The dot is the definitive alignment tool, I believe, although I've never heard anything specifically about a resolution as low as yours.
Account Details | |
---|---|
SteamID64 | 76561198048238506 |
SteamID3 | [U:1:87972778] |
SteamID32 | STEAM_0:0:43986389 |
Country | Pirate |
Signed Up | November 2, 2012 |
Last Posted | July 10, 2016 at 12:18 AM |
Posts | 932 (0.2 per day) |
Game Settings | |
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In-game Sensitivity | 4 |
Windows Sensitivity | 4/11 |
Raw Input | 1 |
DPI |
1800 |
Resolution |
1280 x 800 |
Refresh Rate |
60 hz |
Hardware Peripherals | |
---|---|
Mouse | Zowie FK |
Keyboard | |
Mousepad | SteelSeries Qck+ |
Headphones | |
Monitor |
cuando lo guarda ud ten cuidado que no está "read-only". más que eso, está ud. seguro que usas el "circledot"? hay muchos, y la pictura que pusó ud. falta una "{" al principio, después de "circledot" y antes de "visible". si no tuviera la "{", rompería muchas aspectas del hud... también "enabled" debe tener "1", no "0". debe ser así, creo. reemplaza lo que tiene ud. ahora con lo que pusé debajo, y si no funciona dame un mandato de amigos (friend-request, no sé como so dice :P), y puedo ayudarle a ud. más.
CircleDot
{
"controlName" "CExLabel"
"fieldName" "CircleDot"
"visible" "1"
"enabled" "1"
"zpos" "2"
"xpos" "c-100"
"ypos" "c-96"
"wide" "200"
"tall" "200"
//"font" "CrosshairsOutline34"
"font" "Crosshairs34"
"labelText" "8"
"textAlignment" "center"
"fgcolor" "0 255 0 255"
}
also, collycat was actually nice enough to make me a circle vtf because im dumb last night. funny coincidence, if you want to use a vtf (no size restrictions), here it is.
pretty sure he said in one of those old eXtravisions that the intro music is by his brother. your time traveling clone theory makes more sense though.
CrizzlDoes an "image crosshair" use the same parameters as a "text crosshair" to adjust the position (wide, tall, xpos, ypos)?
Sorry I didn't see this. yes it does, they're functionally very similar.
wareyaYou should note the weird buggy restrictions on using these.
I'd be happy to add them, I just have never actually used that method myself. You mean that you need to join a sv_pure 0 server first?
I got tired of constantly seeing questions about hud crosshairs so I figured I would write up a list/nerd essay on them and all of the ways to turn them on or off.
First off, there are two types of hud crosshairs:
- [b]Text[/b] - These are created by putting a vector image into a font file and then adding that custom font to the hud. Then you simply add what is essentially a text box, in hudlayout.res, to the hud and the crosshair shows up. Can be animated in hudanimations_tf.txt in scripts to turn a different color when you hit someone or can be placed in hudplayerhealth.res to change color when you are overhealed or hurt.
- [b]Image[/b] - A simple image file. To be placed into the hud the image needs to be converted into a .[url=https://developer.valvesoftware.com/wiki/Valve_Texture_Format]vtf[/url], or valve texture format, and needs to have an accompanying .vmt file that references the .vtf and gives specific information about its properties. Most custom textures are disabled by sv_pure 2, however, based broesel discovered that the textures in materials/vgui/replay/thumbnails are not checked by sv_pure and therefore can be used with impunity. Can't be animated.
You can, however, actually reference these image files as a custom in-game crosshair, which allows you to resize or recolor them with in-game commands. You cannot, to the best of my knowledge, implement them into a crosshair switcher. These also have quite a few weird restrictions, such as the fact that one needs to join a server with sv_pure set to 0 to load up the crosshair before joining any other sv_pure-restricted server, although after that the crosshair should work fine on any and all servers. More info [url=http://teamfortress.tv/thread/12383/real-custom-crosshairs-from-ozfortress]here[/url].
Toggling these crosshairs on or off.
- [b]By Class[/b]
[list][url=http://teamfortress.tv/thread/1105/?page=1]Minmode[/url] - The best way to switch crosshairs by class (in my opinion) is through the command cl_hud_minmode. Basically, every element of your hud has certain values: positioning, enabled/disabled, color, font, etc. for both a regular sized hud and a minimal hud. So, by changing the console command cl_hud_minmode you can change certain properties, including whether or not something is visible. The reason I defined this method as 'by class' is because if you don't put the command in your class config files but instead toggle it mid-game it causes game stutter. Works with either text or image crosshairs.
[/list]
- [b]Whenever[/b]
[list][url=http://teamfortress.tv/forum/thread/4134-how-to-use-multiple-hud-crosshairs/1]Achievement Tracker[/url] - There's an in-game command to display information about a certain achievement, and the achievement information is stored in a hud file, so you can basically put a hud crosshair in the file and then toggle it on/off with the console command at will without in-game stutter or freezes. The ideal method: works with either image or text crosshairs.
- [url=http://teamfortress.tv/forum/thread/12384-toggling-crosshair]3 Dimensional Playermodel Background[/url] - When valve added in the 3d class model they also gave it, by default, a background. Later they added in a console command to turn this class model on or off. By replacing the background with an image file of your choice you can toggle an image crosshair on or off at will without in-game stutter. Only works with image crosshairs.
[/list]
so what even happened? i was watching the double header, was there a forfeit win?
VoloderSince you seem to know quite a bit about custom .vtfs and VTFEdit, I was wondering if you could tell me how I could take a simple equilateral triangle png with a transparent background and make sure that the edges don't pixelate when it gets turned into a vtf. I tried using vectors but VTFEdit doesn't accept those and I have no idea which flags should be checked for that type of thing.
This article and this thread are quite helpful. Here's some more info as well. Changing the import settings were the key for me personally (detailed in the article, playing around with the flags mentioned in the facepunch thread helped as well).
gliss it's actually not that element to disable the model itself it's "classmodelpanel"
temusparadoxum change enabled to 1 and visible to 0 under "classmodelpanelBG" and "classmodelpanel", that should fix the 3d model. you need to manually pick an achievement to track in-game for it to work. also make sure your hudlayout.res is set up correctly. more info here.
Nerdy and unnecessary explanation:
EDIT: jewbagels, you're essentially toggling two images on or off. it's a screenshot of a transparent viewmodel put into a hud element and toggled on or off with a console command (or a script). This is why I said earlier it's pretty limited, you can only make it work for two specific weapons unless you set up some macro to switch the files out.
Actually now that I think about it isn't the above possible? IE setting up a macro to switch out new hudachievementtracker.res and hudplayerclass.res? Furthermore you could set it up so that the macro is only active in tf2 and only active when you press comma, and then pressing the number key to switch classes would switch to each classes file.
LinThese guys are better than they look :) I wouldn't let the -frags discourage you.
http://teamfortress.tv/thread/16326/cevo-o-s4-happenings-predictions/?page=1#29
?
if you use the 3d class icon you can use the command cl_hud_playerclass_use_playermodel (0 for disabled 1 for enabled) in every class config to have it show up only on the classes you want.
But since it's only two images can't you have two viewmodels period? Like not two on one class but two in general?
Actually: you could have three, now that I think about it. Two in hudachievementtracker.res, one visible in minmode and one not, and then the classmodelpanel one. But you could still only switch between two at a time without game freeze. Interesting idea, but isn't it quite limited? Do you already know of/have plans for a workaround?
When I toggle the 3d character model on/off with the console command it also changes the color of textures
. Which textures is seemingly random and the most obvious example is the roof in tyler_rocket_shooting. The only difference between the two pictures is that I pressed this bind:
alias povo_toggle "incrementvar cl_hud_playerclass_use_playermodel 0 1 1"
bind / povo_toggle
http://i.imgur.com/uU8Zcom.png
http://i.imgur.com/tEIPZsQ.png
Not exactly a huge issue but anyone have any idea how I can stop this from happening? This didn't use to happen, and when it didn't I could toggle the 3d character model on/off without any game stutter, but now I can't, and I think this is the problem.