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HUD editing: short questions, quick answers
posted in Customization
3811
#3811
1 Frags +
XenThePybrohow do I make a vtf that is affected by src_corner_height, src_corner_width, draw_corner_width and draw_corner_height like the stock vtfs are?

When you are making an ImagePanel you just add src_corner_height src_corner_width draw_corner_width and draw_corner_height at the end of it.

If you want a more customizable way to do it I recommend making an entry in borders section like this:

Show Content
classbg
{
"bordertype" "scalable_image"

"image" "replay/thumbnails/materialPanel"
"color" "ClassBG"

"src_corner_height" "24" // pixels inside the image
"src_corner_width" "24"
"draw_corner_width" "8" // screen size of the corners ( and sides ), proportional
"draw_corner_height" "8"
}

It's easier since you don't need to create a new vtf every time you want to have a different color.
You just need to change the "color" entry to yours.

[quote=XenThePybro]how do I make a vtf that is affected by src_corner_height, src_corner_width, draw_corner_width and draw_corner_height like the stock vtfs are?[/quote]
When you are making an ImagePanel you just add src_corner_height src_corner_width draw_corner_width and draw_corner_height at the end of it.

If you want a more customizable way to do it I recommend making an entry in borders section like this:
[spoiler]classbg
{
"bordertype" "scalable_image"

"image" "replay/thumbnails/materialPanel"
"color" "ClassBG"

"src_corner_height" "24" // pixels inside the image
"src_corner_width" "24"
"draw_corner_width" "8" // screen size of the corners ( and sides ), proportional
"draw_corner_height" "8"
}[/spoiler]
It's easier since you don't need to create a new vtf every time you want to have a different color.
You just need to change the "color" entry to yours.
3812
#3812
0 Frags +
Cubekol.

I made a solid white square vmt that I use for boxes but changing those values does nothing.

The square is 2x2 pixels because I dont need it to be big, maybe that is why?

Also it covers all of the space in the vtf so I dont have any transparent spaces.

Do you have any idea why I can't get those values to change?

[quote=Cubekol].
[/quote]

I made a solid white square vmt that I use for boxes but changing those values does nothing.

The square is 2x2 pixels because I dont need it to be big, maybe that is why?

Also it covers all of the space in the vtf so I dont have any transparent spaces.

Do you have any idea why I can't get those values to change?
3813
#3813
1 Frags +

How to remove Main Menu from HUD without breaking the Menu? (WietHUD and ToonHUD) Custom buttons still shows up over default ones.

How to change overheal numbers color in WietHUD?

Does hud minmode do anything to WietHUD?

How to remove Main Menu from HUD without breaking the Menu? (WietHUD and ToonHUD) Custom buttons still shows up over default ones.

How to change overheal numbers color in WietHUD?

Does hud minmode do anything to WietHUD?
3814
#3814
1 Frags +
XenThePybrowaddup

It's not working, because of size.
You actually would better have a bigger vtf, since it's easier to scale them with wide and tall.
But you need to have ControlName "ScalableImagePanel" instead of "ImagePanel".

TriRIKHow to remove Main Menu from HUD without breaking the Menu? (WietHUD and ToonHUD) Custom buttons still shows up over default ones.

How to change overheal numbers color in WietHUD?

Does hud minmode do anything to WietHUD?

1. Delete MainMenuOverride
2.Go to ClientScheme.res and change the color of HealthOverhealColor to yours
3.Minmode doesn't do anything.

If you don't know how to choose the color I recommend checking second point in my post where I said how to do it.

[quote=XenThePybro]waddup[/quote]
It's not working, because of size.
You actually would better have a bigger vtf, since it's easier to scale them with wide and tall.
But you need to have ControlName "ScalableImagePanel" instead of "ImagePanel".


[quote=TriRIK]How to remove Main Menu from HUD without breaking the Menu? (WietHUD and ToonHUD) Custom buttons still shows up over default ones.

How to change overheal numbers color in WietHUD?

Does hud minmode do anything to WietHUD?[/quote]
1. Delete MainMenuOverride
2.Go to ClientScheme.res and change the color of HealthOverhealColor to yours
3.Minmode doesn't do anything.

If you don't know how to choose the color I recommend checking second point in [url=http://www.teamfortress.tv/post/655113/hud-editing-short-questions-quick-answers]my post[/url] where I said how to do it.
3815
#3815
whitelist.tf
2 Frags +
TriRIKHow to remove Main Menu from HUD without breaking the Menu? (WietHUD and ToonHUD) Custom buttons still shows up over default ones.

GameMenu.res in WietHUD contains some custom commands with a #base include, comment that line out

How to change overheal numbers color in WietHUD?

Clientscheme.res has HealthNormalColor, HealthOverhealColor & HealthLowColor as colors defined you can change

Does hud minmode do anything to WietHUD?
  • Player lists in Tournament mode stack differently (pub/highlander default and 6v6 in minmode with scouts on top)
  • Payload objective reduces in size
  • MvM Wavepanel reduces size a little

I'd like to refer you to the WietHUD thread for more specific questions ;)

[quote=TriRIK]How to remove Main Menu from HUD without breaking the Menu? (WietHUD and ToonHUD) Custom buttons still shows up over default ones.[/quote]
GameMenu.res in WietHUD contains some custom commands with a #base include, comment that line out
[quote]How to change overheal numbers color in WietHUD?[/quote]
Clientscheme.res has [i]HealthNormalColor, HealthOverhealColor & HealthLowColor[/i] as colors defined you can change
[quote]Does hud minmode do anything to WietHUD?[/quote]
[list]
[*] Player lists in Tournament mode stack differently (pub/highlander default and 6v6 in minmode with scouts on top)
[*] Payload objective reduces in size
[*] MvM Wavepanel reduces size a little
[/list]

I'd like to refer you to the [url=http://www.teamfortress.tv/31482/wiethud]WietHUD[/url] thread for more specific questions ;)
3816
#3816
0 Frags +

I wanna know how to transfer the damage numbers from FKhud to M0rehud black. I installed the font,pasted the file in fonts and pasted huddamageaccount in ui but now no dmg numbers are appearing

I wanna know how to transfer the damage numbers from FKhud to M0rehud black. I installed the font,pasted the file in fonts and pasted huddamageaccount in ui but now no dmg numbers are appearing
3817
#3817
1 Frags +
f2s4x1oI wanna know how to transfer the damage numbers from FKhud to M0rehud black. I installed the font,pasted the file in fonts and pasted huddamageaccount in ui but now no dmg numbers are appearing

You need to install the fonts in clientscheme.res
Doodles has a good tutorial on this.

[quote=f2s4x1o]I wanna know how to transfer the damage numbers from FKhud to M0rehud black. I installed the font,pasted the file in fonts and pasted huddamageaccount in ui but now no dmg numbers are appearing[/quote]
You need to install the fonts in clientscheme.res
[url=http://doodlesstuff.com/?tutorial=tf2hud&section=font]Doodles has a good tutorial on this.[/url]
3818
#3818
0 Frags +

Done that already

Done that already
3819
#3819
0 Frags +
f2s4x1oDone that already

if the names of the fonts were changed, be sure to enter the names of the new fonts that you had recently installed into huddamageaccount.res. If you've already done this, then I'm honestly not sure what else could be going wrong

[quote=f2s4x1o]Done that already[/quote]

if the names of the fonts were changed, be sure to enter the names of the new fonts that you had recently installed into huddamageaccount.res. If you've already done this, then I'm honestly not sure what else could be going wrong
3820
#3820
0 Frags +

You need to change the color in huddamageaccount.res
Change "NegativeColor"
Example:

Show Content
"NegativeColor" "255 255 0 255"
You need to change the color in huddamageaccount.res
Change "NegativeColor"
Example:
[spoiler]"NegativeColor" "255 255 0 255"[/spoiler]
3821
#3821
0 Frags +

I coppied and pasted the huddamamageaccount.res from FKhud because m0rehud uses another text layer as an outline (not sure) so I won't have to change anything in that file installed the font in clientscheme but its not working.

I coppied and pasted the huddamamageaccount.res from FKhud because m0rehud uses another text layer as an outline (not sure) so I won't have to change anything in that file installed the font in clientscheme but its not working.
3822
#3822
0 Frags +
f2s4x1oI coppied and pasted the huddamamageaccount.res from FKhud because m0rehud uses another text layer as an outline (not sure) so I won't have to change anything in that file installed the font in clientscheme but its not working.

It doesn't have another layer of text.
It just has the font with "outline" "1" in it.
If you want this working you must change something in this file.

[quote=f2s4x1o]I coppied and pasted the huddamamageaccount.res from FKhud because m0rehud uses another text layer as an outline (not sure) so I won't have to change anything in that file installed the font in clientscheme but its not working.[/quote]
It doesn't have another layer of text.
It just has the font with "outline" "1" in it.
If you want this working you must change something in this file.
3823
#3823
1 Frags +

I reinstalled the font and it worked thanks everyone

I reinstalled the font and it worked thanks everyone
3824
#3824
0 Frags +

How do I change this background color to black or any other sort of color?

http://imgur.com/a/SAF2B

How do I change this background color to black or any other sort of color?

http://imgur.com/a/SAF2B
3825
#3825
0 Frags +
TheFastFreakHow do I change this background color to black or any other sort of color?

http://imgur.com/a/SAF2B

In classselection.res search for ShadeBG and change fillcolor.
0 0 0 128 is the color.
It means that's a black with transparency of 128.
If you want a solid black just change 128 to 255.
I recommend changing 0 0 0 to something like 55 55 55 also, since it will look like it has a missing texture.

[quote=TheFastFreak]How do I change this background color to black or any other sort of color?

http://imgur.com/a/SAF2B[/quote]
In classselection.res search for ShadeBG and change fillcolor.
0 0 0 128 is the color.
It means that's a black with transparency of 128.
If you want a solid black just change 128 to 255.
I recommend changing 0 0 0 to something like 55 55 55 also, since it will look like it has a missing texture.
3826
#3826
0 Frags +
CubekolTheFastFreakHow do I change this background color to black or any other sort of color?

http://imgur.com/a/SAF2B
In classselection.res search for ShadeBG and change fillcolor.
0 0 0 128 is the color.
It means that's a black with transparency of 128.
If you want a solid black just change 128 to 255.
I recommend changing 0 0 0 to something like 55 55 55 also, since it will look like it has a missing texture.

Thanks!

[quote=Cubekol][quote=TheFastFreak]How do I change this background color to black or any other sort of color?

http://imgur.com/a/SAF2B[/quote]
In classselection.res search for ShadeBG and change fillcolor.
0 0 0 128 is the color.
It means that's a black with transparency of 128.
If you want a solid black just change 128 to 255.
I recommend changing 0 0 0 to something like 55 55 55 also, since it will look like it has a missing texture.[/quote]

Thanks!
3827
#3827
0 Frags +

can't change dmg numbers colors, stuck in black

can't change dmg numbers colors, stuck in black
3828
#3828
0 Frags +

Two related questions.

1) HudHealthAccount is the file responsible for the green +## health values when picking up a health pack right? A soldier picking up a medium pack would get +100 in green numbers on his HUD somewhere.

2) When I tried to edit the "delta_item_start_y" and "delta_item_end_y" there seemed to be an invisible box that would surround the default values on m0rehud black. Editing the values would result in gradual clipping of the #s until the #s just totally disappeared. What would be the way to "expand" this box so I can place the +## values elsewhere on the hud?

Two related questions.

1) HudHealthAccount is the file responsible for the green +## health values when picking up a health pack right? A soldier picking up a medium pack would get +100 in green numbers on his HUD somewhere.

2) When I tried to edit the "delta_item_start_y" and "delta_item_end_y" there seemed to be an invisible box that would surround the default values on m0rehud black. Editing the values would result in gradual clipping of the #s until the #s just totally disappeared. What would be the way to "expand" this box so I can place the +## values elsewhere on the hud?
3829
#3829
1 Frags +
ProSkeezTwo related questions.

1) HudHealthAccount is the file responsible for the green +## health values when picking up a health pack right? A soldier picking up a medium pack would get +100 in green numbers on his HUD somewhere.

2) When I tried to edit the "delta_item_start_y" and "delta_item_end_y" there seemed to be an invisible box that would surround the default values on m0rehud black. Editing the values would result in gradual clipping of the #s until the #s just totally disappeared. What would be the way to "expand" this box so I can place the +## values elsewhere on the hud?

1) yes
2) hudlayout.res, CHealthAccountPanel a little bit down the file. Change its xpos/ypos to 0, wide to f0, and tall to 480 and you'd be golden.

[quote=ProSkeez]Two related questions.

1) HudHealthAccount is the file responsible for the green +## health values when picking up a health pack right? A soldier picking up a medium pack would get +100 in green numbers on his HUD somewhere.

2) When I tried to edit the "delta_item_start_y" and "delta_item_end_y" there seemed to be an invisible box that would surround the default values on m0rehud black. Editing the values would result in gradual clipping of the #s until the #s just totally disappeared. What would be the way to "expand" this box so I can place the +## values elsewhere on the hud?[/quote]
1) yes
2) hudlayout.res, CHealthAccountPanel a little bit down the file. Change its xpos/ypos to 0, wide to f0, and tall to 480 and you'd be golden.
3830
#3830
0 Frags +
JarateKingProSkeezTwo related questions.

1) HudHealthAccount is the file responsible for the green +## health values when picking up a health pack right? A soldier picking up a medium pack would get +100 in green numbers on his HUD somewhere.

2) When I tried to edit the "delta_item_start_y" and "delta_item_end_y" there seemed to be an invisible box that would surround the default values on m0rehud black. Editing the values would result in gradual clipping of the #s until the #s just totally disappeared. What would be the way to "expand" this box so I can place the +## values elsewhere on the hud?
1) yes
2) hudlayout.res, CHealthAccountPanel a little bit down the file. Change its xpos/ypos to 0, wide to f0, and tall to 480 and you'd be golden.

worked like a charm, thanks

[quote=JarateKing][quote=ProSkeez]Two related questions.

1) HudHealthAccount is the file responsible for the green +## health values when picking up a health pack right? A soldier picking up a medium pack would get +100 in green numbers on his HUD somewhere.

2) When I tried to edit the "delta_item_start_y" and "delta_item_end_y" there seemed to be an invisible box that would surround the default values on m0rehud black. Editing the values would result in gradual clipping of the #s until the #s just totally disappeared. What would be the way to "expand" this box so I can place the +## values elsewhere on the hud?[/quote]
1) yes
2) hudlayout.res, CHealthAccountPanel a little bit down the file. Change its xpos/ypos to 0, wide to f0, and tall to 480 and you'd be golden.[/quote]

worked like a charm, thanks
3831
#3831
0 Frags +

Can anyone explain to me why the "HudWeaponAmmo" values don't change anything after I edit them?
I am trying to move the overall location of my ammo to the center, and changing the x pos values and the wide value don't make any difference.
I am using broeslhud and I'm trying to move the ammo to the center - the way I had it before the recent MM updates came.

Can anyone explain to me why the "HudWeaponAmmo" values don't change anything after I edit them?
I am trying to move the overall location of my ammo to the center, and changing the x pos values and the wide value don't make any difference.
I am using broeslhud and I'm trying to move the ammo to the center - the way I had it before the recent MM updates came.
3832
#3832
0 Frags +
sopsCan anyone explain to me why the "HudWeaponAmmo" values don't change anything after I edit them?
I am trying to move the overall location of my ammo to the center, and changing the x pos values and the wide value don't make any difference.
I am using broeslhud and I'm trying to move the ammo to the center - the way I had it before the recent MM updates came.

If you're trying to move the entire panel of it just edit the value within hudlayout.res

[quote=sops]Can anyone explain to me why the "HudWeaponAmmo" values don't change anything after I edit them?
I am trying to move the overall location of my ammo to the center, and changing the x pos values and the wide value don't make any difference.
I am using broeslhud and I'm trying to move the ammo to the center - the way I had it before the recent MM updates came.[/quote]

If you're trying to move the entire panel of it just edit the value within hudlayout.res
3833
#3833
0 Frags +
KonceptsopsCan anyone explain to me why the "HudWeaponAmmo" values don't change anything after I edit them?
I am trying to move the overall location of my ammo to the center, and changing the x pos values and the wide value don't make any difference.
I am using broeslhud and I'm trying to move the ammo to the center - the way I had it before the recent MM updates came.

If you're trying to move the entire panel of it just edit the value within hudlayout.res

Turns out I needed to edit the HudWeaponAmmo values in the hudlayout.res file that is located in the scripts folder, not the basefiles folder, thank you for your time.

[quote=Koncept][quote=sops]Can anyone explain to me why the "HudWeaponAmmo" values don't change anything after I edit them?
I am trying to move the overall location of my ammo to the center, and changing the x pos values and the wide value don't make any difference.
I am using broeslhud and I'm trying to move the ammo to the center - the way I had it before the recent MM updates came.[/quote]

If you're trying to move the entire panel of it just edit the value within hudlayout.res[/quote]

Turns out I needed to edit the HudWeaponAmmo values in the hudlayout.res file that is located in the scripts folder, not the basefiles folder, thank you for your time.
3834
#3834
0 Frags +

Damage numbers stuck at black

Damage numbers stuck at black
3835
#3835
0 Frags +
f2s4x1oDamage numbers stuck at black

resource/ui/huddamageaccount

look for "fgcolor" or "fgcolor_override"

Change the four numbers or a word after that to a colour you like. It is in a RGBA format so the first number would be red, the second blue, third blue and fourth would be transparency. The values go from 0 (nothing) to 255 (100%)

[quote=f2s4x1o]Damage numbers stuck at black[/quote]

resource/ui/huddamageaccount

look for "fgcolor" or "fgcolor_override"

Change the four numbers or a word after that to a colour you like. It is in a RGBA format so the first number would be red, the second blue, third blue and fourth would be transparency. The values go from 0 (nothing) to 255 (100%)
3836
#3836
0 Frags +

(Apologies if this has been answered already. It's a long thread that I'm not going to look through.)

I've been trying to play around with HUD editing recently, and since I prefer raysHUD over all else, I've been editing that. Although when I try to load up the changes in TF2 with hud_reloadscheme etc, nothing changes. I do notice a "could not load resources/ui/huditemeffectmeter_action.res" after the attempt, so is that error keeping the HUD from reloading for some reason?

I did a search around on Google and it seems some other people have been having the same issue, and with different HUDs.

Any help is greatly appreciated. :)

(Apologies if this has been answered already. It's a long thread that I'm not going to look through.)

I've been trying to play around with HUD editing recently, and since I prefer raysHUD over all else, I've been editing that. Although when I try to load up the changes in TF2 with hud_reloadscheme etc, nothing changes. I do notice a [b]"could not load resources/ui/huditemeffectmeter_action.res"[/b] after the attempt, so is that error keeping the HUD from reloading for some reason?

I did a search around on Google and it seems some other people have been having the same issue, and with different HUDs.

Any help is greatly appreciated. :)
3837
#3837
0 Frags +
DataBoilquestion

Depends on what you're editing.
If you are editing main menu it will not show changes when you type hud_reloadscheme.
The best option for seeing changes without restarting the game is to change antialiasing level.
Be aware that it works only for main menu, if you are editing something like backpackpanel you need to restart your game every time you want to see changes.

[quote=DataBoil]question[/quote]
Depends on what you're editing.
If you are editing main menu it will not show changes when you type hud_reloadscheme.
The best option for seeing changes without restarting the game is to change antialiasing level.
Be aware that it works only for main menu, if you are editing something like backpackpanel you need to restart your game every time you want to see changes.
3838
#3838
whitelist.tf
1 Frags +

DataBoil, make sure the following convar is set to 0, otherwise hud_reloadscheme won't have any effect:

vgui_cache_res_files 0

--------

CubekolIf you are editing main menu it will not show changes when you type hud_reloadscheme.
The best option for seeing changes without restarting the game is to change antialiasing level.

Correct, toggling mat_antialias between two values should make main menu stuff refresh (if cache res files is 0)

Be aware that it works only for main menu, if you are editing something like backpackpanel you need to restart your game every time you want to see changes.

Wrong, having toggleconsole bound to back tick/tilde ( ` or ~ ) allows you to open console in those panels and then enable vgui_drawtree 1. Having Highlight Selected ticked and selecting the correct parent in the tree with hud elements and clicking 'Reload Scheme (Highlighted)' will reload backpack/store panel stuff.

Reopening lobby panels will also reload them and you can even use a reloadscheme button in most backpack/store/loadout panels so you don't have to enable console and can do it with a press of a button.

DataBoil, make sure the following convar is set to 0, otherwise hud_reloadscheme won't have any effect:
[code]vgui_cache_res_files 0[/code]

--------
[quote=Cubekol]If you are editing main menu it will not show changes when you type hud_reloadscheme.
The best option for seeing changes without restarting the game is to change antialiasing level.[/quote]
Correct, toggling mat_antialias between two values should make main menu stuff refresh (if cache res files is 0)
[quote]Be aware that it works only for main menu, if you are editing something like backpackpanel you need to restart your game every time you want to see changes.[/quote]
Wrong, having [i]toggleconsole[/i] bound to back tick/tilde ( ` or ~ ) allows you to open console in those panels and then enable [i]vgui_drawtree 1[/i]. Having [i]Highlight Selected[/i] ticked and selecting the correct parent in the tree with hud elements and clicking 'Reload Scheme (Highlighted)' will reload backpack/store panel stuff.

Reopening lobby panels will also reload them and you can even use a [url=https://github.com/Wiethoofd/WietHUD/blob/master/alternatives/reloadscheme_button.res]reloadscheme[/url] button in most backpack/store/loadout panels so you don't have to enable console and can do it with a press of a button.
3839
#3839
0 Frags +

[b][/b]
3840
#3840
0 Frags +

http://pastebin.com/F9wJstJ3

need help finding which lines to delete to prevent the buff/low hp animations (the white and red flashing crosses)

http://pastebin.com/F9wJstJ3

need help finding which lines to delete to prevent the buff/low hp animations (the white and red flashing crosses)
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