0rehud the damage numbers become blurry and slightly yellow when zoomed in with the sniper rifle:

[img]https://i.imgur.com/Ei2rrg5.jpg[/img]

With the regular M0rehud this doesn't happen, even though I used the exact same font. Any idea why this happens and how can I fix it?
6443
#6443
0 Frags +
kittyUsing Grape-M0rehud the damage numbers become blurry and slightly yellow when zoomed in with the sniper rifle:

https://i.imgur.com/Ei2rrg5.jpg

With the regular M0rehud this doesn't happen, even though I used the exact same font. Any idea why this happens and how can I fix it?

maybe there is a problem with the color in huddamageaccount.res ?

[quote=kitty]Using Grape-M0rehud the damage numbers become blurry and slightly yellow when zoomed in with the sniper rifle:

[img]https://i.imgur.com/Ei2rrg5.jpg[/img]

With the regular M0rehud this doesn't happen, even though I used the exact same font. Any idea why this happens and how can I fix it?[/quote]

maybe there is a problem with the color in huddamageaccount.res ?
6444
#6444
0 Frags +
Scoutmanmaybe there is a problem with the color in huddamageaccount.res ?

Both the positive and the negative color are set to "255 255 255 255" in huddamageaccount.res. I've also tried simply replacing the file with the regular M0rehud version along with the actual font files and definitions in clientscheme.res but the issue persists.

[quote=Scoutman]maybe there is a problem with the color in huddamageaccount.res ?[/quote]

Both the positive and the negative color are set to "255 255 255 255" in huddamageaccount.res. I've also tried simply replacing the file with the regular M0rehud version along with the actual font files and definitions in clientscheme.res but the issue persists.
6445
#6445
3 Frags +
kittyScoutmanmaybe there is a problem with the color in huddamageaccount.res ?
Both the positive and the negative color are set to "255 255 255 255" in huddamageaccount.res. I've also tried simply replacing the file with the regular M0rehud version along with the actual font files and definitions in clientscheme.res but the issue persists.

Try setting the zpos of the damage numbers (in the .res file) and CDamageAccountPanel entry in hudlayout.res to 999 or some stupid high number.

[quote=kitty][quote=Scoutman]maybe there is a problem with the color in huddamageaccount.res ?[/quote]

Both the positive and the negative color are set to "255 255 255 255" in huddamageaccount.res. I've also tried simply replacing the file with the regular M0rehud version along with the actual font files and definitions in clientscheme.res but the issue persists.[/quote]

Try setting the zpos of the damage numbers (in the .res file) and CDamageAccountPanel entry in hudlayout.res to 999 or some stupid high number.
6446
#6446
0 Frags +
_KermitTry setting the zpos of the damage numbers (in the .res file) and CDamageAccountPanel entry in hudlayout.res to 999 or some stupid high number.

Thank you, this worked!

[quote=_Kermit]Try setting the zpos of the damage numbers (in the .res file) and CDamageAccountPanel entry in hudlayout.res to 999 or some stupid high number.[/quote]

Thank you, this worked!
6447
#6447
0 Frags +

https://i.imgur.com/SgL0rLL.jpg

does anyone know why my scoreboard looks like this when I use dx8 vs dx9? I really like collyhud but I can't use it when I'm using dx8 :(

nevermind there was a scoreboard file in resource designated for dx8 i am dumb

[img]https://i.imgur.com/SgL0rLL.jpg[/img]

does anyone know why my scoreboard looks like this when I use dx8 vs dx9? I really like collyhud but I can't use it when I'm using dx8 :(

nevermind there was a scoreboard file in resource designated for dx8 i am dumb
6448
#6448
0 Frags +

how do i change the part of my hud affected by tf_use_match_hud 1?

how do i change the part of my hud affected by tf_use_match_hud 1?
6449
#6449
1 Frags +
reakohow do i change the part of my hud affected by tf_use_match_hud 1?

hudmatchstatus.res
hudroundcounter.res
hudobjectivetimepanel.res (if_match)
hudobjectivekothtimepanel.res (if_match)

[quote=reako]how do i change the part of my hud affected by tf_use_match_hud 1?[/quote]
hudmatchstatus.res
hudroundcounter.res
hudobjectivetimepanel.res (if_match)
hudobjectivekothtimepanel.res (if_match)
6450
#6450
0 Frags +

How do you edit the little killstreak counter?

How do you edit the little killstreak counter?
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