While I'm not a competitive player, I've loved using this HUD and made a few modifications, but I'm kinda stuck on this next bit. I've been fiddling around with the TargetID.res trying to get a team-coloured something into the hover (similarly to how the Spectator on teams shows the coloured bar.)
So far, with a few looks at the stock targetID.res, I've done this
"TargetIDBG"
{
"ControlName" "CTFImagePanel"
"fieldName" "TargetIDBG"
"xpos" "0"
"ypos" "8"
"zpos" "-40"
"wide" "252"
"tall" "20"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"image" "../hud/color_panel_brown"
"scaleImage" "1"
"teambg_1" "../hud/color_panel_brown"
"teambg_2" "../hud/objectives_timepanel_red_bg"
"teambg_2_lodef" "../hud/objectives_timepanel_red_bg"
"teambg_3" "../hud/objectives_timepanel_blue_bg"
"teambg_3_lodef" "../hud/objectives_timepanel_blue_bg"
"src_corner_height" "23" // pixels inside the image
"src_corner_width" "23"
"draw_corner_width" "0" // screen size of the corners ( and sides ), proportional
"draw_corner_height" "0"
}
Basically it makes a team background colour behind the main TargetID info but there's a little bit too much colour extending below the main panel. I have no idea if I'm even calling the appropriate teambg file (and I don't know where to find it exactly.) The width/height[wide/tall] in the code doesn't seem to change much/anything, so I'm not sure if I can really do something about it.
As I sorta implied, I mostly just casually/pub play. However, when I'm doing some Spy, sometimes the lack of team colours can be a pain on maps where players might hide in shadows or be at a great distance.