How do I remove "featured item" on main menu?
HoppsHow do I remove "featured item" on main menu?
mainmenuoverride.res, search for "EventPromo" and change the wide value to 0
mainmenuoverride.res, search for "EventPromo" and change the wide value to 0
https://i.imgur.com/63T2VGv.jpg
How do i remove the horizontal uber bar (i only want the % on the right)
Also, how do I turn off the "major tf2 update" main menu popup that has to be closed every time I launch the game?
Thank
How do i remove the horizontal uber bar (i only want the % on the right)
Also, how do I turn off the "major tf2 update" main menu popup that has to be closed every time I launch the game?
Thank
Sentinelhttps://i.imgur.com/63T2VGv.jpg
How do i remove the horizontal uber bar (i only want the % on the right)
Also, how do I turn off the "major tf2 update" main menu popup that has to be closed every time I launch the game?
Thank
hudmediccharge.res, "ChargeMeter" width set to 0
mainmenuoverride.res, "MOTD_Panel" width set to 0
How do i remove the horizontal uber bar (i only want the % on the right)
Also, how do I turn off the "major tf2 update" main menu popup that has to be closed every time I launch the game?
Thank[/quote]
hudmediccharge.res, "ChargeMeter" width set to 0
mainmenuoverride.res, "MOTD_Panel" width set to 0
KraytSentinelhttps://i.imgur.com/63T2VGv.jpg
How do i remove the horizontal uber bar (i only want the % on the right)
Also, how do I turn off the "major tf2 update" main menu popup that has to be closed every time I launch the game?
Thank
hudmediccharge.res, "ChargeMeter" width set to 0
mainmenuoverride.res, "MOTD_Panel" width set to 0
Cheers
How do i remove the horizontal uber bar (i only want the % on the right)
Also, how do I turn off the "major tf2 update" main menu popup that has to be closed every time I launch the game?
Thank[/quote]
hudmediccharge.res, "ChargeMeter" width set to 0
mainmenuoverride.res, "MOTD_Panel" width set to 0[/quote]
Cheers
Two questions...
First
So I tried to implement a custom main menu background into hypnotize's version of m0re hud and ran into the same problem as what's addressed in this thread below.
http://www.teamfortress.tv/15847/dark-main-menu
From what I can tell, their solution was simply to replace the vtf file in the custom hud folder but I don't see a vtf file in m0re hud for the main menu background. How can I stop my main menu background from turning dark and ugly?
Edit: nvm, they edited the MainMenuOverride.res! But still can't identify what part correlates to the dark overlay. Don't really know what I'm doing but from vgui tree the only thing highlighting the whole screen is FocusOverlayPanel so it might be there somewhere? No idea what I'm talking about.
Second
Also, is it possible to rip apart and combine certain huds? Or is it too much work?
For example, the health and ammo overlays from m0re hud, the scoreboard of eve hud and the main menu of some other hud
First
So I tried to implement a custom main menu background into hypnotize's version of m0re hud and ran into the same problem as what's addressed in this thread below.
http://www.teamfortress.tv/15847/dark-main-menu
[s]From what I can tell, their solution was simply to replace the vtf file in the custom hud folder but I don't see a vtf file in m0re hud for the main menu background. How can I stop my main menu background from turning dark and ugly?[/s]
Edit: nvm, they edited the MainMenuOverride.res! But still can't identify what part correlates to the dark overlay. Don't really know what I'm doing but from vgui tree the only thing highlighting the whole screen is FocusOverlayPanel so it might be there somewhere? No idea what I'm talking about.
Second
Also, is it possible to rip apart and combine certain huds? Or is it too much work?
For example, the health and ammo overlays from m0re hud, the scoreboard of eve hud and the main menu of some other hud
ppaleunforgot this thread existed. so this is a repost (sorry guys).
how do i go about moving the objective tracker up about 90 pixels?
the part of the hud im referring to is this:
https://gyazo.com/9bfe895828e63acbfc1340baac43a0aa
scripts/hudlayout.res -> ctrl+f "HudControlPointIcons" -> modify "height_offset"
how do i go about moving the objective tracker up about 90 pixels?
the part of the hud im referring to is this:
https://gyazo.com/9bfe895828e63acbfc1340baac43a0aa[/quote]
scripts/hudlayout.res -> ctrl+f "HudControlPointIcons" -> modify "height_offset"
I'm trying to use a solid color image for my main menu background, but I can't get it to work. I put the files named background_upward.vtf and background_upward_widescreen.vtf in my_custom_stuff/materials/console and I used the following text in chapterbackground.txt:
"chapters"
{
1 "background_upward"
2 "background_upward"
3 "background_upward"
4 "background_upward"
}
"BackgroundMaps"
{
1 "background_upward"
2 "background_upward"
3 "background_upward"
4 "background_upward"
}
And put that file into the my_custom_stuff/scripts folder.
I also can't seem to remove the characters from my background, all the downloads for that seem to be outdated. Does anyone know what I'm doing wrong or if the method I'm using is outdated?
[code]"chapters"
{
1 "background_upward"
2 "background_upward"
3 "background_upward"
4 "background_upward"
}
"BackgroundMaps"
{
1 "background_upward"
2 "background_upward"
3 "background_upward"
4 "background_upward"
}[/code]
And put that file into the my_custom_stuff/scripts folder.
I also can't seem to remove the characters from my background, all the downloads for that seem to be outdated. Does anyone know what I'm doing wrong or if the method I'm using is outdated?
sachikoI'm trying to use a solid color image for my main menu background, but I can't get it to work. I put the files named background_upward.vtf and background_upward_widescreen.vtf in my_custom_stuff/materials/console and I used the following text in chapterbackground.txt:And put that file into the my_custom_stuff/scripts folder."chapters" { 1 "background_upward" 2 "background_upward" 3 "background_upward" 4 "background_upward" } "BackgroundMaps" { 1 "background_upward" 2 "background_upward" 3 "background_upward" 4 "background_upward" }
I also can't seem to remove the characters from my background, all the downloads for that seem to be outdated. Does anyone know what I'm doing wrong or if the method I'm using is outdated?
removing menu characters is done on the mainmenuoverride.res, just search for "TFCharacter" and change all values to 0
also, those materials/console folders should be stuck in with your hud, and the .txt needs to be in your hud's scripts folder
[code]"chapters"
{
1 "background_upward"
2 "background_upward"
3 "background_upward"
4 "background_upward"
}
"BackgroundMaps"
{
1 "background_upward"
2 "background_upward"
3 "background_upward"
4 "background_upward"
}[/code]
And put that file into the my_custom_stuff/scripts folder.
I also can't seem to remove the characters from my background, all the downloads for that seem to be outdated. Does anyone know what I'm doing wrong or if the method I'm using is outdated?[/quote]
removing menu characters is done on the mainmenuoverride.res, just search for "TFCharacter" and change all values to 0
also, those materials/console folders should be stuck in with your hud, and the .txt needs to be in your hud's scripts folder
where is the hud element for the ctf notifications? (e.g. "The ENEMY INTELLIGENCE was dropped!")
where is the hud element for the ctf notifications? (e.g. "The ENEMY INTELLIGENCE was dropped!")
driftahttps://steamuserimages-a.akamaihd.net/ugc/903400215519447581/F508AE4FB108739ACCB23722542A94FF3D2B0F24/
where is the hud element for the ctf notifications? (e.g. "The ENEMY INTELLIGENCE was dropped!")
resource/ui/notifications/Base_Notification.res
Kraytsachikosnip
removing menu characters is done on the mainmenuoverride.res, just search for "TFCharacter" and change all values to 0
also, those materials/console folders should be stuck in with your hud, and the .txt needs to be in your hud's scripts folder
Actually doesn't matter if you split the materials like you can have the background in a folder called background with the materials and scripts folder inside it and then a separate folder for the actual hud.
So that shouldn't be a problem as long as you don't have other files interfering with the bg ones.
btw you can get a solid backgroud from the mainmenuoverride as well with a code like this:
{
"ControlName" "ImagePanel"
"fieldName" "BackgroundCustom"
"xpos" "0"
"ypos" "0"
"zpos" "-1"
"wide" "f0"
"tall" "f0"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"fillcolor" "Background" //change this to whatever color you want to use
}
where is the hud element for the ctf notifications? (e.g. "The ENEMY INTELLIGENCE was dropped!")[/quote]
resource/ui/notifications/Base_Notification.res
[quote=Krayt][quote=sachiko]snip[/quote]
removing menu characters is done on the mainmenuoverride.res, just search for "TFCharacter" and change all values to 0
also, those materials/console folders should be stuck in with your hud, and the .txt needs to be in your hud's scripts folder[/quote]
Actually doesn't matter if you split the materials like you can have the background in a folder called background with the materials and scripts folder inside it and then a separate folder for the actual hud.
So that shouldn't be a problem as long as you don't have other files interfering with the bg ones.
btw you can get a solid backgroud from the mainmenuoverride as well with a code like this:
[spoiler]
"BackgroundCustom"
{
"ControlName" "ImagePanel"
"fieldName" "BackgroundCustom"
"xpos" "0"
"ypos" "0"
"zpos" "-1"
"wide" "f0"
"tall" "f0"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"fillcolor" "Background" //change this to whatever color you want to use
}
[/spoiler]
Kraytremoving menu characters is done on the mainmenuoverride.res, just search for "TFCharacter" and change all values to 0
r
Thanks a lot, that worked.
Hypnotizebtw you can get a solid backgroud from the mainmenuoverride as well with a code like this:
Thanks
removing menu characters is done on the mainmenuoverride.res, just search for "TFCharacter" and change all values to 0
r[/quote]
Thanks a lot, that worked.
[quote=Hypnotize]
btw you can get a solid backgroud from the mainmenuoverride as well with a code like this:
[/quote]
Thanks
How do I shrink the tournament mode bar? I want it to only be around the ready/not ready text and not the entire width of the screen. Idc about moving the team names.
[img]https://i.imgur.com/FFqo5NZ.jpg?1[/img]
SentinelHow do I shrink the tournament mode bar? I want it to only be around the ready/not ready text and not the entire width of the screen. Idc about moving the team names.
https://i.imgur.com/FFqo5NZ.jpg?1
HudTournament.res and set wide to 0 for:
- TournamentWhiteBar
- HudTournamentBLUEBG
- HudTournamentREDBG
Team names are TournamentBLUELabel and TournamentREDLabel if you ever want to move them
[img]https://i.imgur.com/FFqo5NZ.jpg?1[/img][/quote]
HudTournament.res and set wide to 0 for:
- TournamentWhiteBar
- HudTournamentBLUEBG
- HudTournamentREDBG
Team names are TournamentBLUELabel and TournamentREDLabel if you ever want to move them
HypnotizeSentinelHow do I shrink the tournament mode bar? I want it to only be around the ready/not ready text and not the entire width of the screen. Idc about moving the team names.
https://i.imgur.com/FFqo5NZ.jpg?1
HudTournament.res and set wide to 0 for:
- TournamentWhiteBar
- HudTournamentBLUEBG
- HudTournamentREDBG
Team names are TournamentBLUELabel and TournamentREDLabel if you ever want to move them
Thank mr hypnotize, patron saint of huds
[img]https://i.imgur.com/FFqo5NZ.jpg?1[/img][/quote]
HudTournament.res and set wide to 0 for:
- TournamentWhiteBar
- HudTournamentBLUEBG
- HudTournamentREDBG
Team names are TournamentBLUELabel and TournamentREDLabel if you ever want to move them[/quote]
Thank mr hypnotize, patron saint of huds
I honestly shouldn't have to ask this question, but it remains utterly elusive to me...
I'm trying to edit the colors of the item effect meters, but they entirely refuse to change for me.
https://i.imgur.com/HR7WzuT.png
The "BOOST" and "JAR" labels should be gray, but remain white not matter what I do. (The only color I've managed to change was the background meter)
Here are the [hopefully] relevant codes:
hudlayout.res
HudItemEffectMeter
{
"fieldName" "HudItemEffectMeter"
"visible" "1"
"enabled" "1"
"xpos" "r162" [$WIN32]
"xpos_minmode" "r52" [$WIN32]
"ypos" "r52" [$WIN32]
"ypos_minmode" "r50" [$WIN32]
"xpos" "r194" [$X360]
"ypos" "r74" [$X360]
"wide" "100"
"tall" "50"
"MeterFG" "White"
"MeterBG" "Gray"
}
huditemeffectmeter.res (generic)
"ItemEffectMeterLabel"
{
"ControlName" "CExLabel"
"fieldName" "ItemEffectMeterLabel"
"xpos" "50"
"ypos" "0"
"zpos" "2"
"wide" "100"
"tall" "6"
"autoResize" "1"
"pinCorner" "2"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" "#TF_ENERGYDRINK"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "0"
"font" "Futura7"
"fgcolor_override" "OmpMeterLabel" // "125 125 125 255"
}
I'm trying to edit the colors of the item effect meters, but they entirely refuse to change for me.
https://i.imgur.com/HR7WzuT.png
The "BOOST" and "JAR" labels should be gray, but remain white not matter what I do. (The only color I've managed to change was the background meter)
Here are the [hopefully] relevant codes:
[i]hudlayout.res[/i]
[code]
HudItemEffectMeter
{
"fieldName" "HudItemEffectMeter"
"visible" "1"
"enabled" "1"
"xpos" "r162" [$WIN32]
"xpos_minmode" "r52" [$WIN32]
"ypos" "r52" [$WIN32]
"ypos_minmode" "r50" [$WIN32]
"xpos" "r194" [$X360]
"ypos" "r74" [$X360]
"wide" "100"
"tall" "50"
"MeterFG" "White"
"MeterBG" "Gray"
}
[/code]
[i]huditemeffectmeter.res (generic)[/i]
[code]
"ItemEffectMeterLabel"
{
"ControlName" "CExLabel"
"fieldName" "ItemEffectMeterLabel"
"xpos" "50"
"ypos" "0"
"zpos" "2"
"wide" "100"
"tall" "6"
"autoResize" "1"
"pinCorner" "2"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" "#TF_ENERGYDRINK"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "0"
"font" "Futura7"
"fgcolor_override" "OmpMeterLabel" // "125 125 125 255"
}
[/code]
Raus
pretty sure its locked in the hud and you cant change it
pretty sure its locked in the hud and you cant change it
aurahpretty sure its locked in the hud and you cant change it
That can't be right... I've seen it possible before, and after some further hud work the colors are correct in the huntsman charge label: (compared to jarate's charge meter)
That can't be right... I've seen it possible before, and after some further hud work the colors are correct in the huntsman charge label: (compared to jarate's charge meter) [img]https://i.imgur.com/FDbNOqY.png[/img]
How, and where, do I modify the stats screen, prefer having it match with the rest of the background
[img]https://i.imgur.com/0rqjuNd.jpg[/img]
KraytHow, and where, do I modify the stats screen, prefer having it match with the rest of the background
https://i.imgur.com/0rqjuNd.jpg
StatSummary_Embedded is the normal stat page (the one in your screen) and StatSummary is the file that controls the loading map one
You can change the bg to be something like this
{
"ControlName" "ImagePanel"
"fieldName" "Background"
"xpos" "0"
"ypos" "0"
"zpos" "90"
"wide" "f0"
"tall" "480"
"visible" "1"
"enabled" "1"
"fillcolor" "0 0 0 60"
}
Also I recomend adding a reloadscheme button to that page so you don't have to restart the game every time.
[img]https://i.imgur.com/0rqjuNd.jpg[/img][/quote]
StatSummary_Embedded is the normal stat page (the one in your screen) and StatSummary is the file that controls the loading map one
You can change the bg to be something like this
[spoiler]
"Background"
{
"ControlName" "ImagePanel"
"fieldName" "Background"
"xpos" "0"
"ypos" "0"
"zpos" "90"
"wide" "f0"
"tall" "480"
"visible" "1"
"enabled" "1"
"fillcolor" "0 0 0 60"
}
[/spoiler]
Also I recomend adding a reloadscheme button to that page so you don't have to restart the game every time.
[img]https://static-cdn.jtvnw.net/emoticons/v1/64138/2.0[/img]
HypnotizeKraytHow, and where, do I modify the stats screen, prefer having it match with the rest of the background
https://i.imgur.com/0rqjuNd.jpg
StatSummary_Embedded is the normal stat page (the one in your screen) and StatSummary is the file that controls the loading map one
You can change the bg to be something like this
Show Content"Background"
{
"ControlName" "ImagePanel"
"fieldName" "Background"
"xpos" "0"
"ypos" "0"
"zpos" "90"
"wide" "f0"
"tall" "480"
"visible" "1"
"enabled" "1"
"fillcolor" "0 0 0 60"
}
Also I reccomend adding a reloadscheme button to that page so you don't have to restart the game every time.
https://static-cdn.jtvnw.net/emoticons/v1/64138/2.0
thanks, but how would I add such a button? never used a hud that had one
[img]https://i.imgur.com/0rqjuNd.jpg[/img][/quote]
StatSummary_Embedded is the normal stat page (the one in your screen) and StatSummary is the file that controls the loading map one
You can change the bg to be something like this
[spoiler]
"Background"
{
"ControlName" "ImagePanel"
"fieldName" "Background"
"xpos" "0"
"ypos" "0"
"zpos" "90"
"wide" "f0"
"tall" "480"
"visible" "1"
"enabled" "1"
"fillcolor" "0 0 0 60"
}
[/spoiler]
Also I reccomend adding a reloadscheme button to that page so you don't have to restart the game every time.
[img]https://static-cdn.jtvnw.net/emoticons/v1/64138/2.0[/img][/quote]
thanks, but how would I add such a button? never used a hud that had one
Kraytthanks, but how would I add such a button? never used a hud that had one
{
"ControlName" "CExButton"
"fieldName" "TReloadScheme"
"xpos" "10"
"ypos" "10"
"zpos" "250"
"wide" "20"
"tall" "20"
"autoResize" "1"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" "RS"
"font" "Default"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "0"
"Command" "reloadscheme"
}
Add this at the start of the file, works with the backpack, stats panel, loadout, crafting etc as long as you have vgui_cache_res_files set to 0.
Is really useful and and saves you a lot of time!
Doesn't work with the main menu, but you can still refresh it by using toggle mat_antialias in console.
[spoiler]"ReloadScheme"
{
"ControlName" "CExButton"
"fieldName" "TReloadScheme"
"xpos" "10"
"ypos" "10"
"zpos" "250"
"wide" "20"
"tall" "20"
"autoResize" "1"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" "RS"
"font" "Default"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "0"
"Command" "reloadscheme"
}[/spoiler]
Add this at the start of the file, works with the backpack, stats panel, loadout, crafting etc as long as you have vgui_cache_res_files set to 0.
Is really useful and and saves you a lot of time!
Doesn't work with the main menu, but you can still refresh it by using toggle mat_antialias in console.
HypnotizeKraytthanks, but how would I add such a button? never used a hud that had oneShow Content"ReloadScheme"
{
"ControlName" "CExButton"
"fieldName" "TReloadScheme"
"xpos" "10"
"ypos" "10"
"zpos" "250"
"wide" "20"
"tall" "20"
"autoResize" "1"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" "RS"
"font" "Default"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "0"
"Command" "reloadscheme"
}
Add this at the start of the file, works with the backpack, stats panel, loadout, crafting etc as long as you have vgui_cache_res_files set to 0.
Is really useful and and saves you a lot of time!
Doesn't work with the main menu, but you can still refresh it by using toggle mat_antialias in console.
works, though I had to attach it to charinfopanel instead to get it showing on all submenus
thanks a bunch
[spoiler]"ReloadScheme"
{
"ControlName" "CExButton"
"fieldName" "TReloadScheme"
"xpos" "10"
"ypos" "10"
"zpos" "250"
"wide" "20"
"tall" "20"
"autoResize" "1"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"labelText" "RS"
"font" "Default"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "0"
"Command" "reloadscheme"
}[/spoiler]
Add this at the start of the file, works with the backpack, stats panel, loadout, crafting etc as long as you have vgui_cache_res_files set to 0.
Is really useful and and saves you a lot of time!
Doesn't work with the main menu, but you can still refresh it by using toggle mat_antialias in console.[/quote]
[url=https://i.imgur.com/h0Hn9rx.jpg]works[/url], though I had to attach it to charinfopanel instead to get it showing on all submenus
thanks a bunch
Okay, this is really miffing me, as it seems most popular huds fail to render the item effect meter label colors as they should be rendered... (When clearly they are rendered correctly in their screenshots)
Does anybody know anything at all what's the problem?
Does anybody know anything at all what's the problem?
is there any way to make the "last damage done" numbers, have damage batching like normal damage numbers? sorry if im missing something obvious
EquaLis there any way to make the "last damage done" numbers, have damage batching like normal damage numbers? sorry if im missing something obvious
AFAIK damage batching only applies to the floating damage numbers, unfortunately :<
AFAIK damage batching only applies to the floating damage numbers, unfortunately :<
ZetosI tried adding the class selection from QTCHUD to mine, but it's missing the black borders...
https://i.imgur.com/C15kYjh.png
... the original has:
https://i.imgur.com/Li4FtRH.png
It loads fine when the whole HUD is in there, but I'm not sure what's missing. Tried copying the classselection file and the whole vgui/replay/thumbnails/ folder, but it's not a missing texture.
-----
And another question: I changed my chat position with basechat.res' "HudChat" ypos/xpos, but it usually resets itself to the lower part*, unless I do a hud_reloadscheme, which doesn't last for long.
* On Valve servers. Why the heck.
Any helping hand?
[img]https://i.imgur.com/C15kYjh.png[/img]
... the original has:
[img]https://i.imgur.com/Li4FtRH.png[/img]
It loads fine when the whole HUD is in there, but I'm not sure what's missing. Tried copying the classselection file and the whole vgui/replay/thumbnails/ folder, but it's not a missing texture.
-----
And another question: I changed my chat position with basechat.res' "HudChat" ypos/xpos, but it usually resets itself to the lower part[b]*[/b], unless I do a hud_reloadscheme, which doesn't last for long.
[/quote]
[b]*[/b] On Valve servers. Why the heck.
Any helping hand?
Dunno how many people know, but I may as well post it anyhow
I've found how to get that dumb name/score/ping text off their scoreboards, like so
The text draws from the "DefaultVerySmall" section in the clientscheme. If the fonts under that section are changed to anything numeric, like so, it gets rid of the text
{
"1"
{
"name" "LightNumbers"
"tall" "1"
"yres" "480 599"
"antialias" "0"
}
"2"
{
"name" "LightNumbers"
"tall" "2"
"yres" "600 719"
"antialias" "1"
}
"3"
{
"name" "LightNumbers"
"tall" "5"
"yres" "720 767"
"antialias" "1"
}
"4"
{
"name" "LightNumbers"
"tall" "6"
"yres" "768 899"
"antialias" "1"
}
"5"
{
"name" "LightNumbers"
"tall" "9"
"yres" "900 1023"
"antialias" "1"
}
"6"
{
"name" "LightNumbers"
"tall" "6"
"antialias" "1"
}
}
just a nice little thing, I suppose
I've found how to get that dumb name/score/ping text off their scoreboards, like so
[spoiler][img]https://i.imgur.com/DIviI8d.jpg[/img][/spoiler]
The text draws from the "DefaultVerySmall" section in the clientscheme. If the fonts under that section are changed to anything numeric, like so, it gets rid of the text
[spoiler] "DefaultVerySmall"
{
"1"
{
"name" "LightNumbers"
"tall" "1"
"yres" "480 599"
"antialias" "0"
}
"2"
{
"name" "LightNumbers"
"tall" "2"
"yres" "600 719"
"antialias" "1"
}
"3"
{
"name" "LightNumbers"
"tall" "5"
"yres" "720 767"
"antialias" "1"
}
"4"
{
"name" "LightNumbers"
"tall" "6"
"yres" "768 899"
"antialias" "1"
}
"5"
{
"name" "LightNumbers"
"tall" "9"
"yres" "900 1023"
"antialias" "1"
}
"6"
{
"name" "LightNumbers"
"tall" "6"
"antialias" "1"
}
}[/spoiler]
[i]
just a nice little thing, I suppose[/i]
ZetosZetosI tried adding the class selection from QTCHUD to mine, but it's missing the black borders...* On Valve servers. Why the heck.
https://i.imgur.com/C15kYjh.png
... the original has:
https://i.imgur.com/Li4FtRH.png
It loads fine when the whole HUD is in there, but I'm not sure what's missing. Tried copying the classselection file and the whole vgui/replay/thumbnails/ folder, but it's not a missing texture.
-----
And another question: I changed my chat position with basechat.res' "HudChat" ypos/xpos, but it usually resets itself to the lower part*, unless I do a hud_reloadscheme, which doesn't last for long.
Any helping hand?
when the matchmaking doors open and shut it triggers an event in hudanimations that moves the chat, it has chat in the name so just search for that and change the ypos
for the borders they might be borders defined in clientscheme so you will need to copy them over as well, try and find the controls in classselection.res that define the borders and you will be able to cross reference them back to the clientscheme
[img]https://i.imgur.com/C15kYjh.png[/img]
... the original has:
[img]https://i.imgur.com/Li4FtRH.png[/img]
It loads fine when the whole HUD is in there, but I'm not sure what's missing. Tried copying the classselection file and the whole vgui/replay/thumbnails/ folder, but it's not a missing texture.
-----
And another question: I changed my chat position with basechat.res' "HudChat" ypos/xpos, but it usually resets itself to the lower part[b]*[/b], unless I do a hud_reloadscheme, which doesn't last for long.
[/quote]
[b]*[/b] On Valve servers. Why the heck.
Any helping hand?[/quote]
when the matchmaking doors open and shut it triggers an event in hudanimations that moves the chat, it has chat in the name so just search for that and change the ypos
for the borders they might be borders defined in clientscheme so you will need to copy them over as well, try and find the controls in classselection.res that define the borders and you will be able to cross reference them back to the clientscheme
aurahwhen the matchmaking doors open and shut it triggers an event in hudanimations that moves the chat, it has chat in the name so just search for that and change the ypos
for the borders they might be borders defined in clientscheme so you will need to copy them over as well, try and find the controls in classselection.res that define the borders and you will be able to cross reference them back to the clientscheme
Granted that my HUD is updated and uses hudanimations_manifest so that the default stuff doesn't have to be listed there, there are no "chat" entries in my hudanimations_custom. I suppose I could just copy the default chat stuff from the source and change what I wanted, right? Do you happen to know where I can extract that snippet? Improved Default HUD doesn't have it, and the github that tracks the core files isn't working.
The borders did have a fillcolor which used a custom name and it wasn't referenced on the clientscheme, thanks!
for the borders they might be borders defined in clientscheme so you will need to copy them over as well, try and find the controls in classselection.res that define the borders and you will be able to cross reference them back to the clientscheme[/quote]
Granted that my HUD is updated and uses hudanimations_manifest so that the default stuff doesn't have to be listed there, there are no "chat" entries in my hudanimations_custom. I suppose I could just copy the default chat stuff from the source and change what I wanted, right? Do you happen to know where I can extract that snippet? Improved Default HUD doesn't have it, and the [url=https://github.com/SteamDatabase/GameTracking/tree/master/tf/tf/tf2_misc_dir]github[/url] that tracks the core files isn't working.
The borders did have a fillcolor which used a custom name and it wasn't referenced on the clientscheme, thanks!