Wiethoofd
Account Details
SteamID64 76561197990121837
SteamID3 [U:1:29856109]
SteamID32 STEAM_0:1:14928054
Country Netherlands
Signed Up June 22, 2013
Last Posted November 12, 2024 at 8:56 PM
Posts 972 (0.2 per day)
Game Settings
In-game Sensitivity 4
Windows Sensitivity 5
Raw Input 1
DPI
3200
Resolution
2560*1080
Refresh Rate
60
Hardware Peripherals
Mouse Roccat Kone XTD
Keyboard Ducky Shine 2 (Yellow) + Brown Cherry Switches
Mousepad Roccat Taito
Headphones Roccat Kave
Monitor Dell U2711
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#2744 HUD editing: short questions, quick answers in Customization
puoi1BrenWhat section of the hud controls the player healthbars during spectator mode?spectatortournamentguihealth.res

the tournament version of that file actually controls the health, which is then positioned in spectatortournament.res, controls the low health image color and at what percentage this low health animation needs to be triggered (and if the bonushealthimage needs to grow/shrink x units)

posted about 8 years ago
#4623 Show your HUD modifications! in Customization

You could make them all 1 color and on mouse over or keyboard selection/highlight make them the different colors, if you're using custom VMTs you could try fgcolor or drawcolor for the class logo itself to change color instead.

posted about 8 years ago
#2 Updated Thwartski Hud?? in Customization

Follow this guide from huds.tf to make your animations file unbreakable, then the only thing that might make you crash are actual out of date hud files.

posted about 8 years ago
#88 Casting HUD Design Contest in Projects

@devamar, the team color indicator on the very right side of the panel is impossible, believe me, I've tried.

Some more progress on my end:

http://i.imgur.com/GuGRN4Q.jpg

http://i.imgur.com/P3qRhay.jpg

or if everything on the left side is preferred (some alignment issues probably)

http://i.imgur.com/Elh8wJI.jpg

posted about 8 years ago
#2731 HUD editing: short questions, quick answers in Customization

@ JB: You need to change the borders responsible for the background colors to use those specific images in the spectator tournament panels in clientscheme.res: TFFatLineBorder, TFFatLineBorderRedBG & TFFatLineBorderBlueBG

posted about 8 years ago
#16 HOW TO Update your HUD for Comp MM Update in Customization

I've tried a lot of different things to not crash with custom main menus when the stress test is active (or when you're in the beta because of a pass/self-made item), but the only one that doesn't crash for me is the #base setup I use for WietHUD, haven't been able to narrow it down to what specifically in MainMenuOverride.res causes it...

posted about 8 years ago
#83 Casting HUD Design Contest in Projects

devamar, thought of any control point animations yet, payload objectives? Target ID looks nice, but the different overheal color from the player lists I'd steer away from and make those the same color for viewer consistency. Respawn indicator/dead state differing in look from alive for player panels could be helpful.

If only we could make the medics always sort to a default spot for the medigun indicators or to be glued to the class panel.

Scoreboards are really a non issue, got a very simple one for that in mind already, I just have to make them look like whatever the targetids and playerlists are going to be. Winpanel is going to be similar as well, no need for individual player highlighting imho if there is external log based round stats available.

posted about 8 years ago
#68 Casting HUD Design Contest in Projects

After some contact with Saxton Hale about his hud and how to get horizontal player health working and the Jarateking mockup with flame proving it being possible I started from scratch with a tournament and health panel to get the CSGO like horizontal health to work:

http://i.imgur.com/XMRR6Ev.jpg

It looks like shit because I haven't touched most of the animations yet with proper colors or any of the clientscheme responsible for fonts and tournament borders, but it works!

posted about 8 years ago
#2720 HUD editing: short questions, quick answers in Customization

HudDamageIndicator in hudlayout.res

Possible things to define:

  proportional_float MinimumWidth
  proportional_float MaximumWidth
  proportional_float MinimumHeight
  proportional_float MaximumHeight
  proportional_float StartRadius
  proportional_float EndRadius
  float MaximumDamage
  float MinimumTime
  float MaximumTime
  float TravelTime
  float FadeOutPercentage
  float Noise
posted about 8 years ago
#2709 HUD editing: short questions, quick answers in Customization

@ Astrin: HudPlayerHealth there is a shadow, use vgui_drawtree + highlight selected to figure out the exact FieldName and just remove it

@ STOGE: where do you get your default file? if you don't have a custom file it will use the actual default file, see if that works. Also check console if you're using your custom file and check for EOF errors.

posted about 8 years ago
#2705 HUD editing: short questions, quick answers in Customization
_KermitYou could also make a really big resist icon that covers the shadow when you're on vacc, it's not the prettiest but it does help you see incredibly easily what resist you're on.

If you're unlucky and die with 99% charge and have a very big charge font the entire shadow needs to be able to be covered, which could result in a very big resist icon, one with a dropshadow or outline defined would be the easiest solution.

@ DR34M AmmoInClip in HudAmmoWeapons font and PlayerStatusHealthValue in HudPlayerHealth are the ones you need to replace, or find name and edit it in clientscheme.res

posted about 8 years ago
#2702 HUD editing: short questions, quick answers in Customization
SnerkI've had that problem on other huds I've made, do you know how to fix that?

Impossible as either the normal chargelabel is visible for uber/kritz/qf or the individualchargeslabel for vaccinator is visible.

As a workaround you could create a font in clientscheme.res with a dropshadow 1 or outline, or force swapping between minmode 0/1 for vaccinator use to hide shadows off screen/make them tall 0 (and show vaccinator ones)

posted about 8 years ago
#15 Casting HUD Design Contest in Projects

It is a shame you can't define where something would have to be visible for red or blue team specifically in the spectator tournament panels because of hud technical limitations!

posted about 8 years ago
#4 Blurry when scoped in in Q/A Help

The 'blending'/blur on scope is default for DX9 because it is capable of doing the distortion calculations, DX8 can't

posted about 8 years ago
#2700 HUD editing: short questions, quick answers in Customization

@ STOGE: use vgui_drawtree with 'Highlight Selected' ticked to figure out which element exactly is the white square in tournament mode

@ _DR34M_: Replace the fonts in HudAmmoWeapons.res

@ BlakJak: tall 0 on PlayerStatusHealthBonusImage in HudPlayerHealth.res and maybe change the "HealthBonusPosAdj" value at the top to 0 to guarantee the health cross doesn't grow when getting buffed.

@ END: update your hudlayout.res to contain the MatchSummary section

@ Snerk: Valve has been doing weird things with that file, I had the normal medigun charge element when playing matchmaking and using the Vaccinator, but when playing back the demo everything was fine, your hud file seems to be in order (except for a ChargeLabelShadow which might still be visible when you're using the vaccinator)

posted about 8 years ago
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