How do I get rid of the rounded corners on the spectate button? It became rounded after I assigned armed and depressed fg/bgcolors to it.
Hey! i really need help on this problem
for some reason. increasing the font size for PVHUD through the clientscheme.res file isn't working, the font size stays the same;
i want it to look like this: https://www.youtube.com/watch?v=lEL3V15Ww68
like the old PVHUD
for some reason. increasing the font size for PVHUD through the clientscheme.res file isn't working, the font size stays the same;
i want it to look like this: https://www.youtube.com/watch?v=lEL3V15Ww68
like the old PVHUD
Is it possible to make my low ammo the same as in Kaptain's frag video and implement it to m0rehud black?
EDIT: I think I found the source which is in HudAnimations_tf.txt, do I just copy everything in HudLowAmmoPulse?
EDIT 2: Yeah, this worked.
EDIT: I think I found the source which is in HudAnimations_tf.txt, do I just copy everything in HudLowAmmoPulse?
EDIT 2: Yeah, this worked.
RetroBiruussHey! i really need help on this problem
for some reason. increasing the font size for PVHUD through the clientscheme.res file isn't working, the font size stays the same;
i want it to look like this: https://www.youtube.com/watch?v=lEL3V15Ww68
like the old PVHUD
That's because the game was in 1280x720, at 1080 it'll be a lot smaller looking. I tried the same thing ages ago and realised that res is the reason it looks bigger.
for some reason. increasing the font size for PVHUD through the clientscheme.res file isn't working, the font size stays the same;
i want it to look like this: https://www.youtube.com/watch?v=lEL3V15Ww68
like the old PVHUD[/quote]
That's because the game was in 1280x720, at 1080 it'll be a lot smaller looking. I tried the same thing ages ago and realised that res is the reason it looks bigger.
_KermitRetroBiruussHey! i really need help on this problem
for some reason. increasing the font size for PVHUD through the clientscheme.res file isn't working, the font size stays the same;
i want it to look like this: https://www.youtube.com/watch?v=lEL3V15Ww68
like the old PVHUD
That's because the game was in 1280x720, at 1080 it'll be a lot smaller looking. I tried the same thing ages ago and realised that res is the reason it looks bigger.
ty kermit
for some reason. increasing the font size for PVHUD through the clientscheme.res file isn't working, the font size stays the same;
i want it to look like this: https://www.youtube.com/watch?v=lEL3V15Ww68
like the old PVHUD[/quote]
That's because the game was in 1280x720, at 1080 it'll be a lot smaller looking. I tried the same thing ages ago and realised that res is the reason it looks bigger.[/quote]
ty kermit
SevinSevinI removed the standard quality color border from the backpack somehow, and I can't figure out how to add it back.
http://i.imgur.com/xQ03ywS.jpg
I shrunk the other quality color borders, but I can't find the standard one to save my life. Anyone know what it's called? The backpackitemborder entries under "Standard" in clientscheme don't appear to be it.
Anyone know?
If I had to take a wild guess, you could either be:
1. Missing a quality border entry here: https://github.com/Tewgon/tf2basehud/blob/master/resource/clientscheme.res#L132
or
2. Missing one of these BackpackItemBorder entries here: https://github.com/Tewgon/tf2basehud/blob/master/resource/clientscheme.res#L3581 (down to around line 4622)
[img]http://i.imgur.com/xQ03ywS.jpg[/img]
I shrunk the other quality color borders, but I can't find the standard one to save my life. Anyone know what it's called? The backpackitemborder entries under "Standard" in clientscheme don't appear to be it.[/quote]
Anyone know?[/quote]
If I had to take a wild guess, you could either be:
1. Missing a quality border entry here: https://github.com/Tewgon/tf2basehud/blob/master/resource/clientscheme.res#L132
or
2. Missing one of these BackpackItemBorder entries here: https://github.com/Tewgon/tf2basehud/blob/master/resource/clientscheme.res#L3581 (down to around line 4622)
WhiskerSevinIf I had to take a wild guess, you could either be:SevinI removed the standard quality color border from the backpack somehow, and I can't figure out how to add it back.
http://i.imgur.com/xQ03ywS.jpg
I shrunk the other quality color borders, but I can't find the standard one to save my life. Anyone know what it's called? The backpackitemborder entries under "Standard" in clientscheme don't appear to be it.
Anyone know?
1. Missing a quality border entry here: https://github.com/Tewgon/tf2basehud/blob/master/resource/clientscheme.res#L132
or
2. Missing one of these BackpackItemBorder entries here: https://github.com/Tewgon/tf2basehud/blob/master/resource/clientscheme.res#L3581 (down to around line 4622)
I have both.
[img]http://i.imgur.com/xQ03ywS.jpg[/img]
I shrunk the other quality color borders, but I can't find the standard one to save my life. Anyone know what it's called? The backpackitemborder entries under "Standard" in clientscheme don't appear to be it.[/quote]
Anyone know?[/quote]
If I had to take a wild guess, you could either be:
1. Missing a quality border entry here: https://github.com/Tewgon/tf2basehud/blob/master/resource/clientscheme.res#L132
or
2. Missing one of these BackpackItemBorder entries here: https://github.com/Tewgon/tf2basehud/blob/master/resource/clientscheme.res#L3581 (down to around line 4622)[/quote]
I have both.
Greetings.
I need help with modifying xHairCircle.
According to what I understand, by changing the value of "tall" in clientscheme.res it changes the size of the circle.
But what value do I have to change in order to increase/decrease the width of the circle?
I need help with modifying xHairCircle.
According to what I understand, by changing the value of "tall" in clientscheme.res it changes the size of the circle.
But what value do I have to change in order to increase/decrease the width of the circle?
How do I remove the player icon in KBNhud?
It shows up in the bottom left hand corner of the hud while I am in game.
It shows up in the bottom left hand corner of the hud while I am in game.
Can some one update this customized omphud so that the box at the top left is removed, win panel is fixed, and map time fixed
https://www.dropbox.com/s/lndpuoixzti2o8z/HUD.zip?dl=0
Probably not the best thread to ask this but, since tf_competitive_mode 1 is not working anymore for me is there a way to create a local sever and run the comp mode so i can edit my mm hud?
HypnotizeProbably not the best thread to ask this but, since tf_competitive_mode 1 is not working anymore for me is there a way to create a local sever and run the comp mode so i can edit my mm hud?
Have you tried tf_mm_servermode 3?
Have you tried tf_mm_servermode 3?
you can record a demo of a MM game and use playdemo to test the hud on that demo. Pretty sure that's what rays does
Hello, how can I remove the black square at the top left of the hud? which .res file should I go for?
http://imgur.com/M7V0bid
thanks
http://imgur.com/M7V0bid
thanks
http://i.imgur.com/WGWbZJR.jpg
Anyone know how to get rid of this orange hat on the left, as well as remove the killstreak counter?
Anyone know how to get rid of this orange hat on the left, as well as remove the killstreak counter?
http://i.imgur.com/OszadeM.png
how do make uber meters to have the same background like the health? i mean that color transition
i thought about material, but i havent found any custom one that looks like this
ty
how do make uber meters to have the same background like the health? i mean that color transition
i thought about material, but i havent found any custom one that looks like this
ty
@ Tambo Update your HudPlayerHealth.res file (the PlayerStatus_RuneWarlock got renamed to something different)
@ Degu have them use the same border that is used for the player panels (TFFatLineBorderRedBG & TFFatLineBorderBlueBG)
And I see you found the icons I made for the different mediguns
@ [b]Degu[/b] have them use the same [i]border[/i] that is used for the player panels (TFFatLineBorderRedBG & TFFatLineBorderBlueBG)
And I see you [url=https://github.com/Wiethoofd/StatusSpec-HUD/tree/master/materials/vgui/replay/thumbnails]found the icons[/url] I made for the different mediguns
Wiethoofd@ Degu have them use the same border that is used for the player panels (TFFatLineBorderRedBG & TFFatLineBorderBlueBG)
And I see you found the icons I made for the different mediguns
thanks man, worked!
no i did not, i made these myself :)
@ [b]Degu[/b] have them use the same [i]border[/i] that is used for the player panels (TFFatLineBorderRedBG & TFFatLineBorderBlueBG)
And I see you [url=https://github.com/Wiethoofd/StatusSpec-HUD/tree/master/materials/vgui/replay/thumbnails]found the icons[/url] I made for the different mediguns[/quote]
thanks man, worked!
no i did not, i made these myself :)
I have been attempting to edit a hud to my own liking and would like the full 3D player model in the corner of the screen instead of the halfway cutoff one, as in not just torso but torso, waist, legs, feet, everything. However I cannot find any tutorials describing how to do so. Have only found tutorials on how to move 3D model. Please reply clearly and quickly thank you.
GerladI have been attempting to edit a hud to my own liking and would like the full 3D player model in the corner of the screen instead of the halfway cutoff one, as in not just torso but torso, waist, legs, feet, everything. However I cannot find any tutorials describing how to do so. Have only found tutorials on how to move 3D model. Please reply clearly and quickly thank you.
I haven't messed with this a lot, but it's in hudplayerclass.res --> classmodelpanel --> model and then mess with those xyz values. They control how the model is displayed in a 3D coordinate system. I don't remember all the stuff but I think fov essentially controls how close the camera is to the model. So you can use that to zoom out and see the entire model and not just the upper torso. z moves the model up or down. I don't get the axis naming entirely, it seems like the y axis would be up/down, but naaah.
Again, I haven't messed with this in a while, so I'm sorry if I got anything wrong.
EDIT: Also, the classes have individual posing. All I can say is experiment :)
EDIT2: This is what I used for my model in the class selection menu. Don't know if it helps.
http://i.imgur.com/NaSjyLO.jpg
"fov" "25""model"
{
"force_pos" "1"
"angles_x" "0"
"angles_y" "180"
"angles_z" "0"
"origin_x" "320"
"origin_y" "10"
"origin_z" "-49"
"frame_origin_x" "0"
"frame_origin_y" "0"
"frame_origin_z" "0"
"spotlight" "1"
I haven't messed with this a lot, but it's in hudplayerclass.res --> classmodelpanel --> model and then mess with those xyz values. They control how the model is displayed in a 3D coordinate system. I don't remember all the stuff but I think fov essentially controls how close the camera is to the model. So you can use that to zoom out and see the entire model and not just the upper torso. z moves the model up or down. I don't get the axis naming entirely, it seems like the y axis would be up/down, but naaah.
Again, I haven't messed with this in a while, so I'm sorry if I got anything wrong.
EDIT: Also, the classes have individual posing. All I can say is experiment :)
EDIT2: This is what I used for my model in the class selection menu. Don't know if it helps.
[spoiler]
[img]http://i.imgur.com/NaSjyLO.jpg[/img]
"fov" "25"
"model"
{
"force_pos" "1"
"angles_x" "0"
"angles_y" "180"
"angles_z" "0"
"origin_x" "320"
"origin_y" "10"
"origin_z" "-49"
"frame_origin_x" "0"
"frame_origin_y" "0"
"frame_origin_z" "0"
"spotlight" "1"[/spoiler]
How do i change the size of the Seekers crosshair in m0rehudblack?
CrossHairSeeker
{
"controlName" "CExLabel"
"fieldName" "CrossHairSeeker"
"visible" "1"
"enabled" "1"
"zpos" "1"
"xpos" "c-14"
"ypos" "c-12"
"wide" "24"
"tall" "24"
"font" "CrossHairNormal"
"labelText" "x"
"fgcolor" "255 255 255 255"
"textAlignment" "center"
}
CrossHairSeeker
{
"controlName" "CExLabel"
"fieldName" "CrossHairSeeker"
"visible" "1"
"enabled" "1"
"zpos" "1"
"xpos" "c-14"
"ypos" "c-12"
"wide" "24"
"tall" "24"
"font" "CrossHairNormal"
"labelText" "x"
"fgcolor" "255 255 255 255"
"textAlignment" "center"
}
I recently changed my damage indicators to be smaller but I couldn't figure out how to change the colour of them.
Can anyone help me out?
Can anyone help me out?
ConkyI recently changed my damage indicators to be smaller but I couldn't figure out how to change the colour of them.
Can anyone help me out?
By editing "Negative colour" section.
Choose any colour you prefer from this site and copy and paste RGB code.
Can anyone help me out?[/quote]
By editing "Negative colour" section.
Choose any colour you prefer from [url=http://www.stm.dp.ua/web-design/color-html.php]this[/url] site and copy and paste RGB code.
fiestaConkyI recently changed my damage indicators to be smaller but I couldn't figure out how to change the colour of them.
Can anyone help me out?
By editing "Negative colour" section.
Choose any colour you prefer from this site and copy and paste RGB code.
I didn't see that option in the file
screenshot: http://puu.sh/pTKMl/c486628e9b.png
any chance it might be in a different location?
or should i just add it to the file or something
Can anyone help me out?[/quote]
By editing "Negative colour" section.
Choose any colour you prefer from [url=http://www.stm.dp.ua/web-design/color-html.php]this[/url] site and copy and paste RGB code.[/quote]
I didn't see that option in the file
screenshot: http://puu.sh/pTKMl/c486628e9b.png
any chance it might be in a different location?
or should i just add it to the file or something
ConkyI recently changed my damage indicators to be smaller but I couldn't figure out how to change the colour of them.
Can anyone help me out?
You need to manually edit the vtf, which will only work on sv_pure 0.
materials/vgui/damageindicator.vtf incase you want to edit it.
The vmt (with the same name and location) defines it to be an additive material too, so you should make the damage indicator vtf a fair bit darker than the color you actually want (because it'll appear lighter ingame). Or you can edit the vmt to not be an additive, but it might cover things up then if it's not also pretty transparent.
ConkyI didn't see that option in the file
screenshot: http://puu.sh/pTKMl/c486628e9b.png
any chance it might be in a different location?
or should i just add it to the file or something
He assumed you meant damage numbers, for when you deal damage and not when you take damage. Adding NegativeColor wouldn't do anything for the damage indicator.
Can anyone help me out?[/quote]
You need to manually edit the vtf, which will only work on sv_pure 0.
materials/vgui/damageindicator.vtf incase you want to edit it.
The vmt (with the same name and location) defines it to be an additive material too, so you should make the damage indicator vtf a fair bit darker than the color you actually want (because it'll appear lighter ingame). Or you can edit the vmt to not be an additive, but it might cover things up then if it's not also pretty transparent.
[quote=Conky]I didn't see that option in the file
screenshot: http://puu.sh/pTKMl/c486628e9b.png
any chance it might be in a different location?
or should i just add it to the file or something[/quote]
He assumed you meant damage numbers, for when you deal damage and not when you take damage. Adding NegativeColor wouldn't do anything for the damage indicator.
change the font size of CrossHairNormal in clientscheme
i'm sure people are going to ask questions about where to put the version file. here's how it should look like
"info.vdf"
{
"ui_version" "1"
}
put that file in the root of your hud where materials/resource/scripts/etc are
edit: looks like the first part in quotes can be changed to literally anything. probably should be your hud name then
[quote]
"info.vdf"
{
"ui_version" "1"
}
[/quote]
put that file in the root of your hud where materials/resource/scripts/etc are
edit: looks like the first part in quotes can be changed to literally anything. probably should be your hud name then
In the patch notes it says "Custom HUD files must now be installed as add-ons under the tf/custom/ folder. Loose .res files extracted to the game directory will not be loaded.", how to install as add-ons?
literally above you
drshdwpuppetPeople who want your HUDs to work, I got sent a workaround temporary fix
go to your custom hud folder (so for me its tf > custom > HUD)
in a plaintext editor (preferrably not notepad) create a file called info.vdf and put this in
"HUD name" { "ui_version" "1" }
where HUD name is the name of your custom folder.
Worked for me (modified KBNHud with a few additions/subtractions)
explains it a bit better
[quote=drshdwpuppet]People who want your HUDs to work, I got sent a workaround temporary fix
go to your custom hud folder (so for me its tf > custom > HUD)
in a plaintext editor (preferrably not notepad) create a file called info.vdf and put this in
"HUD name" { "ui_version" "1" }
where HUD name is the name of your custom folder.
Worked for me (modified KBNHud with a few additions/subtractions)[/quote]
explains it a bit better