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HUD editing: short questions, quick answers
posted in Customization
1681
#1681
0 Frags +

I'm trying to figure out how to enable "last damage dealt" which shows up above the health bar.. using broesel blue. Help would be appreciated! Cheers

I'm trying to figure out how to enable "last damage dealt" which shows up above the health bar.. using broesel blue. Help would be appreciated! Cheers
1682
#1682
0 Frags +
cookieI'm trying to figure out how to enable "last damage dealt" which shows up above the health bar.. using broesel blue. Help would be appreciated! Cheers

Look for the entry CDamageAccountPanel in scripts/hudlayout.res

You may also want to check out HUDDamageAccount.res in resource/ui to edit the actual text.

[quote=cookie]I'm trying to figure out how to enable "last damage dealt" which shows up above the health bar.. using broesel blue. Help would be appreciated! Cheers[/quote]

Look for the entry CDamageAccountPanel in scripts/hudlayout.res

You may also want to check out HUDDamageAccount.res in resource/ui to edit the actual text.
1683
#1683
0 Frags +
STOGESTOGEI'd like to incorporate SlinsFire HUDs buff/low health cross animation into my own hud edit of noto, I already tried messing with a few files but I had no luck with it.

You'll be able to see what I'm talking about (hopefully) here http://www.twitch.tv/misterslin

Can anyone help me get it working?

Halp

Go into resource/ui/HUDPlayerHealth.res and enable the PlayerStatusHealthBonusImage by setting visible and enabled to 1, changing the wide and tall values from 0 or moving the X and Y values until it is on screen.

Also, you might have to enable buff/dying animation in scripts/HUDAnimations_tf.res

[quote=STOGE][quote=STOGE]I'd like to incorporate SlinsFire HUDs buff/low health cross animation into my own hud edit of noto, I already tried messing with a few files but I had no luck with it.

You'll be able to see what I'm talking about (hopefully) here http://www.twitch.tv/misterslin

Can anyone help me get it working?[/quote]

Halp[/quote]

Go into resource/ui/HUDPlayerHealth.res and enable the PlayerStatusHealthBonusImage by setting visible and enabled to 1, changing the wide and tall values from 0 or moving the X and Y values until it is on screen.

Also, you might have to enable buff/dying animation in scripts/HUDAnimations_tf.res
1684
#1684
0 Frags +
DangerKidI'm running a modifed MedHud, I'm getting closer to how I want it, but my biggest obstacle right now is this

To get a background all you need to get is vtfedit and make 1 vtf file ( a normal picture + a vmt (which is just a line of text) Name the background "background_upward" and put it in hud/materials/console along with the code file this is what code it should have

"UnlitGeneric"
{
"$baseTexture" "console/background_upward"
"$vertexcolor" 1
"$vertexalpha" 1
"$ignorez" 1
"$no_fullbright" "1"
"$nolod" "1"
"%keywords" "tf"
}

Now, do the same thing and make a picture vtf "background_upward_widescreen" and a vmt with this code

"UnlitGeneric"
{
"$baseTexture" "console/background_upward_widescreen"
"$vertexcolor" 1
"$vertexalpha" 1
"$ignorez" 1
"$no_fullbright" "1"
"$nolod" "1"
"%keywords" "tf"
}

After this you should get that background at all times, if not there are more of those files you have to make eg. "background_mvm, background_2fort" etc. I hope this helps.
[quote=DangerKid]I'm running a modifed MedHud, I'm getting closer to how I want it, but my biggest obstacle right now is this

To get a background all you need to get is vtfedit and make 1 vtf file ( a normal picture + a vmt (which is just a line of text) Name the background "background_upward" and put it in hud/materials/console along with the code file this is what code it should have

"UnlitGeneric"
{
"$baseTexture" "console/background_upward"
"$vertexcolor" 1
"$vertexalpha" 1
"$ignorez" 1
"$no_fullbright" "1"
"$nolod" "1"
"%keywords" "tf"
}

Now, do the same thing and make a picture vtf "background_upward_widescreen" and a vmt with this code

"UnlitGeneric"
{
"$baseTexture" "console/background_upward_widescreen"
"$vertexcolor" 1
"$vertexalpha" 1
"$ignorez" 1
"$no_fullbright" "1"
"$nolod" "1"
"%keywords" "tf"
}

After this you should get that background at all times, if not there are more of those files you have to make eg. "background_mvm, background_2fort" etc. I hope this helps.
1685
#1685
0 Frags +

I'm trying to do a welcome message with the player's name in it, but I can't seem to get it. I've added in and edited resource/tf_english.txt to have

"TF_Welcome"					"Welcome Back, %playername%"

but it always shows up as just "Welcome" and nothing else. Any ideas?

I'm trying to do a welcome message with the player's name in it, but I can't seem to get it. I've added in and edited resource/tf_english.txt to have
[code]"TF_Welcome" "Welcome Back, %playername%"[/code]
but it always shows up as just "Welcome" and nothing else. Any ideas?
1686
#1686
0 Frags +
RawrsorI'm trying to do a welcome message with the player's name in it, but I can't seem to get it. I've added in and edited resource/tf_english.txt to have
"TF_Welcome"					"Welcome Back, %playername%"
but it always shows up as just "Welcome" and nothing else. Any ideas?

TF_Welcome is already declared to say welcome. Just change it to tf_rawrsor_welcome or something.

[quote=Rawrsor]I'm trying to do a welcome message with the player's name in it, but I can't seem to get it. I've added in and edited resource/tf_english.txt to have
[code]"TF_Welcome" "Welcome Back, %playername%"[/code]
but it always shows up as just "Welcome" and nothing else. Any ideas?[/quote]
TF_Welcome is already declared to say welcome. Just change it to tf_rawrsor_welcome or something.
1687
#1687
0 Frags +
villainDangerKidI'm running a modifed MedHud, I'm getting closer to how I want it, but my biggest obstacle right now is this

To get a background all you need to get is vtfedit and make 1 vtf file ( a normal picture + a vmt (which is just a line of text) Name the background "background_upward" and put it in hud/materials/console along with the code file this is what code it should have

"UnlitGeneric"
{
"$baseTexture" "console/background_upward"
"$vertexcolor" 1
"$vertexalpha" 1
"$ignorez" 1
"$no_fullbright" "1"
"$nolod" "1"
"%keywords" "tf"
}

Now, do the same thing and make a picture vtf "background_upward_widescreen" and a vmt with this code

"UnlitGeneric"
{
"$baseTexture" "console/background_upward_widescreen"
"$vertexcolor" 1
"$vertexalpha" 1
"$ignorez" 1
"$no_fullbright" "1"
"$nolod" "1"
"%keywords" "tf"
}

After this you should get that background at all times, if not there are more of those files you have to make eg. "background_mvm, background_2fort" etc. I hope this helps.

Thanks! It didn't quite work, only the loading screen. After a lot of tinkering I deleted all the background info in the main menu resu, then deleted both the vmt files and now it works perfectly! :D
http://puu.sh/jskWY/043e12d64f.jpg
[quote=villain][quote=DangerKid]I'm running a modifed MedHud, I'm getting closer to how I want it, but my biggest obstacle right now is this

To get a background all you need to get is vtfedit and make 1 vtf file ( a normal picture + a vmt (which is just a line of text) Name the background "background_upward" and put it in hud/materials/console along with the code file this is what code it should have

"UnlitGeneric"
{
"$baseTexture" "console/background_upward"
"$vertexcolor" 1
"$vertexalpha" 1
"$ignorez" 1
"$no_fullbright" "1"
"$nolod" "1"
"%keywords" "tf"
}

Now, do the same thing and make a picture vtf "background_upward_widescreen" and a vmt with this code

"UnlitGeneric"
{
"$baseTexture" "console/background_upward_widescreen"
"$vertexcolor" 1
"$vertexalpha" 1
"$ignorez" 1
"$no_fullbright" "1"
"$nolod" "1"
"%keywords" "tf"
}

After this you should get that background at all times, if not there are more of those files you have to make eg. "background_mvm, background_2fort" etc. I hope this helps.[/quote]

Thanks! It didn't quite work, only the loading screen. After a lot of tinkering I deleted all the background info in the main menu resu, then deleted both the vmt files and now it works perfectly! :D
http://puu.sh/jskWY/043e12d64f.jpg
1688
#1688
0 Frags +
ninjajiroHey guys, may have been asked but:
how do I edit this?

The problem is that the panel on the main menu that cycles through the new stuff you can buy(weapon cases, taunts), shows up there.

Any help? Anything is greatly appreciated

[quote=ninjajiro]Hey guys, may have been asked but:
how do I edit [url=http://imgur.com/pjsmDCV]this[/url]?

The problem is that the panel on the main menu that cycles through the new stuff you can buy(weapon cases, taunts), shows up there.[/quote]

Any help? Anything is greatly appreciated
1689
#1689
0 Frags +
ninjajironinjajiroHey guys, may have been asked but:
how do I edit this?

The problem is that the panel on the main menu that cycles through the new stuff you can buy(weapon cases, taunts), shows up there.

Any help? Anything is greatly appreciated

You need to get the files from here, more exactly loadingdialog.res and loadingdialognobanner.res, the thing is that you can't move it, it's stuck in the corner.

[quote=ninjajiro][quote=ninjajiro]Hey guys, may have been asked but:
how do I edit [url=http://imgur.com/pjsmDCV]this[/url]?

The problem is that the panel on the main menu that cycles through the new stuff you can buy(weapon cases, taunts), shows up there.[/quote]

Any help? Anything is greatly appreciated[/quote]

You need to get the files from [url=https://github.com/MFSTATE/tf2basehud]here[/url], more exactly loadingdialog.res and loadingdialognobanner.res, the thing is that you can't move it, it's stuck in the corner.
1690
#1690
0 Frags +

Does anyone know how to remove the white borders found around the payload meters and the control point meters?
I specifically want this for broeselhud_blue (http://i.imgur.com/KjQakrk.jpg).

Its one of the only in-game changes I have left to do.

EDIT:
Also, how do you add a 'Go to Inventory' button on the team selection part of the hud? How do you make it bound to E in the hud?

Does anyone know how to remove the white borders found around the payload meters and the control point meters?
I specifically want this for broeselhud_blue (http://i.imgur.com/KjQakrk.jpg).

Its one of the only in-game changes I have left to do.

EDIT:
Also, how do you add a 'Go to Inventory' button on the team selection part of the hud? How do you make it bound to E in the hud?
1691
#1691
0 Frags +
MightyDoes anyone know how to remove the white borders found around the payload meters and the control point meters?
I specifically want this for broeselhud_blue (http://i.imgur.com/KjQakrk.jpg).

Its one of the only in-game changes I have left to do.

EDIT:
Also, how do you add a 'Go to Inventory' button on the team selection part of the hud? How do you make it bound to E in the hud?

For the borders, afaik the only ways to change them are edit the texture file (which won't work on sv_pure 1 servers) or add in a bunch of rectangular imagepanels all around them with the color you want.

As for the inventory, look at this: http://doodlesstuff.com/?tutorial=tf2hud&section=label#shortcut

[quote=Mighty]Does anyone know how to remove the white borders found around the payload meters and the control point meters?
I specifically want this for broeselhud_blue (http://i.imgur.com/KjQakrk.jpg).

Its one of the only in-game changes I have left to do.

EDIT:
Also, how do you add a 'Go to Inventory' button on the team selection part of the hud? How do you make it bound to E in the hud?[/quote]

For the borders, afaik the only ways to change them are edit the texture file (which won't work on sv_pure 1 servers) or add in a bunch of rectangular imagepanels all around them with the color you want.

As for the inventory, look at this: http://doodlesstuff.com/?tutorial=tf2hud&section=label#shortcut
1692
#1692
1 Frags +

I'm currently dealing with some closecaption updates. I've manage to update/compile closecaption_english.txt into closecaption_english.dat format; and placed them into custom/[hud_files]/resource but it doesn't want to work. If I place them into custom/[completely separate folder]/resource, then it works. It will probably work if I convert it into .vpk format. Do I need the March 2015 captioncompiler.exe where such issue was fixed and got broken at later on (Latest update on this file was in 16th July)?

Hope you guys understood what I just said and can help me!

I'm currently dealing with some closecaption updates. I've manage to update/compile closecaption_english.txt into closecaption_english.dat format; and placed them into custom/[hud_files]/resource but it doesn't want to work. If I place them into custom/[completely separate folder]/resource, then it works. It will probably work if I convert it into .vpk format. Do I need the March 2015 captioncompiler.exe where such issue was fixed and got broken at later on (Latest update on this file was in 16th July)?

Hope you guys understood what I just said and can help me!
1693
#1693
0 Frags +

Could someone tell me why this text appears in a corner when I'm spectating people while dead?

P.S. did anyone manage to make the itempanel in the freezepanel stay in one place? Mine just randomly appears where it wants to.

Also, how do I fix this so the image is not as large?
Thanks!

Could someone tell me why [url=http://imgur.com/he62jyW]this text[/url] appears in a corner when I'm spectating people while dead?

P.S. did anyone manage to make the itempanel in the freezepanel stay in one place? Mine just randomly appears where it wants to.

Also, how do I fix [url=http://imgur.com/BxrQa0N]this[/url] so the image is not as large?
Thanks!
1694
#1694
2 Frags +

a couple days after the gunmetal update i heard this wasn't fixable, but im wondering if anyone's figured out how to NOT have neon green values on their scoreboard?

http://i60.tinypic.com/vhdw0p.png

a couple days after the gunmetal update i heard this wasn't fixable, but im wondering if anyone's figured out how to NOT have neon green values on their scoreboard?
[img]http://i60.tinypic.com/vhdw0p.png[/img]
1695
#1695
2 Frags +
redda couple days after the gunmetal update i heard this wasn't fixable, but im wondering if anyone's figured out how to NOT have neon green values on their scoreboard?

Make a copy of each stat (Kills, Assists, Deaths, etc.), rename it whatever you went e.g. Kills2, as well as the fieldName, and visible 0 the original one. Tedious process, but it works.

[quote=redd]a couple days after the gunmetal update i heard this wasn't fixable, but im wondering if anyone's figured out how to NOT have neon green values on their scoreboard?[/quote]

Make a copy of each stat (Kills, Assists, Deaths, etc.), rename it whatever you went e.g. Kills2, as well as the fieldName, and visible 0 the original one. Tedious process, but it works.
1696
#1696
0 Frags +
NokkTedious process, but it works.

no kidding.
everything works now though, so thanks ^.^

[quote=Nokk]Tedious process, but it works.[/quote]
no kidding.
everything works now though, so thanks ^.^
1697
#1697
1 Frags +

How do I get RED and BLU buttons in my backpack? I can't find a legit answer anywhere.

How do I get RED and BLU buttons in my backpack? I can't find a legit answer anywhere.
1698
#1698
0 Frags +
MightyHow do I get RED and BLU buttons in my backpack? I can't find a legit answer anywhere.

It's along the lines of something like this:

"BluButton"
{
    "controlName"       "CExButton"
    "fieldName"         "BluButton"
    "xpos"              "<whatever>"        
    "ypos"              "<whatever>"  
    "wide"               "<whatever>"  
    "tall"                 "<whatever>"  
    "visible"            "1"
    "enabled"          "1"
    "labelText"        "BLU"
    "command"       "engine sv_cheats 1;r_skin 0"
}

Basically it's the "command" line that sets sv_cheats to 1 so that you can use r_skin to give the player a different skin. If you want to style to buttons to be team appropriate, look at this: http://doodlesstuff.com/?tutorial=tf2hud&section=button

[quote=Mighty]How do I get RED and BLU buttons in my backpack? I can't find a legit answer anywhere.[/quote]
It's along the lines of something like this:

[code]"BluButton"
{
"controlName" "CExButton"
"fieldName" "BluButton"
"xpos" "<whatever>"
"ypos" "<whatever>"
"wide" "<whatever>"
"tall" "<whatever>"
"visible" "1"
"enabled" "1"
"labelText" "BLU"
"command" "engine sv_cheats 1;r_skin 0"
}[/code]

Basically it's the "command" line that sets sv_cheats to 1 so that you can use r_skin to give the player a different skin. If you want to style to buttons to be team appropriate, look at this: http://doodlesstuff.com/?tutorial=tf2hud&section=button
1699
#1699
0 Frags +

does anyone know how toonhud's transparent viewmodels work? i'm trying to implement them into a new hud

does anyone know how toonhud's transparent viewmodels work? i'm trying to implement them into a new hud
1700
#1700
1 Frags +
Intellectualdoes anyone know how toonhud's transparent viewmodels work? i'm trying to implement them into a new hud

http://www.teamfortress.tv/21928/transparent-viewmodels-in-any-hud Maybe try this?

[quote=Intellectual]does anyone know how toonhud's transparent viewmodels work? i'm trying to implement them into a new hud[/quote]

http://www.teamfortress.tv/21928/transparent-viewmodels-in-any-hud Maybe try this?
1701
#1701
0 Frags +

Hi guys, I've had this problem with randomizer for a while now.

In My hud, a modified broselhud, anything with a count or charge like demoman's shields or ubercharge is cut off, while in other HUDs like EVE hud or rayshud, its perfectly normal.

Any one can help me with this?

Thanks in advance!

Hi guys, I've had this problem with randomizer for a while now.

In My hud, a modified broselhud, anything with a count or charge like demoman's shields or ubercharge is [url=http://imgur.com/xxHuHmY,xdDw4EM#1]cut off[/url], while in other HUDs like [url=http://imgur.com/xxHuHmY,xdDw4EM#0]EVE hud[/url] or rayshud, its perfectly normal.

Any one can help me with this?

Thanks in advance!
1702
#1702
0 Frags +
ninjajiroHi guys, I've had this problem with randomizer for a while now.

In My hud, a modified broselhud, anything with a count or charge like demoman's shields or ubercharge is cut off, while in other HUDs like EVE hud or rayshud, its perfectly normal.

Any one can help me with this?

Thanks in advance!

Looking at the fonts, it looks like it's a Randomizer problem more than a HUD problem. Maybe it's just Randomizer being weird with some meters and normal with others?

You can try looking for weapon meter files, transferring them over, and seeing if it's still a problem, but I really don't know as I've never had to deal with Randomizer lol. If you try this, remember to have backups in case something goes wrong. GL

[quote=ninjajiro]Hi guys, I've had this problem with randomizer for a while now.

In My hud, a modified broselhud, anything with a count or charge like demoman's shields or ubercharge is [url=http://imgur.com/xxHuHmY,xdDw4EM#1]cut off[/url], while in other HUDs like [url=http://imgur.com/xxHuHmY,xdDw4EM#0]EVE hud[/url] or rayshud, its perfectly normal.

Any one can help me with this?

Thanks in advance![/quote]

Looking at the fonts, it looks like it's a Randomizer problem more than a HUD problem. Maybe it's just Randomizer being weird with some meters and normal with others?

You can try looking for [url=http://doodlesstuff.com/?tutorial=tf2hud&section=meters]weapon meter files[/url], transferring them over, and seeing if it's still a problem, but I really don't know as I've never had to deal with Randomizer lol. If you try this, remember to have backups in case something goes wrong. GL
1703
#1703
0 Frags +
JermninjajiroHi guys, I've had this problem with randomizer for a while now.

In My hud, a modified broselhud, anything with a count or charge like demoman's shields or ubercharge is cut off, while in other HUDs like EVE hud or rayshud, its perfectly normal.

Any one can help me with this?

Thanks in advance!

Looking at the fonts, it looks like it's a Randomizer problem more than a HUD problem. Maybe it's just Randomizer being weird with some meters and normal with others?

You can try looking for weapon meter files, transferring them over, and seeing if it's still a problem, but I really don't know as I've never had to deal with Randomizer lol. If you try this, remember to have backups in case something goes wrong. GL

I'm pretty sure all of the heads from swords, stickies, manmelter crits et, not just meters and randomizer changes the ubercharge, stickies into the style in the screenshots, so idk :\

[quote=Jerm][quote=ninjajiro]Hi guys, I've had this problem with randomizer for a while now.

In My hud, a modified broselhud, anything with a count or charge like demoman's shields or ubercharge is [url=http://imgur.com/xxHuHmY,xdDw4EM#1]cut off[/url], while in other HUDs like [url=http://imgur.com/xxHuHmY,xdDw4EM#0]EVE hud[/url] or rayshud, its perfectly normal.

Any one can help me with this?

Thanks in advance![/quote]

Looking at the fonts, it looks like it's a Randomizer problem more than a HUD problem. Maybe it's just Randomizer being weird with some meters and normal with others?

You can try looking for [url=http://doodlesstuff.com/?tutorial=tf2hud&section=meters]weapon meter files[/url], transferring them over, and seeing if it's still a problem, but I really don't know as I've never had to deal with Randomizer lol. If you try this, remember to have backups in case something goes wrong. GL[/quote]

I'm pretty sure all of the heads from swords, stickies, manmelter crits et, not just meters and randomizer changes the ubercharge, stickies into the style in the screenshots, so idk :\
1704
#1704
0 Frags +
N1ghTIntellectualdoes anyone know how toonhud's transparent viewmodels work? i'm trying to implement them into a new hud
http://www.teamfortress.tv/21928/transparent-viewmodels-in-any-hud Maybe try this?

works great, thanks!!

[quote=N1ghT][quote=Intellectual]does anyone know how toonhud's transparent viewmodels work? i'm trying to implement them into a new hud[/quote]

http://www.teamfortress.tv/21928/transparent-viewmodels-in-any-hud Maybe try this?[/quote]
works great, thanks!!
1705
#1705
2 Frags +

I would like someone to help me 1 on 1 with customizing broeselhud blue- pretty simple stuff with damage numbers, color schemes, and sizing.

I would like someone to help me 1 on 1 with customizing broeselhud blue- pretty simple stuff with damage numbers, color schemes, and sizing.
1706
#1706
1 Frags +

How do you add the health cross in rays hud Min-mode version?
Like the one right here: http://i.imgur.com/UWkicYL.png

How do you add the health cross in rays hud Min-mode version?
Like the one right here: http://i.imgur.com/UWkicYL.png
1707
#1707
0 Frags +
t4nkurHow do you add the health cross in rays hud Min-mode version?
Like the cross separated with the hp number.

yeah that would be cool

[quote=t4nkur]How do you add the health cross in rays hud Min-mode version?
Like the cross separated with the hp number.[/quote]

yeah that would be cool
1708
#1708
0 Frags +

How to I remove button backgrounds in the Main Menu? Can't seem to find them anywhere in MainMenuOverride.res

How to I remove button backgrounds in the Main Menu? Can't seem to find them anywhere in MainMenuOverride.res
1709
#1709
0 Frags +
RTSx1How to I remove button backgrounds in the Main Menu? Can't seem to find them anywhere in MainMenuOverride.res

Not edited a main menu in a while but I'm 99% sure it's just "paintbackground" "0"

[quote=RTSx1]How to I remove button backgrounds in the Main Menu? Can't seem to find them anywhere in MainMenuOverride.res[/quote]

Not edited a main menu in a while but I'm 99% sure it's just "paintbackground" "0"
1710
#1710
0 Frags +

http://i.imgur.com/j95i3vU.jpg

Still haven't seen anything on how to fix this

[img]http://i.imgur.com/j95i3vU.jpg[/img]
Still haven't seen anything on how to fix this
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