Hello, there is VTF crosshair textures pack that includes default crosshairs.
Recommended scale for crosshairs NOT ABOVE 31.
Crosshairs how do they look:
https://i.imgur.com/l2JvKHB.png
Doesnt work correctly on mat_picmip 1 or below. You should set Texture Detail on High
UPD: Some textures has been fixed. You can use crosshairs on EVERY texture detail level(Low, High, Medium, doesn't matter anymore)
You have to set cl_crosshair_file "" for it to work. (type cl_crosshair_file "" in console)
As example: cl_crosshair_file "crosshair3" - script is will not work
cl_crosshair_file "" - script is will work
Download: https://www.dropbox.com/s/hz3fi3q1umpm9jg/hqcrosshairs.rar?dl=0
Installation:
Download the hqcrosshairs.zip
Drag the hqcrosshairs into your tf/custom folder
Archive also does have full presets for each crosshair.
If you want to install them, just open "Presets/there is some crosshair name" folder and install content to tf/custom/hqcrosshairs folder. Default crosshair is Ring, you can change it by install content from Presets folder.
Presets are for quickly install your favorite crosshair.
Crosshair change:
Go to the scripts folder at tf/custom/hqcrosshairs/scripts
find the tf_weapon file for the weapon you want to change
scroll down to the crosshair section:
"crosshair"
{
"file" "vgui/replay/thumbnails/dot"
"x" "0"
"y" "0"
"width" "64"
"height" "64"
}
change the part highlighted in bold with the crosshair you want, for example, change dot to ring.
Thanks for help to this topic: http://www.teamfortress.tv/35367/vtf-crosshair-pack
Hello, there is VTF crosshair textures pack that includes default crosshairs.
Recommended scale for crosshairs NOT ABOVE 31.
Crosshairs how do they look:[img]https://i.imgur.com/l2JvKHB.png[/img]
[s][u]Doesnt work correctly on mat_picmip 1 or below. You should set Texture Detail on High[/u][/s]
[u]UPD: Some textures has been fixed. You can use crosshairs on EVERY texture detail level(Low, High, Medium, doesn't matter anymore)[/u]
You have to set cl_crosshair_file "" for it to work. (type cl_crosshair_file "" in console)
As example: cl_crosshair_file "crosshair3" - script is will [u]not work[/u]
cl_crosshair_file "" - script is will [u]work[/u]
Download: [url=https://www.dropbox.com/s/hz3fi3q1umpm9jg/hqcrosshairs.rar?dl=0]https://www.dropbox.com/s/hz3fi3q1umpm9jg/hqcrosshairs.rar?dl=0[/url]
[u]Installation:[/u]
Download the hqcrosshairs.zip
Drag the hqcrosshairs into your tf/custom folder
Archive also does have full presets for each crosshair.
If you want to install them, just open "Presets/there is some crosshair name" folder and install content to tf/custom/hqcrosshairs folder. Default crosshair is Ring, you can change it by install content from Presets folder.
Presets are for quickly install your favorite crosshair.
[u]Crosshair change:[/u]
Go to the scripts folder at tf/custom/hqcrosshairs/scripts
find the tf_weapon file for the weapon you want to change
scroll down to the crosshair section:
"crosshair"
{
"file" "vgui/replay/thumbnails/[b]dot[/b]"
"x" "0"
"y" "0"
"width" "64"
"height" "64"
}
change the part highlighted in bold with the crosshair you want, for example, change dot to ring.
Thanks for help to this topic: [url=http://www.teamfortress.tv/35367/vtf-crosshair-pack]http://www.teamfortress.tv/35367/vtf-crosshair-pack[/url]
RobotDoesnt work correctly on mat_picmip 1 or below. You should set Texture Detail on High
high texture detail is mat_picmip 0 i believe
[quote=Robot]Doesnt work correctly on mat_picmip 1 or below. You should set Texture Detail on High[/quote]
high texture detail is mat_picmip 0 i believe
pureverminRobotDoesnt work correctly on mat_picmip 1 or below. You should set Texture Detail on High
high texture detail is mat_picmip 0 i believe
Yeah, it's right.
[quote=purevermin][quote=Robot]Doesnt work correctly on mat_picmip 1 or below. You should set Texture Detail on High[/quote]
high texture detail is mat_picmip 0 i believe[/quote]
Yeah, it's right.
how does this work if you already have the vtf crosshair pack
how does this work if you already have the vtf crosshair pack
I love you for this. thank you so much
I love you for this. thank you so much
UPDATE: Some textures has been fixed. You can use crosshairs on EVERY texture detail level(Low, High, Medium, doesn't matter anymore.)
Download link has been updated.
UPDATE: Some textures has been fixed. You can use crosshairs on EVERY texture detail level(Low, High, Medium, doesn't matter anymore.)
Download link has been updated.
How hard would this be to implement with broesel's crosshair switcher?
How hard would this be to implement with broesel's crosshair switcher?
AlfieHow hard would this be to implement with broesel's crosshair switcher?
if you wanted different crosshairs for each weapon, you would have to change out the weapon script files, but you could do color or size the same way you would with any normal crosshair in a crosshair switcher
[quote=Alfie]How hard would this be to implement with broesel's crosshair switcher?[/quote] if you wanted different crosshairs for each weapon, you would have to change out the weapon script files, but you could do color or size the same way you would with any normal crosshair in a crosshair switcher
AlfieHow hard would this be to implement with broesel's crosshair switcher?
The point of VTF crosshairs is not having to use a crosshair switcher because every weapon has its own assigned crosshair. However I'm not stopping you
Using cl_crosshair_file "" in scripts needs a workaround because it can't be used alongside other commands in a single line unless you use an exec command
alias vtf "exec vtf_crosshair"
Put this in your crosshair switcher script alongside the other aliases
Now make a vtf_crosshair.cfg in the same location as your class.cfg files
In the vtf_crosshair.cfg put
cl_crosshair_file ""
in broesel's cfg/crosshairswitcher/settings.cfg find all the ones you want the VTF crosshairs for
<class>_<slot> "size; color; type; viewmodel FOV or viewmodel off"
Replace the "type" with the "vtf" command
The vtf alias you previously made will exec the vtf_crosshair.cfg so instead of getting for example crosshair3 you get the cl_crosshair_file ""
Don't worry about it execing a cfg file every time. It doesn't cause any delays whatsoever. I used to use a similar script but it didn't use broesel's crosshair switcher. However there's no reason why this wouldn't work with broesel's switcher
[quote=Alfie]How hard would this be to implement with broesel's crosshair switcher?[/quote]
The point of VTF crosshairs is not having to use a crosshair switcher because every weapon has its own assigned crosshair. However I'm not stopping you
Using cl_crosshair_file "" in scripts needs a workaround because it can't be used alongside other commands in a single line unless you use an exec command
[quote]alias vtf "exec vtf_crosshair"[/quote]
Put this in your crosshair switcher script alongside the other aliases
Now make a vtf_crosshair.cfg in the same location as your class.cfg files
In the vtf_crosshair.cfg put
[quote]cl_crosshair_file ""[/quote]
in broesel's cfg/crosshairswitcher/settings.cfg find all the ones you want the VTF crosshairs for
<class>_<slot> "size; color; type; viewmodel FOV or viewmodel off"
Replace the "type" with the "vtf" command
The vtf alias you previously made will exec the vtf_crosshair.cfg so instead of getting for example crosshair3 you get the cl_crosshair_file ""
Don't worry about it execing a cfg file every time. It doesn't cause any delays whatsoever. I used to use a similar script but it didn't use broesel's crosshair switcher. However there's no reason why this wouldn't work with broesel's switcher
Preset folders Medcross and Ring have their folder names swapped
Tob Show Content
AlfieHow hard would this be to implement with broesel's crosshair switcher?
The point of VTF crosshairs is not having to use a crosshair switcher because every weapon has its own assigned crosshair. However I'm not stopping you
Using cl_crosshair_file "" in scripts needs a workaround because it can't be used alongside other commands in a single line unless you use an exec command
alias vtf "exec vtf_crosshair"
Put this in your crosshair switcher script alongside the other aliases
Now make a vtf_crosshair.cfg in the same location as your class.cfg files
In the vtf_crosshair.cfg putcl_crosshair_file ""
in broesel's cfg/crosshairswitcher/settings.cfg find all the ones you want the VTF crosshairs for
<class>_<slot> "size; color; type; viewmodel FOV or viewmodel off"
Replace the "type" with the "vtf" command
The vtf alias you previously made will exec the vtf_crosshair.cfg so instead of getting for example crosshair3 you get the cl_crosshair_file ""
Don't worry about it execing a cfg file every time. It doesn't cause any delays whatsoever. I used to use a similar script but it didn't use broesel's crosshair switcher. However there's no reason why this wouldn't work with broesel's switcher
I did this and it worked, but I noticed if I have the xhair too big, pixels appear at the edge of the texture. So I'll stay with vanilla xhairs
Preset folders Medcross and Ring have their folder names swapped
[quote=Tob][spoiler][quote=Alfie]How hard would this be to implement with broesel's crosshair switcher?[/quote]
The point of VTF crosshairs is not having to use a crosshair switcher because every weapon has its own assigned crosshair. However I'm not stopping you
Using cl_crosshair_file "" in scripts needs a workaround because it can't be used alongside other commands in a single line unless you use an exec command
[quote]alias vtf "exec vtf_crosshair"[/quote]
Put this in your crosshair switcher script alongside the other aliases
Now make a vtf_crosshair.cfg in the same location as your class.cfg files
In the vtf_crosshair.cfg put
[quote]cl_crosshair_file ""[/quote]
in broesel's cfg/crosshairswitcher/settings.cfg find all the ones you want the VTF crosshairs for
<class>_<slot> "size; color; type; viewmodel FOV or viewmodel off"
Replace the "type" with the "vtf" command
The vtf alias you previously made will exec the vtf_crosshair.cfg so instead of getting for example crosshair3 you get the cl_crosshair_file ""
Don't worry about it execing a cfg file every time. It doesn't cause any delays whatsoever. I used to use a similar script but it didn't use broesel's crosshair switcher. However there's no reason why this wouldn't work with broesel's switcher[/spoiler][/quote]
I did this and it worked, but I noticed if I have the xhair too big, pixels appear at the edge of the texture. So I'll stay with vanilla xhairs
AlfiePreset folders Medcross and Ring have their folder names swapped
Tob Show Content
AlfieHow hard would this be to implement with broesel's crosshair switcher?
The point of VTF crosshairs is not having to use a crosshair switcher because every weapon has its own assigned crosshair. However I'm not stopping you
Using cl_crosshair_file "" in scripts needs a workaround because it can't be used alongside other commands in a single line unless you use an exec command
alias vtf "exec vtf_crosshair"
Put this in your crosshair switcher script alongside the other aliases
Now make a vtf_crosshair.cfg in the same location as your class.cfg files
In the vtf_crosshair.cfg putcl_crosshair_file ""
in broesel's cfg/crosshairswitcher/settings.cfg find all the ones you want the VTF crosshairs for
<class>_<slot> "size; color; type; viewmodel FOV or viewmodel off"
Replace the "type" with the "vtf" command
The vtf alias you previously made will exec the vtf_crosshair.cfg so instead of getting for example crosshair3 you get the cl_crosshair_file ""
Don't worry about it execing a cfg file every time. It doesn't cause any delays whatsoever. I used to use a similar script but it didn't use broesel's crosshair switcher. However there's no reason why this wouldn't work with broesel's switcher
I did this and it worked, but I noticed if I have the xhair too big, pixels appear at the edge of the texture. So I'll stay with vanilla xhairs
Thank you, folders will be fixed in next archive, updated download link.
Optimal cl_crosshair_scale value is 31 or below(For 1920x1080 resolution)
[quote=Alfie]Preset folders Medcross and Ring have their folder names swapped
[quote=Tob][spoiler][quote=Alfie]How hard would this be to implement with broesel's crosshair switcher?[/quote]
The point of VTF crosshairs is not having to use a crosshair switcher because every weapon has its own assigned crosshair. However I'm not stopping you
Using cl_crosshair_file "" in scripts needs a workaround because it can't be used alongside other commands in a single line unless you use an exec command
[quote]alias vtf "exec vtf_crosshair"[/quote]
Put this in your crosshair switcher script alongside the other aliases
Now make a vtf_crosshair.cfg in the same location as your class.cfg files
In the vtf_crosshair.cfg put
[quote]cl_crosshair_file ""[/quote]
in broesel's cfg/crosshairswitcher/settings.cfg find all the ones you want the VTF crosshairs for
<class>_<slot> "size; color; type; viewmodel FOV or viewmodel off"
Replace the "type" with the "vtf" command
The vtf alias you previously made will exec the vtf_crosshair.cfg so instead of getting for example crosshair3 you get the cl_crosshair_file ""
Don't worry about it execing a cfg file every time. It doesn't cause any delays whatsoever. I used to use a similar script but it didn't use broesel's crosshair switcher. However there's no reason why this wouldn't work with broesel's switcher[/spoiler][/quote]
I did this and it worked, but I noticed if I have the xhair too big, pixels appear at the edge of the texture. So I'll stay with vanilla xhairs[/quote]
Thank you, folders will be fixed in next archive, updated download link.
Optimal cl_crosshair_scale value is 31 or below(For 1920x1080 resolution)
http://puu.sh/upa0t/a73a933adb.png
you have typo in every bracketdot preset resulting in missing texture in game
[img]http://puu.sh/upa0t/a73a933adb.png[/img]
you have typo in every bracketdot preset resulting in missing texture in game
adyskyhttp://puu.sh/upa0t/a73a933adb.png
you have typo in every bracketdot preset resulting in missing texture in game
Oh my fault. Apologies for this. Thanks for report. Download link updated
[quote=adysky][img]http://puu.sh/upa0t/a73a933adb.png[/img]
you have typo in every bracketdot preset resulting in missing texture in game[/quote]
Oh my fault. Apologies for this. Thanks for report. Download link updated
It seems like the config for all rocket launchers including the default, direct hit, airstrike does not work though?
Edit: also pipes and sticky of demoman
It seems like the config for all rocket launchers including the default, direct hit, airstrike does not work though?
Edit: also pipes and sticky of demoman
newDiGiTIt seems like the config for all rocket launchers including the default, direct hit, airstrike does not work though?
Edit: also pipes and sticky of demoman
Should be working all of them.
[quote=newDiGiT]It seems like the config for all rocket launchers including the default, direct hit, airstrike does not work though?
Edit: also pipes and sticky of demoman[/quote]
Should be working all of them.
RobotnewDiGiTIt seems like the config for all rocket launchers including the default, direct hit, airstrike does not work though?
Edit: also pipes and sticky of demoman
Should be working all of them.
Hmm it might be cuz of my config files, but i really aint sure wt config line affected the crosshairs, since the melee and the shotty of soldier and demoman works fine, but not the rocket launcher, pipe and sticky
[quote=Robot][quote=newDiGiT]It seems like the config for all rocket launchers including the default, direct hit, airstrike does not work though?
Edit: also pipes and sticky of demoman[/quote]
Should be working all of them.[/quote]
Hmm it might be cuz of my config files, but i really aint sure wt config line affected the crosshairs, since the melee and the shotty of soldier and demoman works fine, but not the rocket launcher, pipe and sticky
newDiGiTRobotsnip.
Hmm it might be cuz of my config files, but i really aint sure wt config line affected the crosshairs, since the melee and the shotty of soldier and demoman works fine, but not the rocket launcher, pipe and sticky
You must be using the no explosion script. The no explosion scripts are the same weapon txt files that define the crosshairs so you need to combine the 2. it's pretty easy. In this thread I made a text tutorial (comment #19)
[quote=newDiGiT][quote=Robot]snip.[/quote]
Hmm it might be cuz of my config files, but i really aint sure wt config line affected the crosshairs, since the melee and the shotty of soldier and demoman works fine, but not the rocket launcher, pipe and sticky[/quote]
You must be using the no explosion script. The no explosion scripts are the same weapon txt files that define the crosshairs so you need to combine the 2. it's pretty easy. In [url=http://www.teamfortress.tv/35367/vtf-crosshair-pack#19]this thread[/url] I made a text tutorial (comment #19)
TobnewDiGiTRobotsnip.
Hmm it might be cuz of my config files, but i really aint sure wt config line affected the crosshairs, since the melee and the shotty of soldier and demoman works fine, but not the rocket launcher, pipe and sticky
You must be using the no explosion script. The no explosion scripts are the same weapon txt files that define the crosshairs so you need to combine the 2. it's pretty easy. In this thread I made a text tutorial (comment #19)
Thanks!
[quote=Tob][quote=newDiGiT][quote=Robot]snip.[/quote]
Hmm it might be cuz of my config files, but i really aint sure wt config line affected the crosshairs, since the melee and the shotty of soldier and demoman works fine, but not the rocket launcher, pipe and sticky[/quote]
You must be using the no explosion script. The no explosion scripts are the same weapon txt files that define the crosshairs so you need to combine the 2. it's pretty easy. In [url=http://www.teamfortress.tv/35367/vtf-crosshair-pack#19]this thread[/url] I made a text tutorial (comment #19)[/quote]
Thanks!
Anyone got a DL for this ? The RAR file points to empty folders.
Anyone got a DL for this ? The RAR file points to empty folders.