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The model in the main menu/menu transparency
posted in Customization
1
#1
0 Frags +

So I want to edit/get rid of the model that appears in the main menu (picture of what I'm talking about)-----> i.imgur.com/6cVTNju.jpg

Where do I change this

Also how do I make the menus such as server list, options etc not transparent

So I want to edit/get rid of the model that appears in the main menu (picture of what I'm talking about)-----> i.imgur.com/6cVTNju.jpg

Where do I change this

Also how do I make the menus such as server list, options etc not transparent
2
#2
2 Frags +

The serverlist/demoui/other shit are all handled by sourcescheme.res I honestly have no clue how to edit that so i'm not even going to attempt to help you there

On the other hand removing the model from the main menu is fairly easy.

You're going to want to go to resource/ui and look for the file mainmenuoverride.res and open it. Once you're inside you need to find the value "TFCharacterImage" this should be near the top of the file but you'll probably just search for it anyways. Once you've found it you can change either the X or Y value to something like 9999 to move it off the screen.

The serverlist/demoui/other shit are all handled by sourcescheme.res I honestly have no clue how to edit that so i'm not even going to attempt to help you there

On the other hand removing the model from the main menu is fairly easy.

You're going to want to go to resource/ui and look for the file mainmenuoverride.res and open it. Once you're inside you need to find the value "TFCharacterImage" this should be near the top of the file but you'll probably just search for it anyways. Once you've found it you can change either the X or Y value to something like 9999 to move it off the screen.
3
#3
0 Frags +

Awesome, thanks.

Awesome, thanks.
4
#4
0 Frags +

You can change the fgcolors of the buttons directly in mainmenuoverride.res using the standard RGBA format and don't need to even touch sourcescheme. If you do want to do it through sourcescheme for consistency, it's the same as adding colors into clientscheme.

You can change the fgcolors of the buttons directly in mainmenuoverride.res using the standard RGBA format and don't need to even touch sourcescheme. If you do want to do it through sourcescheme for consistency, it's the same as adding colors into clientscheme.
5
#5
0 Frags +

That's actually not really part of your HUD.

In addition to maintaining my HUD, I sometimes make some backgrounds. The files you're looking for are in the materials -> console -> characters folder. Most HUD's will not come with this - mine does because I use a custom BG that removes said characters - so you'll need to extract them via GCFScape. The .vtf's and .vmt's you'll need to edit correspond to the ones with the "fwk" or "mvm" suffix as those are not restricted to special events like Halloween or Smissmas.

I would leave the .vmt's alone and just mess with the .vtf's as those are the raw images in valve texture format. Open it in VTFEdit and save out as a .png or whatever image format you want and make edits in Photoshop/Gimp/MS Paint/whatever and then save back out in the same format. Take note of the flagged checkboxes in GCFScape when you import one of the .vtf's as you'll need to recheck the same ones when exporting back out as a .vtf after your edits to make sure it has the same quality and that no mipmapping occurs.

For your edits, you literally just need to make the image totally transparent, so that's simple enough in any image editing program.

This is a pretty time consuming process, but it gets more streamlined as you go along.

Have fun!

That's actually not really part of your HUD.

In addition to maintaining my HUD, I sometimes make some backgrounds. The files you're looking for are in the materials -> console -> characters folder. Most HUD's will not come with this - mine does because I use a custom BG that removes said characters - so you'll need to extract them via GCFScape. The .vtf's and .vmt's you'll need to edit correspond to the ones with the "fwk" or "mvm" suffix as those are not restricted to special events like Halloween or Smissmas.

I would leave the .vmt's alone and just mess with the .vtf's as those are the raw images in valve texture format. Open it in VTFEdit and save out as a .png or whatever image format you want and make edits in Photoshop/Gimp/MS Paint/whatever and then save back out in the same format. Take note of the flagged checkboxes in GCFScape when you import one of the .vtf's as you'll need to recheck the same ones when exporting back out as a .vtf after your edits to make sure it has the same quality and that no mipmapping occurs.

For your edits, you literally just need to make the image totally transparent, so that's simple enough in any image editing program.

This is a pretty time consuming process, but it gets more streamlined as you go along.

Have fun!
6
#6
1 Frags +

If you want to remove the main menu characters, download this ready to use vpk and put it in your custom folder: http://www.file-upload.net/download-8397686/main_menu_characters_removed.vpk.html

The file name got a bit long, you can rename it however you like. I made this for my custom menu using the method Sevin described.

If you want to remove the main menu characters, download this ready to use vpk and put it in your custom folder: http://www.file-upload.net/download-8397686/main_menu_characters_removed.vpk.html

The file name got a bit long, you can rename it however you like. I made this for my custom menu using the method Sevin described.
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