RawrsorHas anyone figured out what makes all the scoreboard text go green yet?
VictorThat's a bug. I believe hudmakers can't fix that and only valve can fix it.
EDIT: thanks for the -frags guys, hope you enjoy your greentext scoreboards
http://images.akamai.steamusercontent.com/ugc/693902202131912733/18C6653E48E95DED065905A6E8E81C1A400DB104/
[quote=Rawrsor]Has anyone figured out what makes all the scoreboard text go green yet?[/quote]
[quote=Victor]That's a bug. I believe hudmakers can't fix that and only valve can fix it.[/quote]
EDIT: thanks for the -frags guys, hope you enjoy your greentext scoreboards
[img]http://images.akamai.steamusercontent.com/ugc/693902202131912733/18C6653E48E95DED065905A6E8E81C1A400DB104/[/img]
does anyone know if %servertimelimit% functions anywhere besides hudobjectivetimelabel hudobjectivestatus and scoreboard?
or is it possible to have 2 objects in hudlayout with the same fieldname display simultaneously? like two hudobjectivestatus's with different xpos's and wide values?
also what does adding 'f' to a wide value change and are there other modifiers you can use? I can't find any documentation for anything anywhere ever
does anyone know if %servertimelimit% functions anywhere besides hudobjectivetimelabel hudobjectivestatus and scoreboard?
or is it possible to have 2 objects in hudlayout with the same fieldname display simultaneously? like two hudobjectivestatus's with different xpos's and wide values?
also what does adding 'f' to a wide value change and are there other modifiers you can use? I can't find any documentation for anything anywhere ever
Does anyone know what breaks a HUD for use in OS X? I assume it's related to fonts, but can anyone tell me how to fix it? Also, does it break for Linux too?
Does anyone know what breaks a HUD for use in OS X? I assume it's related to fonts, but can anyone tell me how to fix it? Also, does it break for Linux too?
collwris it possible to have 2 objects in hudlayout with the same fieldname display simultaneously? like two hudobjectivestatus's with different xpos's and wide values?
of course it is, that's how we have shadows
[quote=collwr]is it possible to have 2 objects in hudlayout with the same fieldname display simultaneously? like two hudobjectivestatus's with different xpos's and wide values?[/quote]
of course it is, that's how we have shadows
yttriumcollwris it possible to have 2 objects in hudlayout with the same fieldname display simultaneously? like two hudobjectivestatus's with different xpos's and wide values?
of course it is, that's how we have shadows
wrong, nope. having identical fieldnames results in the last-read (lowest in hudlayout.res) instance of the control being the one applied onscreen. shadows are made with modified fieldnames, e.g. AmmoInClipShadow.
[quote=yttrium][quote=collwr]is it possible to have 2 objects in hudlayout with the same fieldname display simultaneously? like two hudobjectivestatus's with different xpos's and wide values?[/quote]
of course it is, that's how we have shadows[/quote]
wrong, nope. having identical fieldnames results in the last-read (lowest in hudlayout.res) instance of the control being the one applied onscreen. shadows are made with modified fieldnames, e.g. AmmoInClipShadow.
EricRawrsorHas anyone figured out what makes all the scoreboard text go green yet?
VictorThat's a bug. I believe hudmakers can't fix that and only valve can fix it.
EDIT: thanks for the -frags guys, hope you enjoy your greentext scoreboards
http://images.akamai.steamusercontent.com/ugc/693902202131912733/18C6653E48E95DED065905A6E8E81C1A400DB104/
So how did you solve the greentext problem?
[quote=Eric][quote=Rawrsor]Has anyone figured out what makes all the scoreboard text go green yet?[/quote]
[quote=Victor]That's a bug. I believe hudmakers can't fix that and only valve can fix it.[/quote]
EDIT: thanks for the -frags guys, hope you enjoy your greentext scoreboards
[img]http://images.akamai.steamusercontent.com/ugc/693902202131912733/18C6653E48E95DED065905A6E8E81C1A400DB104/[/img][/quote]
So how did you solve the greentext problem?
Is there a way atm to turn the sentry shells and rockets bar to real numbers
I saw something like this: http://files.gamebanana.com/img/ss/guis/23826b.jpg
and i thought why not have numbers instead of bars
Is there a way atm to turn the sentry shells and rockets bar to real numbers
I saw something like this: http://files.gamebanana.com/img/ss/guis/23826b.jpg
and i thought why not have numbers instead of bars
EricEDIT: thanks for the -frags guys, hope you enjoy your greentext scoreboards
Rofl Eric
Just change the name of the panel/fieldname of the stat value if you want to fix it boys.
[quote=Eric]EDIT: thanks for the -frags guys, hope you enjoy your greentext scoreboards[/quote]
Rofl Eric
Just change the name of the panel/fieldname of the stat value if you want to fix it boys.
omniEricEDIT: thanks for the -frags guys, hope you enjoy your greentext scoreboards
Rofl Eric
Just change the name of the panel/fieldname of the stat value if you want to fix it boys.
Can confirm that it works!
http://i.imgur.com/8AxSCnc.png
[quote=omni][quote=Eric]EDIT: thanks for the -frags guys, hope you enjoy your greentext scoreboards[/quote]
Rofl Eric
Just change the name of the panel/fieldname of the stat value if you want to fix it boys.[/quote]
Can confirm that it works! [img]http://i.imgur.com/8AxSCnc.png[/img]
Probably asked before, but couldn't find it..
I put spec_extras in spectator.res, but only the playerhealthbars show up. Outlines and names don't. Are there other files?
Probably asked before, but couldn't find it..
I put spec_extras in spectator.res, but only the playerhealthbars show up. Outlines and names don't. Are there other files?
omniEricEDIT: thanks for the -frags guys, hope you enjoy your greentext scoreboards
Rofl Eric
Just change the name of the panel/fieldname of the stat value if you want to fix it boys.
Change it to what?
[quote=omni][quote=Eric]EDIT: thanks for the -frags guys, hope you enjoy your greentext scoreboards[/quote]
Rofl Eric
Just change the name of the panel/fieldname of the stat value if you want to fix it boys.[/quote]
Change it to what?
ninjajiroomniEricEDIT: thanks for the -frags guys, hope you enjoy your greentext scoreboards
Rofl Eric
Just change the name of the panel/fieldname of the stat value if you want to fix it boys.
Change it to what?
Anything, as long as it's not the same as another panel. Call it "fuckboi", the HUD still reads it. Magic, that.
JBProbably asked before, but couldn't find it..
I put spec_extras in spectator.res, but only the playerhealthbars show up. Outlines and names don't. Are there other files?
This was mentioned a page or two back, you need to make sure you have the font defined in clientscheme.res. Can't remember what it's called off the top of my head though.
[quote=ninjajiro][quote=omni][quote=Eric]EDIT: thanks for the -frags guys, hope you enjoy your greentext scoreboards[/quote]
Rofl Eric
Just change the name of the panel/fieldname of the stat value if you want to fix it boys.[/quote]
Change it to what?[/quote]
Anything, as long as it's not the same as another panel. Call it "fuckboi", the HUD still reads it. Magic, that.
[quote=JB]Probably asked before, but couldn't find it..
I put spec_extras in spectator.res, but only the playerhealthbars show up. Outlines and names don't. Are there other files?[/quote]
This was mentioned a page or two back, you need to make sure you have the font defined in clientscheme.res. Can't remember what it's called off the top of my head though.
omnininjajiroomniRofl Eric
Just change the name of the panel/fieldname of the stat value if you want to fix it boys.
Change it to what?
Anything, as long as it's not the same as another panel. Call it "fuckboi", the HUD still reads it. Magic, that.
After I changed the labels, my scoreboard looks like this, but it fixes after I do a hud_reloadscheme (needs to be redone everytime I restart the game). Ideas?
[quote=omni][quote=ninjajiro][quote=omni]
Rofl Eric
Just change the name of the panel/fieldname of the stat value if you want to fix it boys.[/quote]
Change it to what?[/quote]
Anything, as long as it's not the same as another panel. Call it "fuckboi", the HUD still reads it. Magic, that.
[/quote]
After I changed the labels, my scoreboard looks like [url=https://i.imgur.com/e3KItq2.png]this[/url], but it [url=https://i.imgur.com/QPhQE3R.png]fixes[/url] after I do a hud_reloadscheme (needs to be redone everytime I restart the game). Ideas?
ZetosAfter I changed the labels, my scoreboard looks like this, but it fixes after I do a hud_reloadscheme (needs to be redone everytime I restart the game). Ideas?
Pastebin your scoreboard, I can't imagine how you've managed that.
[quote=Zetos]After I changed the labels, my scoreboard looks like [url=https://i.imgur.com/e3KItq2.png]this[/url], but it [url=https://i.imgur.com/QPhQE3R.png]fixes[/url] after I do a hud_reloadscheme (needs to be redone everytime I restart the game). Ideas?[/quote]
Pastebin your scoreboard, I can't imagine how you've managed that.
Does anyone know how to change the item quality borders in the backpack back to how they were pretty gun mettle? At the moment the quality border only shows when you mouse over the item but I would prefer it to show all the time.
I have tried removing the backpack panel.res from my HUD folder but that didn't fix it.
Sorry if this has already been asked
Does anyone know how to change the item quality borders in the backpack back to how they were pretty gun mettle? At the moment the quality border only shows when you mouse over the item but I would prefer it to show all the time.
I have tried removing the backpack panel.res from my HUD folder but that didn't fix it.
Sorry if this has already been asked
omniThis was mentioned a page or two back, you need to make sure you have the font defined in clientscheme.res. Can't remember what it's called off the top of my head though.
Thanks, that fixed the playername. Any idea about the outline?
It's not really an outline, but rather overlays the whole playermodel with red/blue and the screen is way darker.
[quote=omni]
This was mentioned a page or two back, you need to make sure you have the font defined in clientscheme.res. Can't remember what it's called off the top of my head though.[/quote]
Thanks, that fixed the playername. Any idea about the outline?
It's not really an outline, but rather overlays the whole playermodel with red/blue and the screen is way darker.
is it possible to edit the size of the vaccinator resist icon that shows up when you're being healed? I can only figure out how to enlarge the one that shows up when Im healing someone else.
is it possible to edit the size of the vaccinator resist icon that shows up when you're being healed? I can only figure out how to enlarge the one that shows up when Im healing someone else.
poopy_is it possible to edit the size of the vaccinator resist icon that shows up when you're being healed? I can only figure out how to enlarge the one that shows up when Im healing someone else.
It's located in HudPlayerHealth, about halfway in. PlayerStatus_MedicUberBulletResistImage, PlayerStatus_MedicUberBlastResistImage, PlayerStatus_MedicUberFireResistImage for ubered. PlayerStatus_MedicSmallBulletResistImage, PlayerStatus_MedicSmallBlastResistImage, PlayerStatus_MedicSmallFireResistImage for passive.
[quote=poopy_]is it possible to edit the size of the vaccinator resist icon that shows up when you're being healed? I can only figure out how to enlarge the one that shows up when Im healing someone else.[/quote]
It's located in HudPlayerHealth, about halfway in. PlayerStatus_MedicUberBulletResistImage, PlayerStatus_MedicUberBlastResistImage, PlayerStatus_MedicUberFireResistImage for ubered. PlayerStatus_MedicSmallBulletResistImage, PlayerStatus_MedicSmallBlastResistImage, PlayerStatus_MedicSmallFireResistImage for passive.
Ericwrong, nope. having identical fieldnames results in the last-read (lowest in hudlayout.res) instance of the control being the one applied onscreen. shadows are made with modified fieldnames, e.g. AmmoInClipShadow.
I thought he was referring to displaying the same values, not using the same object name. Am I getting my terms mixed up?
redd0tCan confirm that it works! http://i.imgur.com/8AxSCnc.png
That is the most beautiful scoreboard I've ever seen
[quote=Eric]
wrong, nope. having identical fieldnames results in the last-read (lowest in hudlayout.res) instance of the control being the one applied onscreen. shadows are made with modified fieldnames, e.g. AmmoInClipShadow.[/quote]
I thought he was referring to displaying the same values, not using the same object name. Am I getting my terms mixed up?
[quote=redd0t]Can confirm that it works! [img]http://i.imgur.com/8AxSCnc.png[/img][/quote]
That is the most beautiful scoreboard I've ever seen
omniZetosIdeas?
Pastebin your scoreboard, I can't imagine how you've managed that.
I was aiming for subtle changes, like changing KillsLabel to Kills (being different from other fields) and the result was the one mentioned. Changing to something completely different fixed it. Weird outcome, though.
[quote=omni][quote=Zetos]Ideas?[/quote]Pastebin your scoreboard, I can't imagine how you've managed that.[/quote]
I was aiming for subtle changes, like changing KillsLabel to Kills (being different from other fields) and the result was the one mentioned. Changing to something completely different fixed it. Weird outcome, though.
ZetosomniZetosIdeas?
Pastebin your scoreboard, I can't imagine how you've managed that.
I was aiming for subtle changes, like changing KillsLabel to Kills (being different from other fields) and the result was the one mentioned. Changing to something completely different fixed it. Weird outcome, though.
That's because there's already a Kills label. You've overridden them. Call them KillsLabel2, for example.
[quote=Zetos][quote=omni][quote=Zetos]Ideas?[/quote]Pastebin your scoreboard, I can't imagine how you've managed that.[/quote]
I was aiming for subtle changes, like changing KillsLabel to Kills (being different from other fields) and the result was the one mentioned. Changing to something completely different fixed it. Weird outcome, though.[/quote]
That's because there's already a Kills label. You've overridden them. Call them KillsLabel2, for example.
omniThat's because there's already a Kills label. You've overridden them. Call them KillsLabel2, for example.
I tried Kills*something* several times and left the Kills below as it was by default, but the text would always vanish, unless I did a hud_reloadscheme. Then I tried putting something completely unrelated and it worked. Quite weird.
Either way, thanks for helping!
[quote=omni]That's because there's already a Kills label. You've overridden them. Call them KillsLabel2, for example.[/quote]I tried Kills*something* several times and left the Kills below as it was by default, but the text would always vanish, unless I did a hud_reloadscheme. Then I tried putting something completely unrelated and it worked. Quite weird.
Either way, thanks for helping!
Has anyone been able to make a horizontal health meter out of a ContinuousProgressBar? Is it possible?
I tried making a new meter element - didn't work. I tried converting HudPlayerHealth from an EditablePanel to a ContinuousProgressBar - didn't work.
Has anyone been able to make a horizontal health meter out of a ContinuousProgressBar? Is it possible?
I tried making a new meter element - didn't work. I tried converting HudPlayerHealth from an EditablePanel to a ContinuousProgressBar - didn't work.
For some huds the custom backgroud is high quality when loading at the start but degrades in quality when at main menu, while others like 7hud manages to retain the quality in main menu. What causes this?
For some huds the custom backgroud is high quality when loading at the start but degrades in quality when at main menu, while others like 7hud manages to retain the quality in main menu. What causes this?
JermHas anyone been able to make a horizontal health meter out of a ContinuousProgressBar? Is it possible?
I tried making a new meter element - didn't work. I tried converting HudPlayerHealth from an EditablePanel to a ContinuousProgressBar - didn't work.
Colly did something similar, I'm not sure how he did it though.
https://www.youtube.com/watch?v=KXxWejMXFi8&feature=youtu.be
[quote=Jerm]Has anyone been able to make a horizontal health meter out of a ContinuousProgressBar? Is it possible?
I tried making a new meter element - didn't work. I tried converting HudPlayerHealth from an EditablePanel to a ContinuousProgressBar - didn't work.[/quote]
Colly did something similar, I'm not sure how he did it though.
https://www.youtube.com/watch?v=KXxWejMXFi8&feature=youtu.be
rewolfFor some huds the custom backgroud is high quality when loading at the start but degrades in quality when at main menu, while others like 7hud manages to retain the quality in main menu. What causes this?
Funny thing I asked the same thing to myself yesterday. Found a solution but you need a program called VTFEdit.
Find and open your custom background .vtf file using VTFEdit and make sure you have settings ticked just like the example screenshot below. Save and close it, then it should work!
http://i.imgur.com/5bpt3ym.png
The background quality changes with respect to your screen resolution/quality of material etc. What this method does it to force the high quality background despite which video settings you use by clamping!
[quote=rewolf]For some huds the custom backgroud is high quality when loading at the start but degrades in quality when at main menu, while others like 7hud manages to retain the quality in main menu. What causes this?[/quote]
Funny thing I asked the same thing to myself yesterday. Found a solution but you need a program called [url=http://nemesis.thewavelength.net/index.php?p=41]VTFEdit[/url].
Find and open your custom background .vtf file using VTFEdit and make sure you have settings ticked just like the example screenshot below. Save and close it, then it [i]should[/i] work!
[img]http://i.imgur.com/5bpt3ym.png[/img]
The background quality changes with respect to your screen resolution/quality of material etc. What this method does it to force the high quality background despite which video settings you use by clamping!
(I don't know how to quote properly so whatever /_-)
Interesting. Changing my vtf files causes it to go complete black background (when on main menu; loads fine).
(I don't know how to quote properly so whatever /_-)
Interesting. Changing my vtf files causes it to go complete black background (when on main menu; loads fine).
redd0trewolfFor some huds the custom backgroud is high quality when loading at the start but degrades in quality when at main menu, while others like 7hud manages to retain the quality in main menu. What causes this?
Funny thing I asked the same thing to myself yesterday. Found a solution but you need a program called VTFEdit.
Find and open your custom background .vtf file using VTFEdit and make sure you have settings ticked just like the example screenshot below. Save and close it, then it should work!
http://i.imgur.com/5bpt3ym.png
The background quality changes with respect to your screen resolution/quality of material etc. What this method does it to force the high quality background despite which video settings you use by clamping!
For some vtf's it doesn't let me to tick the eight bit alpha (format specific) which in some others it's already ticked! Any idea?
[quote=redd0t][quote=rewolf]For some huds the custom backgroud is high quality when loading at the start but degrades in quality when at main menu, while others like 7hud manages to retain the quality in main menu. What causes this?[/quote]
Funny thing I asked the same thing to myself yesterday. Found a solution but you need a program called [url=http://nemesis.thewavelength.net/index.php?p=41]VTFEdit[/url].
Find and open your custom background .vtf file using VTFEdit and make sure you have settings ticked just like the example screenshot below. Save and close it, then it [i]should[/i] work!
[img]http://i.imgur.com/5bpt3ym.png[/img]
The background quality changes with respect to your screen resolution/quality of material etc. What this method does it to force the high quality background despite which video settings you use by clamping![/quote]
For some vtf's it doesn't let me to tick the eight bit alpha (format specific) which in some others it's already ticked! Any idea?
rewolfInteresting. Changing my vtf files causes it to go complete black background (when on main menu; loads fine).
Slayer6For some vtf's it doesn't let me to tick the eight bit alpha (format specific) which in some others it's already ticked! Any idea?
8-bit alpha is used for transparency of the material. In this case @rewolf you don't have the correct colour (mostly black/white) for your alpha channel and @Slayer6 you don't even have the alpha channel. Since these are main menu background I guess you don't really much need the 8-bit alpha channel ticked.
[quote=rewolf]Interesting. Changing my vtf files causes it to go complete black background (when on main menu; loads fine).[/quote]
[quote=Slayer6]For some vtf's it doesn't let me to tick the eight bit alpha (format specific) which in some others it's already ticked! Any idea?[/quote]
8-bit alpha is used for transparency of the material. In this case @rewolf you don't have the correct colour (mostly black/white) for your alpha channel and @Slayer6 you don't even have the alpha channel. Since these are main menu background I guess you don't really much need the 8-bit alpha channel ticked.
How can I add the last damage dealt to a hud? (specifically zhud if it's any different I have no idea)
How can I add the last damage dealt to a hud? (specifically zhud if it's any different I have no idea)