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HUD editing: short questions, quick answers
posted in Customization
3871
#3871
0 Frags +

I've been trying to make a hud, and was reccomended to use GCFScape to get the default hud files. However, when i get the default hud files and make an edit, it does not change anything. Upon further inspection, I realized it does not include an info.vdf file. Is there anything else missing, or does anyone have a place where I can find the default HUD files to work off of?

I've been trying to make a hud, and was reccomended to use GCFScape to get the default hud files. However, when i get the default hud files and make an edit, it does not change anything. Upon further inspection, I realized it does not include an info.vdf file. Is there anything else missing, or does anyone have a place where I can find the default HUD files to work off of?
3872
#3872
0 Frags +
TsarbucksI've been trying to make a hud, and was reccomended to use GCFScape to get the default hud files. However, when i get the default hud files and make an edit, it does not change anything. Upon further inspection, I realized it does not include an info.vdf file. Is there anything else missing, or does anyone have a place where I can find the default HUD files to work off of?

There isn't anything else missing
There are 2 repositories for default HUD, pretty outdated though, I don't recommend taking from files from them
Normal files
Materials

[quote=Tsarbucks]I've been trying to make a hud, and was reccomended to use GCFScape to get the default hud files. However, when i get the default hud files and make an edit, it does not change anything. Upon further inspection, I realized it does not include an info.vdf file. Is there anything else missing, or does anyone have a place where I can find the default HUD files to work off of?[/quote]
There isn't anything else missing
There are 2 repositories for default HUD, pretty outdated though, I don't recommend taking from files from them
[url=https://github.com/MFSTATE/tf2basehud]Normal files[/url]
[url=https://github.com/MFSTATE/tf2basehudmaterials]Materials[/url]
3873
#3873
0 Frags +

Is there a console command or some way to get rid of this? I'm tired of seeing it and I'm not sure if I need to edit some hud files or put a command in my autoexec

Is there a console command or some way to get rid of [url=https://gyazo.com/7ab2bcb045d3ab39839a8f8a71970370]this[/url]? I'm tired of seeing it and I'm not sure if I need to edit some hud files or put a command in my autoexec
3874
#3874
0 Frags +

@Tsarbucks, as Cubekoi stated, you should have most everything.

I also have a stock HUD repo (config files only), with additions/removals described in the linked wiki page.

For updates, I recommend following huds.tf and/or this tracker (feed).

@Koncept, try

tf_disguise_menu_controller_mode 0

If you are using a controller, I do not know if using the mouse+kb menu breaks your ability to disguise.

If you need to modify the controller disguise menu, most of the files you need to tinker with are in /resource/ui/disguise_menu_360/ or /disguise_menu_sc/. Search for guides on how to edit a HUD - it is easy. As for stock files, you can dl from the repos shared above. If you want to reposition the disguise menu (or even move it offscreen to hide it), see "HudMenuSpyDisguise" in /scripts/hudlayout.res.

@Tsarbucks, as Cubekoi stated, you should have most everything.

I also have a stock HUD [url=https://github.com/Tewgon/tf2basehud/wiki/Changes]repo[/url] (config files only), with additions/removals described in the linked wiki page.

For updates, I recommend following huds.tf and/or this [url=https://github.com/SteamDatabase/GameTracking/tree/master/tf/tf/tf2_misc_dir]tracker[/url] ([url=https://github.com/SteamDatabase/GameTracking/commits/master/tf/tf/tf2_misc_dir.atom]feed[/url]).

@Koncept, try [code]tf_disguise_menu_controller_mode 0[/code] If you are using a controller, I do not know if using the mouse+kb menu breaks your ability to disguise.

If you need to modify the controller disguise menu, most of the files you need to tinker with are in /resource/ui/disguise_menu_360/ or /disguise_menu_sc/. Search for guides on how to edit a HUD - it is easy. As for stock files, you can dl from the repos shared above. If you want to reposition the disguise menu (or even move it offscreen to hide it), see "HudMenuSpyDisguise" in /scripts/hudlayout.res.
3875
#3875
0 Frags +
CubekolHamHeadTrying to edit 7Hud's health and cross when looking at a friendly player:
http://puu.sh/s0nFm/1a447249e9.jpg
The health number is off by default but I want it to display. The health number is hard to see in front of the cross though so can someone tell me how to move it so it hovers above the cross, or maybe change the font color?
Try this command : tf_hud_target_id_disable_floating_health 1

I'm just trying to move the health number (150 in the picture), not remove the floating health value completely.

[quote=Cubekol][quote=HamHead]Trying to edit 7Hud's health and cross when looking at a friendly player:
http://puu.sh/s0nFm/1a447249e9.jpg
The health number is off by default but I want it to display. The health number is hard to see in front of the cross though so can someone tell me how to move it so it hovers above the cross, or maybe change the font color?[/quote]
Try this command : tf_hud_target_id_disable_floating_health 1
[/quote]
I'm just trying to move the health number (150 in the picture), not remove the floating health value completely.
3876
#3876
0 Frags +
AElai@Koncept, try
tf_disguise_menu_controller_mode 0
If you are using a controller, I do not know if using the mouse+kb menu breaks your ability to disguise.

If you need to modify the controller disguise menu, most of the files you need to tinker with are in /resource/ui/disguise_menu_360/ or /disguise_menu_sc/. Search for guides on how to edit a HUD - it is easy. As for stock files, you can dl from the repos shared above. If you want to reposition the disguise menu (or even move it offscreen to hide it), see "HudMenuSpyDisguise" in /scripts/hudlayout.res.

I'm aware of how to edit things in a hud, and I'll be sure to try the command that you had suggested

edit: the console command did the trick. Thanks!!

[quote=AElai]
@Koncept, try [code]tf_disguise_menu_controller_mode 0[/code] If you are using a controller, I do not know if using the mouse+kb menu breaks your ability to disguise.

If you need to modify the controller disguise menu, most of the files you need to tinker with are in /resource/ui/disguise_menu_360/ or /disguise_menu_sc/. Search for guides on how to edit a HUD - it is easy. As for stock files, you can dl from the repos shared above. If you want to reposition the disguise menu (or even move it offscreen to hide it), see "HudMenuSpyDisguise" in /scripts/hudlayout.res.[/quote]

I'm aware of how to edit things in a hud, and I'll be sure to try the command that you had suggested

edit: the console command did the trick. Thanks!!
3877
#3877
0 Frags +

I was going to start toying around with making a hud and wondered what the best up to date resource is that can walk me through the process. I saw the rays youtube series, but saw that it was 2 years old and was wondering if it was all still relevant.
thanks
EDIT: nvm someone answered me. If anyone has any other good resources still let me know.

I was going to start toying around with making a hud and wondered what the best up to date resource is that can walk me through the process. I saw the rays youtube series, but saw that it was 2 years old and was wondering if it was all still relevant.
thanks
EDIT: nvm someone answered me. If anyone has any other good resources still let me know.
3878
#3878
0 Frags +

How can I Move the heart on Garm3n Q-M below my crosshair?
http://i.imgur.com/aMwyLw1.jpg

How can I Move the heart on Garm3n Q-M below my crosshair?
http://i.imgur.com/aMwyLw1.jpg
3879
#3879
0 Frags +
f2s4x1oHow can I Move the heart on Garm3n Q-M below my crosshair?
http://i.imgur.com/aMwyLw1.jpg

resource -> ui -> hudplayerhealth.res

Playerstatushealthimage is the field you're most likely searching for. Change the "xpos" and "ypos" fields until you're happy with where it is

[quote=f2s4x1o]How can I Move the heart on Garm3n Q-M below my crosshair?
http://i.imgur.com/aMwyLw1.jpg[/quote]

resource -> ui -> hudplayerhealth.res

Playerstatushealthimage is the field you're most likely searching for. Change the "xpos" and "ypos" fields until you're happy with where it is
3880
#3880
0 Frags +
Konceptf2s4x1oHow can I Move the heart on Garm3n Q-M below my crosshair?
http://i.imgur.com/aMwyLw1.jpg

resource -> ui -> hudplayerhealth.res

Playerstatushealthimage is the field you're most likely searching for. Change the "xpos" and "ypos" fields until you're happy with where it is

Thanks

[quote=Koncept][quote=f2s4x1o]How can I Move the heart on Garm3n Q-M below my crosshair?
http://i.imgur.com/aMwyLw1.jpg[/quote]

resource -> ui -> hudplayerhealth.res

Playerstatushealthimage is the field you're most likely searching for. Change the "xpos" and "ypos" fields until you're happy with where it is[/quote]

Thanks
3881
#3881
0 Frags +

Righty i just got adobe CC and i was wondering if someone could help me make some vtfs for me hud

I want to make a vtf that is affected by these bad boys

			"src_corner_height"		"24"
			"src_corner_width"		"24"
			"draw_corner_width"		"8"
			"draw_corner_height" 	"8"	

But previously I could not get my vtfs to be affected by them

Also I would like to know how to make vtfs that to not get stretched when resized but instead just make the middle bit wider, like the stock shadow borders (OuterShadowBorder, OuterShadowBorderThin, InnerShadowBorder and InnerShadowBorderThin)

I got a reply when I asked earlier but it did not help and did not have much detail :(

Righty i just got adobe CC and i was wondering if someone could help me make some vtfs for me hud

I want to make a vtf that is affected by these bad boys

[code] "src_corner_height" "24"
"src_corner_width" "24"
"draw_corner_width" "8"
"draw_corner_height" "8"
[/code]

But previously I could not get my vtfs to be affected by them

Also I would like to know how to make vtfs that to not get stretched when resized but instead just make the middle bit wider, like the stock shadow borders (OuterShadowBorder, OuterShadowBorderThin, InnerShadowBorder and InnerShadowBorderThin)

I got a reply when I asked earlier but it did not help and did not have much detail :(
3882
#3882
whitelist.tf
0 Frags +

Open the original game vtfs with VTF Edit and figure out which flags they have set, where their pixels for borders start and see if you can work out if the 'src' and 'draw' for corner width/height have any influence where you set them. And have a look at the VMTs and see if there is something of significance there which causes the 'stretch' behavior.

Open the original game vtfs with VTF Edit and figure out which flags they have set, where their pixels for borders start and see if you can work out if the 'src' and 'draw' for corner width/height have any influence where you set them. And have a look at the VMTs and see if there is something of significance there which causes the 'stretch' behavior.
3883
#3883
1 Frags +

How do I fix the cap animation being square instead of the circle only? It works sometimes, but most of the time it doesn't.

http://i.imgur.com/4wn7WRa.jpg

Also, wasn't there a thread about using custom control point icons on all servers? Can't find it anymore.

How do I fix the cap animation being square instead of the circle only? It works sometimes, but most of the time it doesn't.

[img]http://i.imgur.com/4wn7WRa.jpg[/img]

Also, wasn't there a thread about using custom control point icons on all servers? Can't find it anymore.
3884
#3884
1 Frags +
JBHow do I fix the cap animation being square instead of the circle only? It works sometimes, but most of the time it doesn't.

http://i.imgur.com/4wn7WRa.jpg

Also, wasn't there a thread about using custom control point icons on all servers? Can't find it anymore.

i don't actually know how to fix that but i have the link to the thread you're probably talking about
http://www.teamfortress.tv/36176/how-to-get-custom-cp-icons-to-work#1

[quote=JB]How do I fix the cap animation being square instead of the circle only? It works sometimes, but most of the time it doesn't.

[img]http://i.imgur.com/4wn7WRa.jpg[/img]

Also, wasn't there a thread about using custom control point icons on all servers? Can't find it anymore.[/quote]
i don't actually know how to fix that but i have the link to the thread you're probably talking about
http://www.teamfortress.tv/36176/how-to-get-custom-cp-icons-to-work#1
3885
#3885
0 Frags +

Does anybody know how I can add add the background of the health bar like this?
It looks like this for me

http://imgur.com/a/7crDG

but I want my health bar background to look like this

http://imgur.com/a/qv5ii

Again, does anybody know how I can add a background to my health bar? Thanks.

Does anybody know how I can add add the background of the health bar like this?
It looks like this for me

http://imgur.com/a/7crDG

but I want my health bar background to look like this

http://imgur.com/a/qv5ii

Again, does anybody know how I can add a background to my health bar? Thanks.
3886
#3886
0 Frags +
CardfightGamerDoes anybody know how I can add add the background of the health bar like this?
It looks like this for me

http://imgur.com/a/7crDG

but I want my health bar background to look like this

http://imgur.com/a/qv5ii

Again, does anybody know how I can add a background to my health bar? Thanks.

to start off everything that you're going to be working on is within resource -> ui -> hudplayerhealth.res

PlayerStatusHealthBonusImage and PlayerStatusHealthImageBG are what you're looking to edit. If you end up changing the values of the backgrounds behind your health numbers, you'll probably need to create another instance of the cross background

[quote=CardfightGamer]Does anybody know how I can add add the background of the health bar like this?
It looks like this for me

http://imgur.com/a/7crDG

but I want my health bar background to look like this

http://imgur.com/a/qv5ii

Again, does anybody know how I can add a background to my health bar? Thanks.[/quote]

to start off everything that you're going to be working on is within resource -> ui -> hudplayerhealth.res

PlayerStatusHealthBonusImage and PlayerStatusHealthImageBG are what you're looking to edit. If you end up changing the values of the backgrounds behind your health numbers, you'll probably need to create another instance of the cross background
3887
#3887
0 Frags +
WiethoofdOpen the original game vtfs with VTF Edit and figure out which flags they have set, where their pixels for borders start and see if you can work out if the 'src' and 'draw' for corner width/height have any influence where you set them. And have a look at the VMTs and see if there is something of significance there which causes the 'stretch' behavior.

I can't get vtfedit as I am forced to use a mac and I am considering partitioning it to also run windows I would prefer not to. I currently make materials with tf.heybey.org/vtfconv/

Do you know anything I can do?

[quote=Wiethoofd]Open the original game vtfs with VTF Edit and figure out which flags they have set, where their pixels for borders start and see if you can work out if the 'src' and 'draw' for corner width/height have any influence where you set them. And have a look at the VMTs and see if there is something of significance there which causes the 'stretch' behavior.[/quote]

I can't get vtfedit as I am forced to use a mac and I am considering partitioning it to also run windows I would prefer not to. I currently make materials with tf.heybey.org/vtfconv/

Do you know anything I can do?
3888
#3888
whitelist.tf
0 Frags +

XenThePybro, try a VM to run Windows instead?

@JB, the preloading trick should work, make sure to test cp_degrootkeep as well for the control points, A-C letters and the countdown timer. Also Steel will make you cry with 30 different icons and RGBA8888 instead of DTX5 saved VTFs!

XenThePybro, try a VM to run Windows instead?

@JB, the [url=http://www.teamfortress.tv/36176/how-to-get-custom-cp-icons-to-work#1]preloading trick[/url] should work, make sure to test cp_degrootkeep as well for the control points, A-C letters and the countdown timer. Also Steel will make you cry with 30 different icons and RGBA8888 instead of DTX5 saved VTFs!
3889
#3889
1 Frags +
Wiethoofd@JB, the preloading trick should work, make sure to test cp_degrootkeep as well for the control points, A-C letters and the countdown timer. Also Steel will make you cry with 30 different icons and RGBA8888 instead of DTX5 saved VTFs!

I used the preloading trick for the control point icons and the cap animations. The icons work, the capture animations don't though. I asume the files I need to look into are icon_obj_cap_blu, icon_obj_cap_red and icon_obj_cap_mask?
I got these three set up like everything else and preloaded in main menu. With sv_pure, the default cap animations are used. Without sv_pure, the icon_obj_cap_blu/red are used but they are acting like I posted in #3886.

Preloading elements from mainmenuoverride.res:

Show Content
[code]
"icon_obj_cap_blu"
{
"ControlName" "EditablePanel"
"fieldname" "icon_obj_cap_blu"
"xpos" "9999"
"ypos" "9999"
"zpos" "11"
"wide" "0"
"tall" "0"
"visible" "0"

"SubButton"
{
"ControlName" "CExImageButton"
"fieldName" "SubButton"
"xpos" "0"
"ypos" "0"
"wide" "0"
"tall" "0"
"autoResize" "0"
"pinCorner" "3"
"visible" "0"
"enabled" "0"
"tabPosition" "0"
"textinsetx" "0"
"use_proportional_insets" "1"
"font" "VersionFont"
"textAlignment" "west"
"dulltext" "0"
"brighttext" "0"
"default" "1"

"SubImage"
{
"ControlName" "ImagePanel"
"fieldName" "SubImage"
"xpos" "9999"
"ypos" "9999"
"zpos" "1"
"wide" "12"
"tall" "12"
"visible" "1"
"enabled" "1"
"image" "../sprites/obj_icons/icon_obj_cap_blu"
"scaleImage" "1"
}
}
}
"icon_obj_cap_mask"
{
"ControlName" "EditablePanel"
"fieldname" "icon_obj_cap_mask"
"xpos" "9999"
"ypos" "9999"
"zpos" "11"
"wide" "0"
"tall" "0"
"visible" "0"

"SubButton"
{
"ControlName" "CExImageButton"
"fieldName" "SubButton"
"xpos" "0"
"ypos" "0"
"wide" "0"
"tall" "0"
"autoResize" "0"
"pinCorner" "3"
"visible" "0"
"enabled" "0"
"tabPosition" "0"
"textinsetx" "0"
"use_proportional_insets" "1"
"font" "VersionFont"
"textAlignment" "west"
"dulltext" "0"
"brighttext" "0"
"default" "1"

"SubImage"
{
"ControlName" "ImagePanel"
"fieldName" "SubImage"
"xpos" "9999"
"ypos" "9999"
"zpos" "1"
"wide" "12"
"tall" "12"
"visible" "1"
"enabled" "1"
"image" "../sprites/obj_icons/icon_obj_cap_mask"
"scaleImage" "1"
}
}
}
"icon_obj_cap_red"
{
"ControlName" "EditablePanel"
"fieldname" "icon_obj_cap_red"
"xpos" "9999"
"ypos" "9999"
"zpos" "11"
"wide" "0"
"tall" "0"
"visible" "0"

"SubButton"
{
"ControlName" "CExImageButton"
"fieldName" "SubButton"
"xpos" "0"
"ypos" "0"
"wide" "0"
"tall" "0"
"autoResize" "0"
"pinCorner" "3"
"visible" "0"
"enabled" "0"
"tabPosition" "0"
"textinsetx" "0"
"use_proportional_insets" "1"
"font" "VersionFont"
"textAlignment" "west"
"dulltext" "0"
"brighttext" "0"
"default" "1"

"SubImage"
{
"ControlName" "ImagePanel"
"fieldName" "SubImage"
"xpos" "9999"
"ypos" "9999"
"zpos" "1"
"wide" "12"
"tall" "12"
"visible" "1"
"enabled" "1"
"image" "../sprites/obj_icons/icon_obj_cap_red"
"scaleImage" "1"
}
}
}
[/code]

VMTS:
icon_obj_cap_blu:

Show Content
[code]
"UnlitGeneric"
{
"$translucent" 1
"$baseTexture" "vgui\replay\thumbnails\icon_obj_cap_blu"
"$vertexcolor" 1
"$no_fullbright" 1
"$ignorez" 1
"$detail" "vgui\replay\thumbnails\icon_obj_cap_mask"
"$detailblendmode" "9"
"$separatedetailuvs" "1"
}
[/code]

icon_obj_cap_mask:

Show Content
[code]
"UnlitGeneric"
{
"$translucent" 1
"$baseTexture" "vgui\replay\thumbnails\icon_obj_cap_mask"
"$vertexcolor" 1
"$no_fullbright" 1
"$ignorez" 1
}
[/code]

icon_obj_cap_red:

Show Content
[code]
"UnlitGeneric"
{
"$translucent" 1
"$baseTexture" "vgui\replay\thumbnails\icon_obj_cap_red"
"$vertexcolor" 1
"$no_fullbright" 1
"$ignorez" 1
"$detail" "vgui\replay\thumbnails\icon_obj_cap_mask"
"$detailblendmode" "9"
"$separatedetailuvs" "1"
}
[/code]

Anything I set up incorrectly or am missing completely?

[quote=Wiethoofd]
@JB, the [url=http://www.teamfortress.tv/36176/how-to-get-custom-cp-icons-to-work#1]preloading trick[/url] should work, make sure to test cp_degrootkeep as well for the control points, A-C letters and the countdown timer. Also Steel will make you cry with 30 different icons and RGBA8888 instead of DTX5 saved VTFs![/quote]

I used the preloading trick for the control point icons and the cap animations. The icons work, the capture animations don't though. I asume the files I need to look into are icon_obj_cap_blu, icon_obj_cap_red and icon_obj_cap_mask?
I got these three set up like everything else and preloaded in main menu. With sv_pure, the default cap animations are used. Without sv_pure, the icon_obj_cap_blu/red are used but they are acting like I posted in #3886.

Preloading elements from mainmenuoverride.res:
[spoiler]
[code]
"icon_obj_cap_blu"
{
"ControlName" "EditablePanel"
"fieldname" "icon_obj_cap_blu"
"xpos" "9999"
"ypos" "9999"
"zpos" "11"
"wide" "0"
"tall" "0"
"visible" "0"

"SubButton"
{
"ControlName" "CExImageButton"
"fieldName" "SubButton"
"xpos" "0"
"ypos" "0"
"wide" "0"
"tall" "0"
"autoResize" "0"
"pinCorner" "3"
"visible" "0"
"enabled" "0"
"tabPosition" "0"
"textinsetx" "0"
"use_proportional_insets" "1"
"font" "VersionFont"
"textAlignment" "west"
"dulltext" "0"
"brighttext" "0"
"default" "1"

"SubImage"
{
"ControlName" "ImagePanel"
"fieldName" "SubImage"
"xpos" "9999"
"ypos" "9999"
"zpos" "1"
"wide" "12"
"tall" "12"
"visible" "1"
"enabled" "1"
"image" "../sprites/obj_icons/icon_obj_cap_blu"
"scaleImage" "1"
}
}
}
"icon_obj_cap_mask"
{
"ControlName" "EditablePanel"
"fieldname" "icon_obj_cap_mask"
"xpos" "9999"
"ypos" "9999"
"zpos" "11"
"wide" "0"
"tall" "0"
"visible" "0"

"SubButton"
{
"ControlName" "CExImageButton"
"fieldName" "SubButton"
"xpos" "0"
"ypos" "0"
"wide" "0"
"tall" "0"
"autoResize" "0"
"pinCorner" "3"
"visible" "0"
"enabled" "0"
"tabPosition" "0"
"textinsetx" "0"
"use_proportional_insets" "1"
"font" "VersionFont"
"textAlignment" "west"
"dulltext" "0"
"brighttext" "0"
"default" "1"

"SubImage"
{
"ControlName" "ImagePanel"
"fieldName" "SubImage"
"xpos" "9999"
"ypos" "9999"
"zpos" "1"
"wide" "12"
"tall" "12"
"visible" "1"
"enabled" "1"
"image" "../sprites/obj_icons/icon_obj_cap_mask"
"scaleImage" "1"
}
}
}
"icon_obj_cap_red"
{
"ControlName" "EditablePanel"
"fieldname" "icon_obj_cap_red"
"xpos" "9999"
"ypos" "9999"
"zpos" "11"
"wide" "0"
"tall" "0"
"visible" "0"

"SubButton"
{
"ControlName" "CExImageButton"
"fieldName" "SubButton"
"xpos" "0"
"ypos" "0"
"wide" "0"
"tall" "0"
"autoResize" "0"
"pinCorner" "3"
"visible" "0"
"enabled" "0"
"tabPosition" "0"
"textinsetx" "0"
"use_proportional_insets" "1"
"font" "VersionFont"
"textAlignment" "west"
"dulltext" "0"
"brighttext" "0"
"default" "1"

"SubImage"
{
"ControlName" "ImagePanel"
"fieldName" "SubImage"
"xpos" "9999"
"ypos" "9999"
"zpos" "1"
"wide" "12"
"tall" "12"
"visible" "1"
"enabled" "1"
"image" "../sprites/obj_icons/icon_obj_cap_red"
"scaleImage" "1"
}
}
}
[/code]
[/spoiler]

VMTS:
icon_obj_cap_blu:

[spoiler]
[code]
"UnlitGeneric"
{
"$translucent" 1
"$baseTexture" "vgui\replay\thumbnails\icon_obj_cap_blu"
"$vertexcolor" 1
"$no_fullbright" 1
"$ignorez" 1
"$detail" "vgui\replay\thumbnails\icon_obj_cap_mask"
"$detailblendmode" "9"
"$separatedetailuvs" "1"
}
[/code]
[/spoiler]

icon_obj_cap_mask:
[spoiler]
[code]
"UnlitGeneric"
{
"$translucent" 1
"$baseTexture" "vgui\replay\thumbnails\icon_obj_cap_mask"
"$vertexcolor" 1
"$no_fullbright" 1
"$ignorez" 1
}
[/code]
[/spoiler]

icon_obj_cap_red:
[spoiler]
[code]
"UnlitGeneric"
{
"$translucent" 1
"$baseTexture" "vgui\replay\thumbnails\icon_obj_cap_red"
"$vertexcolor" 1
"$no_fullbright" 1
"$ignorez" 1
"$detail" "vgui\replay\thumbnails\icon_obj_cap_mask"
"$detailblendmode" "9"
"$separatedetailuvs" "1"
}
[/code]
[/spoiler]

Anything I set up incorrectly or am missing completely?
3890
#3890
whitelist.tf
0 Frags +

Imho the code to preload all the cap images is way to much (a simple imagepanel in main menu to show the texture and then moving it off screen should be sufficient, nest them all in a single element and move that one off screen and you're good to go).

No clue why they don't work, haven't used the preloading trick myself because the custom icons I've made are all being used in casting huds.

Imho the code to preload all the cap images is way to much (a simple imagepanel in main menu to show the texture and then moving it off screen should be sufficient, nest them all in a single element and move that one off screen and you're good to go).

No clue why they don't work, haven't used the preloading trick myself because the custom icons I've made are all being used in casting huds.
3891
#3891
0 Frags +

My motd is broken. It has been like this for a while but when I clicked the read more button it took me to magnumhud's update page. My mainmenuoverride.res file was fresh from the stock files and I checked the urls so I dont think it could be that. Does anyone have any idea?

Does anyone know how I can fix this?

My motd is broken. It has been like this for a while but when I clicked the read more button it took me to magnumhud's update page. My mainmenuoverride.res file was fresh from the stock files and I checked the urls so I dont think it could be that. Does anyone have any idea?

Does anyone know how I can fix this?
3892
#3892
1 Frags +

How can i change the cow mangler ammo count from being a bar to numbers like a regular rocket launcher?

How can i change the cow mangler ammo count from being a bar to numbers like a regular rocket launcher?
3893
#3893
0 Frags +
ShooshHow can i change the cow mangler ammo count from being a bar to numbers like a regular rocket launcher?

not possible yet afaik

[quote=Shoosh]How can i change the cow mangler ammo count from being a bar to numbers like a regular rocket launcher?[/quote]

not possible yet afaik
3894
#3894
1 Frags +
WiethoofdNo clue why they don't work, haven't used the preloading trick myself because the custom icons I've made are all being used in casting huds.

I just noticed depending on what weapon I use, the cap animations either work or don't work. For example as scout, when using scattergun, baby face blaster or pistol for example, the cap animation looks like this. When switching to three rune blade for example though, it is working until I switch back. I tried several classes and it is different for all classes as far as I can tell.
I tried adding my control point icons to an other hud and it's been acting the same way, with my control point icons and with the custom control points icons used by that hud. So I guess it's supposed to work that way.

[quote=Wiethoofd]
No clue why they don't work, haven't used the preloading trick myself because the custom icons I've made are all being used in casting huds.[/quote]

I just noticed depending on what weapon I use, the cap animations either work or don't work. For example as scout, when using scattergun, baby face blaster or pistol for example, the cap animation looks like [url=http://i.imgur.com/dgZfbPT.png]this[/url]. When switching to three rune blade for example though, it [url=http://i.imgur.com/5RN21zQ.png]is working[/url] until I switch back. I tried several classes and it is different for all classes as far as I can tell.
I tried adding my control point icons to an other hud and it's been acting the same way, with my control point icons and with the custom control points icons used by that hud. So I guess it's supposed to work that way.
3895
#3895
0 Frags +

You know the if_X commands such as if_halloween and if_match. What are all the if_X commands

You know the if_X commands such as if_halloween and if_match. What are all the if_X commands
3896
#3896
0 Frags +

I have team colored boxes behind the times. But when I join a game it looks like this: http://puu.sh/s75tK/15d731a9c6.jpg Then when I hud_reloadscheme I get this: http://puu.sh/s75tU/781533426e.jpg . How do I make it so that it stays like the second one.

I have team colored boxes behind the times. But when I join a game it looks like this: http://puu.sh/s75tK/15d731a9c6.jpg Then when I hud_reloadscheme I get this: http://puu.sh/s75tU/781533426e.jpg . How do I make it so that it stays like the second one.
3897
#3897
whitelist.tf
0 Frags +

duck_ extract all hudfiles with GCFScape to a folder, use notepad++ search in files or whatever IDE you use that can search through text and look through the if_ ones that come up besides if_comp, _mvm, _match, _halloween and the ones in mainmenuoverride to have various background images.

For the timer, don't add additional elements to the timers, simply change bgcolor_override for the timer elements in HudObjectiveKothTimePanel

duck_ extract all hudfiles with GCFScape to a folder, use notepad++ search in files or whatever IDE you use that can search through text and look through the [i]if_[/i] ones that come up besides if_comp, _mvm, _match, _halloween and the ones in mainmenuoverride to have various background images.

For the timer, don't add additional elements to the timers, simply change bgcolor_override for the timer elements in HudObjectiveKothTimePanel
3898
#3898
0 Frags +

How do i move the round timer to the corner of my screen.

How do i move the [url=https://puu.sh/s7hou/f0da9e3852.jpg]round timer to the corner of my screen.[/url]
3899
#3899
0 Frags +
Wiethoofdduck_ extract all hudfiles with GCFScape to a folder, use notepad++ search in files or whatever IDE you use that can search through text and look through the if_ ones that come up besides if_comp, _mvm, _match, _halloween and the ones in mainmenuoverride to have various background images.

For the timer, don't add additional elements to the timers, simply change bgcolor_override for the timer elements in HudObjectiveKothTimePanel

I did this for the timers but, I can't change the xpos and it doesn't work for HudObjectiveTimePanel

[quote=Wiethoofd]duck_ extract all hudfiles with GCFScape to a folder, use notepad++ search in files or whatever IDE you use that can search through text and look through the [i]if_[/i] ones that come up besides if_comp, _mvm, _match, _halloween and the ones in mainmenuoverride to have various background images.

For the timer, don't add additional elements to the timers, simply change bgcolor_override for the timer elements in HudObjectiveKothTimePanel[/quote]
I did this for the timers but, I can't change the xpos and it doesn't work for HudObjectiveTimePanel
3900
#3900
0 Frags +
uniqlyHow do i move the round timer to the corner of my screen.

HudMatchStatus > ObjectiveStatusTimePanel

[quote=uniqly]How do i move the [url=https://puu.sh/s7hou/f0da9e3852.jpg]round timer to the corner of my screen.[/url][/quote]

HudMatchStatus > ObjectiveStatusTimePanel
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