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HUD editing: short questions, quick answers
posted in Customization
5701
#5701
1 Frags +

Was that including hiding the icons off-screen on the main menu to preload them? I can't remember if it was foolproof but I remember someone saying that you could preload stuff by doing that.

Was that including hiding the icons off-screen on the main menu to preload them? I can't remember if it was foolproof but I remember someone saying that you could preload stuff by doing that.
5702
#5702
0 Frags +

im trying to edit broselhud_blue and whenever i make anything a EditablePanel, the corners are always rounded????
how so i make the edges sharp?

Show Content
im trying to edit broselhud_blue and whenever i make anything a EditablePanel, the corners are always rounded????
how so i make the edges sharp?
[spoiler][img]https://i.imgur.com/YPHjb4K.jpg[/img][/spoiler]
5703
#5703
1 Frags +
_KermitWas that including hiding the icons off-screen on the main menu to preload them? I can't remember if it was foolproof but I remember someone saying that you could preload stuff by doing that.

You can preload cp icons reliably but the majority of things don't work with it.

As far as I know there is no current way to add custom class icons to the spectator hud in sv_pure.

[quote=_Kermit]Was that including hiding the icons off-screen on the main menu to preload them? I can't remember if it was foolproof but I remember someone saying that you could preload stuff by doing that.[/quote]
You can preload cp icons reliably but the majority of things don't work with it.

As far as I know there is no current way to add custom class icons to the spectator hud in sv_pure.
5704
#5704
0 Frags +

Is there a way to force the wave number in MvM to not be hidden when minmode is on? I tried setting each xpos and ypos to their minmode defaults but that just creates a clipping issue. Is there some other file besides wavestatuspanel.res and hudmannvsmachinestatus.res that controls the wave status/attacking robots status?

Is there a way to force the wave number in MvM to not be hidden when minmode is on? I tried setting each xpos and ypos to their minmode defaults but that just creates a clipping issue. Is there some other file besides wavestatuspanel.res and hudmannvsmachinestatus.res that controls the wave status/attacking robots status?
5705
#5705
0 Frags +

in the hudmatchstatus file, how can you edit for your dead teammates' respawn times over their class avatar?

in the hudmatchstatus file, how can you edit for your dead teammates' respawn times over their class avatar?
5706
#5706
0 Frags +
maxx_in the hudmatchstatus file, how can you edit for your dead teammates' respawn times over their class avatar?

Go to <Your Hud Folder> \ scripts \ hudanimations_tf.txt and open it with a text editor. Ctrl + F and search for "event TeamStatus" and there should be two events on top of each other, one happens when a teammate dies, and the other happens when they respawn. The "Animate" commands control the movement of the three statuses, and by deleting these commands, they should stay in the same place. You can now change their positions in hudmatchstatus.res and they should stay there.

[quote=maxx_]in the hudmatchstatus file, how can you edit for your dead teammates' respawn times over their class avatar?[/quote]

Go to <Your Hud Folder> \ scripts \ hudanimations_tf.txt and open it with a text editor. Ctrl + F and search for "event TeamStatus" and there should be two events on top of each other, one happens when a teammate dies, and the other happens when they respawn. The "Animate" commands control the movement of the three statuses, and by deleting these commands, they should stay in the same place. You can now change their positions in hudmatchstatus.res and they should stay there.
5707
#5707
3 Frags +

https://i.imgur.com/sWpUZoe.jpg

what element is this panel i want to edit it so it's less obtrusive (and it doesn't work anyway)

[img]https://i.imgur.com/sWpUZoe.jpg[/img]
what element is this panel i want to edit it so it's less obtrusive (and it doesn't work anyway)
5708
#5708
0 Frags +
botmodehttps://i.imgur.com/sWpUZoe.jpg
what element is this panel i want to edit it so it's less obtrusive (and it doesn't work anyway)

I believe it's either hudmatchstatus.res or hudroundcounter.res.

[quote=botmode][img]https://i.imgur.com/sWpUZoe.jpg[/img]
what element is this panel i want to edit it so it's less obtrusive (and it doesn't work anyway)[/quote]

I believe it's either hudmatchstatus.res or hudroundcounter.res.
5709
#5709
0 Frags +

Guys, how do I edit the console font? Is it possible to do so?

Guys, how do I edit the console font? Is it possible to do so?
5710
#5710
2 Frags +
solly6Guys, how do I edit the console font? Is it possible to do so?

It's possible but if you play etf2l their parser can't read anything but the default console font, meaning that your screenshots will not be accepted.

[quote=solly6]Guys, how do I edit the console font? Is it possible to do so?[/quote]

It's possible but if you play etf2l their parser can't read anything but the default console font, meaning that your screenshots will not be accepted.
5711
#5711
0 Frags +

is there a way to made the ready panels stack on top of eachother instead of next to eachother

kinda like this

https://i.imgur.com/0vtAJV0.png

is there a way to made the ready panels stack on top of eachother instead of next to eachother

kinda like this
[img]https://i.imgur.com/0vtAJV0.png[/img]
5712
#5712
0 Frags +

how would i go about making the charge bars black

how would i go about making the charge bars black
5713
#5713
0 Frags +

1 how do i make a red hitmarker
2 how do i change the class images in the loadout panel
first person to help me gets a papa bless

1 how do i make a red hitmarker
2 how do i change the class images in the loadout panel
first person to help me gets a papa bless
5714
#5714
1 Frags +
junnuis there a way to made the ready panels stack on top of eachother instead of next to eachother

kinda like this
https://i.imgur.com/0vtAJV0.png

This is all located within hudtournament.res and at the very first part.

"team1_player_base_offset_x" "-75"
and
"team2_player_base_offset_x" "25"

Make these the same x value, and change the base_offset_y to make them stacked. Then "team2_player_delta_x" "47"
should be kept to 0 and
"team2_player_delta_y" "0"
should be 47, or whatever the size of your playerpanels are.

[quote=junnu]is there a way to made the ready panels stack on top of eachother instead of next to eachother

kinda like this
[img]https://i.imgur.com/0vtAJV0.png[/img][/quote]

This is all located within hudtournament.res and at the very first part.

"team1_player_base_offset_x" "-75"
and
"team2_player_base_offset_x" "25"

Make these the same x value, and change the base_offset_y to make them stacked. Then "team2_player_delta_x" "47"
should be kept to 0 and
"team2_player_delta_y" "0"
should be 47, or whatever the size of your playerpanels are.
5715
#5715
0 Frags +

What file is the "Respawning in: x seconds" you see when you die

What file is the "Respawning in: x seconds" you see when you die
5716
#5716
whitelist.tf
3 Frags +

@ProSkeez: spectator(tournament).res

@creeproot:
- hitmarker is an 'event DamagedPlayer' hud animation, look at how it is done in other huds, targeting an element or crosshair defined in hudplayerclass.res for example.
- CharInfoLoadoutSubPanel.res has '(in)activeimage' for each class defined, customize those, and make sure to put the vtf+vmt in materials/replay/thumbnails and change paths accordingly so they work in sv_pure 2 servers and not end up with black/magenta missing textures when opening your inventory bit

@leth: tough luck, you can add a custom background or change the bgcolor to be black, but valve hardcoded the fgcolor for chargebars

@ProSkeez: spectator(tournament).res

@creeproot:
- hitmarker is an 'event DamagedPlayer' hud animation, look at how it is done in other huds, targeting an element or crosshair defined in hudplayerclass.res for example.
- CharInfoLoadoutSubPanel.res has '(in)activeimage' for each class defined, customize those, and make sure to put the vtf+vmt in [i]materials/replay/thumbnails[/i] and change paths accordingly so they work in sv_pure 2 servers and not end up with black/magenta missing textures when opening your inventory bit

@leth: tough luck, you can add a custom background or change the bgcolor to be black, but valve hardcoded the fgcolor for chargebars
5717
#5717
0 Frags +
_Kermitsolly6Guys, how do I edit the console font? Is it possible to do so?
It's possible but if you play etf2l their parser can't read anything but the default console font, meaning that your screenshots will not be accepted.

Okay, I don't really play comp at all but, how do I edit it?

[quote=_Kermit][quote=solly6]Guys, how do I edit the console font? Is it possible to do so?[/quote]

It's possible but if you play etf2l their parser can't read anything but the default console font, meaning that your screenshots will not be accepted.[/quote]
Okay, I don't really play comp at all but, how do I edit it?
5718
#5718
0 Frags +

which file changes the look of the taunt panel.

which file changes the look of the taunt panel.
5719
#5719
0 Frags +
marc_which file changes the look of the taunt panel.

HudMenuTauntSelection.res

[quote=marc_]which file changes the look of the taunt panel.[/quote]
HudMenuTauntSelection.res
5720
#5720
0 Frags +

also besides winpanel.res what file also affects positioning and coloring of the win panel?

also besides winpanel.res what file also affects positioning and coloring of the win panel?
5721
#5721
whitelist.tf
0 Frags +
marc_also besides winpanel.res what file also affects positioning and coloring of the win panel?

The WinPanel { } section in hudlayout.res controls position/size. The color is done through the 'border/background' on BlueScoreBG/RedScoreBG

[quote=marc_]also besides winpanel.res what file also affects positioning and coloring of the win panel?[/quote]
The [i]WinPanel { }[/i] section in [i]hudlayout.res[/i] controls position/size. The color is done through the 'border/background' on BlueScoreBG/RedScoreBG
5722
#5722
0 Frags +

is it possible to change the HealthDeathWarning value in HudPlayerHealth.res for separate classes? (the value that determines when HP starts to flash red)

is it possible to change the HealthDeathWarning value in HudPlayerHealth.res for separate classes? (the value that determines when HP starts to flash red)
5723
#5723
1 Frags +
billwis it possible to change the HealthDeathWarning value in HudPlayerHealth.res for separate classes? (the value that determines when HP starts to flash red)

If you're fine with reloading the hud when you switch classes, you sorta can.

The easy way is to setup each class cfg to run either cl_hud_minmode 0 or 1, and make the HealthDeathWarning depend on that. The obvious limitation being that there's only 2 colors to pick from, and you can't use minmode for anything else, and reloading the hud via cl_hud_minmode will make switching classes take up some extra time (if your computer's good it'll be pretty small, if it's bad it'll be killer).

There is a way to make all classes have a different hud, but it involves each class cfg echoing a #base to the class specific files and logging that to a .txt file that itself gets loaded by #base by hudplayerhealth.res, and then reloading the hud so that the #base gets used. Bigger limitations, because that file has to get flushed out frequently (wouldn't be an issue if you could log to the top of a file, but you have to append unfortunately). Much harder to get working and with much bigger limitations.

Otherwise, there are no known ways to get class-specific huds, and I'd suspect any way of finagling the health panel itself to do what you want without the above would be orders of magnitude harder if they're even possible.

[quote=billw]is it possible to change the HealthDeathWarning value in HudPlayerHealth.res for separate classes? (the value that determines when HP starts to flash red)[/quote]
If you're fine with reloading the hud when you switch classes, you sorta can.

The easy way is to setup each class cfg to run either cl_hud_minmode 0 or 1, and make the HealthDeathWarning depend on that. The obvious limitation being that there's only 2 colors to pick from, and you can't use minmode for anything else, and reloading the hud via cl_hud_minmode will make switching classes take up some extra time (if your computer's good it'll be pretty small, if it's bad it'll be killer).

There is a way to make all classes have a different hud, but it involves each class cfg echoing a #base to the class specific files and logging that to a .txt file that itself gets loaded by #base by hudplayerhealth.res, and then reloading the hud so that the #base gets used. Bigger limitations, because that file has to get flushed out frequently (wouldn't be an issue if you could log to the top of a file, but you have to append unfortunately). Much harder to get working and with much bigger limitations.

Otherwise, there are no known ways to get class-specific huds, and I'd suspect any way of finagling the health panel itself to do what you want without the above would be orders of magnitude harder if they're even possible.
5724
#5724
0 Frags +
JarateKingwords

oh well, thanks for the answer :)

[quote=JarateKing]words[/quote]
oh well, thanks for the answer :)
5725
#5725
-1 Frags +

How can I edit the font of console texts?

How can I edit the font of console texts?
5726
#5726
0 Frags +
solly6How can I edit the font of console texts?

http://www.dodbits.com/dods/index.php/source-graphics/source-gui-hud-tutorials/33-console-font-color-and-size

[quote=solly6]How can I edit the font of console texts?[/quote]
http://www.dodbits.com/dods/index.php/source-graphics/source-gui-hud-tutorials/33-console-font-color-and-size
5727
#5727
0 Frags +

What file controls the map vote panel that appears after a casual match ends?

What file controls the map vote panel that appears after a casual match ends?
5728
#5728
0 Frags +

1.Does anyone know what is causing the Pagebuttons to act like this? Whenever I increase the "item_backpack_offcenter_x" value, the width of the pagebuttons is decreasing. Is there any way to get around this and change the width and xpos of the buttons on their own? If not, is there any way to change the xpos of the Backpack items without "item_backpack_offcenter_x" atleast?

2. The font of "SortByComboBox" is also not changing, no matter what I try. Any idea what could be causing this?

"item_backpack_offcenter_x" "-400"

https://i.imgur.com/7HoREW9.png

"item_backpack_offcenter_x" "-105"

https://i.imgur.com/tLcrEma.png

1.Does anyone know what is causing the Pagebuttons to act like this? Whenever I increase the "item_backpack_offcenter_x" value, the width of the pagebuttons is decreasing. Is there any way to get around this and change the width and xpos of the buttons on their own? If not, is there any way to change the xpos of the Backpack items without "item_backpack_offcenter_x" atleast?

2. The font of "SortByComboBox" is also not changing, no matter what I try. Any idea what could be causing this?


"item_backpack_offcenter_x" "-400"
[img]https://i.imgur.com/7HoREW9.png[/img]

"item_backpack_offcenter_x" "-105"
[img]https://i.imgur.com/tLcrEma.png[/img]
5729
#5729
whitelist.tf
0 Frags +

You are also modifying the wide value of pagebuttons_kv to fix things? as well as the 'Button' inside that in your BackpackPanel.res

And as a suggestion: I'd move the search box to the top right field above in the bar of the 'Backpack' title.

You are also modifying the wide value of [i]pagebuttons_kv[/i] to fix things? as well as the 'Button' inside that in your BackpackPanel.res

And as a suggestion: I'd move the search box to the top right field above in the bar of the 'Backpack' title.
5730
#5730
0 Frags +
WiethoofdYou are also modifying the wide value of pagebuttons_kv to fix things? as well as the 'Button' inside that in your BackpackPanel.res

And as a suggestion: I'd move the search box to the top right field above in the bar of the 'Backpack' title.

I tried modifying these two wide values, but that didn't change anything. Changing the "page_button_per_row" also changes the width of the buttons. For some reason the buttons won't go any further than about the fourth item column, when I use "item_backpack_offcenter_x" "-105". No idea what's causing this.

https://i.imgur.com/Lpgrnts.png

Here's the whole thing. Maybe you can find my mistake.

https://pastebin.com/sXftkRtU

[quote=Wiethoofd]You are also modifying the wide value of [i]pagebuttons_kv[/i] to fix things? as well as the 'Button' inside that in your BackpackPanel.res

And as a suggestion: I'd move the search box to the top right field above in the bar of the 'Backpack' title.[/quote]

I tried modifying these two wide values, but that didn't change anything. Changing the "page_button_per_row" also changes the width of the buttons. For some reason the buttons won't go any further than about the fourth item column, when I use "item_backpack_offcenter_x" "-105". No idea what's causing this.

[img]https://i.imgur.com/Lpgrnts.png[/img]

Here's the whole thing. Maybe you can find my mistake.

https://pastebin.com/sXftkRtU
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