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HUD editing: short questions, quick answers
posted in Customization
3571
#3571
0 Frags +
duck_XenThePybroduck_I'm trying to add a team colored bar in target id but I can't change the height or the opacity. Here's my code

....

if you want it to work with classes that can see both teams you need to use the stock team coloured box. The opacity is controlled with tf_hud_target_id_alpha which is actually a console command and you cannot change the width or the heigh without refracts which have their own problems. Try to oversize it so you only see a bar at the top or bottom if you want a team indicator or cover it up. Unless if you want to use a refract. Blah. Bleh. Blooooo.
I was able to do this http://puu.sh/qSC1r/8808dc5761.jpg. How would I do refeacts to change the height and width.

it works the same way transparent viewmodels do.
ok firstly you need to create yourself a .vtf
make it solid white and change the opacity to how much you want to cover up and if you don't want to download onething use this website: http://tf.heybey.org/vtfconv/

then you need to create a vmt. It is just a text file with .vmt on the end.

Paste this into the vmt:

"Refract"
{
	"%keywords" "tf"
	"$refractamount" "0.0"
	"$refracttint" "{255 255 255}"
	"$refractblur" "0.0"

	"$scale" "[1 1]"
	"$normalmap" "vgui/replay/thumbnails/vtf file"
}

you can remove the "%keywords" bit
"$normalmap" is where the .vtf file is located.

Screw around with different values and transparencies of the file until you get what you want.

Don't forget to put it in materials/vgui/replay/thumbnails or a folder inside there or it will not work on sv_pure.

Then just use an imagepanel and use that vmt as the image on top of what you want to cover up.

JarateKing's PrismHud and a post a few pages before here (117 I think?) has some more information if you need it

[quote=duck_][quote=XenThePybro][quote=duck_]I'm trying to add a team colored bar in target id but I can't change the height or the opacity. Here's my code

....[/quote]

if you want it to work with classes that can see both teams you need to use the stock team coloured box. The opacity is controlled with tf_hud_target_id_alpha which is actually a console command and you cannot change the width or the heigh without refracts which have their own problems. Try to oversize it so you only see a bar at the top or bottom if you want a team indicator or cover it up. Unless if you want to use a refract. Blah. Bleh. Blooooo.[/quote]
I was able to do this http://puu.sh/qSC1r/8808dc5761.jpg. How would I do refeacts to change the height and width.[/quote]

it works the same way transparent viewmodels do.
ok firstly you need to create yourself a .vtf
make it solid white and change the opacity to how much you want to cover up and if you don't want to download onething use this website: http://tf.heybey.org/vtfconv/

then you need to create a vmt. It is just a text file with .vmt on the end.

Paste this into the vmt:

[code]"Refract"
{
"%keywords" "tf"
"$refractamount" "0.0"
"$refracttint" "{255 255 255}"
"$refractblur" "0.0"

"$scale" "[1 1]"
"$normalmap" "vgui/replay/thumbnails/vtf file"
}[/code]

you can remove the "%keywords" bit
"$normalmap" is where the .vtf file is located.

Screw around with different values and transparencies of the file until you get what you want.

Don't forget to put it in materials/vgui/replay/thumbnails or a folder inside there or it will not work on sv_pure.

Then just use an imagepanel and use that vmt as the image on top of what you want to cover up.


JarateKing's PrismHud and a post a few pages before here (117 I think?) has some more information if you need it
3572
#3572
0 Frags +

how do I make a distorted dropshadow or material design shadows
or stuff in mkhud/materialhud but they are basically material design i don't know help me please

how do I make a distorted dropshadow or material design shadows
or stuff in mkhud/materialhud but they are basically material design i don't know help me please
3573
#3573
whitelist.tf
0 Frags +

@Jackal176 Make sure to also make an icon_obj_cap_mask.vtf

@ae resource\ui\econ\ItemModelPanel.res (have a look at the default file and compare with your 'broken' version)

@duck_ & @XenThePybro just use VTFEdit or one of the VTF plugins to create ingame textures.

The shadows you might be looking for aren't 'blur' on fonts in clientscheme instead of the dropshadows?

[b]@Jackal176[/b] Make sure to also make an icon_obj_cap_mask.vtf

[b]@ae[/b] [i]resource\ui\econ\ItemModelPanel.res (have a look at the default file and compare with your 'broken' version)

@duck_ & @XenThePybro just use [url=http://nemesis.thewavelength.net/index.php?c=178]VTFEdit[/url] or [url=https://developer.valvesoftware.com/wiki/VTF#Utilities]one of the VTF plugins[/url] to create ingame textures.

The shadows you might be looking for aren't 'blur' on fonts in clientscheme instead of the dropshadows?
3574
#3574
0 Frags +

my health goes red at about 95 health. how do i change this to 110 so i know when i can be instakilled by scout/soldier?

my health goes red at about 95 health. how do i change this to 110 so i know when i can be instakilled by scout/soldier?
3575
#3575
0 Frags +
BumFreezemy health goes red at about 95 health. how do i change this to 110 so i know when i can be instakilled by scout/soldier?

in hudplayerhealth.res cntrl + f for huddeathwarning or onething like that and change 0.49 to whatever percentage 110 is of 200. (55 I think? so it would be 0.55)

@weithood do you know if any of the vtf tools work on mac or will I have to keep using this nifty website?

[quote=BumFreeze]my health goes red at about 95 health. how do i change this to 110 so i know when i can be instakilled by scout/soldier?[/quote]

in hudplayerhealth.res cntrl + f for huddeathwarning or onething like that and change 0.49 to whatever percentage 110 is of 200. (55 I think? so it would be 0.55)

@weithood do you know if any of the vtf tools work on mac or will I have to keep using [url=http://tf.heybey.org/vtfconv/]this[/url] nifty website?
3576
#3576
0 Frags +

@XenThePybro I was able to do this http://puu.sh/qVVMP/f19cd66c64.jpg but it isn't fully transparent and I want to extend the team color to the edge of the white box

@XenThePybro I was able to do this http://puu.sh/qVVMP/f19cd66c64.jpg but it isn't fully transparent and I want to extend the team color to the edge of the white box
3577
#3577
0 Frags +
duck_@XenThePybro I was able to do this http://puu.sh/qVVMP/f19cd66c64.jpg but it isn't fully transparent and I want to extend the team color to the edge of the white box

The transparency of the mask is dependent on the transparency of the vtf. Change it to a solid if you want it to be completely invisible.

For not getting it to the end of the white box you probably screwed onething up. Remember, you only want the vtf to cover what you want to get rid off.

[quote=duck_]@XenThePybro I was able to do this http://puu.sh/qVVMP/f19cd66c64.jpg but it isn't fully transparent and I want to extend the team color to the edge of the white box[/quote]

The transparency of the mask is dependent on the transparency of the vtf. Change it to a solid if you want it to be completely invisible.

For not getting it to the end of the white box you probably screwed onething up. Remember, you only want the vtf to cover what you want to get rid off.
3578
#3578
0 Frags +
XenThePybroduck_@XenThePybro I was able to do this http://puu.sh/qVVMP/f19cd66c64.jpg but it isn't fully transparent and I want to extend the team color to the edge of the white box
The transparency of the mask is dependent on the transparency of the vtf. Change it to a solid if you want it to be completely invisible.

For not getting it to the end of the white box you probably screwed onething up. Remember, you only want the vtf to cover what you want to get rid off.

I was able to fix the color box going to the end http://puu.sh/qVXKq/a14c28bcc9.jpg. I checked the refracting and the image is a 255 alpha white and the refract vmt is the same as the one you posted earlier.

[quote=XenThePybro][quote=duck_]@XenThePybro I was able to do this http://puu.sh/qVVMP/f19cd66c64.jpg but it isn't fully transparent and I want to extend the team color to the edge of the white box[/quote]

The transparency of the mask is dependent on the transparency of the vtf. Change it to a solid if you want it to be completely invisible.

For not getting it to the end of the white box you probably screwed onething up. Remember, you only want the vtf to cover what you want to get rid off.[/quote]
I was able to fix the color box going to the end http://puu.sh/qVXKq/a14c28bcc9.jpg. I checked the refracting and the image is a 255 alpha white and the refract vmt is the same as the one you posted earlier.
3579
#3579
0 Frags +

is it possible to convert and image to a .vtf and have it remain 1920x1080? vtf edit always resizes it

is it possible to convert and image to a .vtf and have it remain 1920x1080? vtf edit always resizes it
3580
#3580
whitelist.tf
0 Frags +

VTF needs to have dimensions in powers of 2, so 2048*1024 will work, and then be stretched if you wide/tall f0 the image or use it as main menu background

VTF needs to have dimensions in powers of 2, so 2048*1024 will work, and then be stretched if you wide/tall f0 the image or use it as main menu background
3581
#3581
0 Frags +
duck_XenThePybroduck_@XenThePybro I was able to do this http://puu.sh/qVVMP/f19cd66c64.jpg but it isn't fully transparent and I want to extend the team color to the edge of the white box
The transparency of the mask is dependent on the transparency of the vtf. Change it to a solid if you want it to be completely invisible.

For not getting it to the end of the white box you probably screwed onething up. Remember, you only want the vtf to cover what you want to get rid off.
I was able to fix the color box going to the end http://puu.sh/qVXKq/a14c28bcc9.jpg. I checked the refracting and the image is a 255 alpha white and the refract vmt is the same as the one you posted earlier.

Have you tried screwing around with the values in the vmt? Also you may have other hud element above the refract.
Unless if you screwed onething up the refract should make everything invisible underneath it.

[quote=duck_][quote=XenThePybro][quote=duck_]@XenThePybro I was able to do this http://puu.sh/qVVMP/f19cd66c64.jpg but it isn't fully transparent and I want to extend the team color to the edge of the white box[/quote]

The transparency of the mask is dependent on the transparency of the vtf. Change it to a solid if you want it to be completely invisible.

For not getting it to the end of the white box you probably screwed onething up. Remember, you only want the vtf to cover what you want to get rid off.[/quote]
I was able to fix the color box going to the end http://puu.sh/qVXKq/a14c28bcc9.jpg. I checked the refracting and the image is a 255 alpha white and the refract vmt is the same as the one you posted earlier.[/quote]

Have you tried screwing around with the values in the vmt? Also you may have other hud element above the refract.
Unless if you screwed onething up the refract should make everything invisible underneath it.
3582
#3582
0 Frags +

Hey guys, I asked a few days ago for suggestions on how to get some elements to show at will--basically what I was told was to have it recorded in a demo and play the demo back or change the timescale in a server with cheats on. For demos, this means I can just go to the tick(s) the element is visible at and replay it over and over. For timescale, that just allows me to make things happen quicker to get to what I need.

Both of these work great, but demos don't seem to save (or just don't show?) the matchmaking HUD--they look like any random community server pub instead of showing the class icons, respawn times, lights for each win at the top of the screen, etc.

I know this isn't exactly a question about editing HUDs, but it's relevant and a followup; any way I can activate/see this on my own without joining matchmaking... or a way to make the demos save/show it?

As always, thanks again in advance, guys. <3

Hey guys, I asked a few days ago for suggestions on how to get some elements to show at will--basically what I was told was to have it recorded in a demo and play the demo back or change the timescale in a server with cheats on. For demos, this means I can just go to the tick(s) the element is visible at and replay it over and over. For timescale, that just allows me to make things happen quicker to get to what I need.

Both of these work great, but demos don't seem to save (or just don't show?) the matchmaking HUD--they look like any random community server pub instead of showing the class icons, respawn times, lights for each win at the top of the screen, etc.

I know this isn't exactly a question about [i]editing[/i] HUDs, but it's relevant and a followup; any way I can activate/see this on my own without joining matchmaking... or a way to make the demos save/show it?

As always, thanks again in advance, guys. <3
3583
#3583
0 Frags +
TeddyHey guys, I asked a few days ago for suggestions on how to get some elements to show at will--basically what I was told was to have it recorded in a demo and play the demo back or change the timescale in a server with cheats on. For demos, this means I can just go to the tick(s) the element is visible at and replay it over and over. For timescale, that just allows me to make things happen quicker to get to what I need.

Both of these work great, but demos don't seem to save (or just don't show?) the matchmaking HUD--they look like any random community server pub instead of showing the class icons, respawn times, lights for each win at the top of the screen, etc.

I know this isn't exactly a question about editing HUDs, but it's relevant and a followup; any way I can activate/see this on my own without joining matchmaking... or a way to make the demos save/show it?

As always, thanks again in advance, guys. <3

You need to join mm if you want to edit the hud. Sorry.

[quote=Teddy]Hey guys, I asked a few days ago for suggestions on how to get some elements to show at will--basically what I was told was to have it recorded in a demo and play the demo back or change the timescale in a server with cheats on. For demos, this means I can just go to the tick(s) the element is visible at and replay it over and over. For timescale, that just allows me to make things happen quicker to get to what I need.

Both of these work great, but demos don't seem to save (or just don't show?) the matchmaking HUD--they look like any random community server pub instead of showing the class icons, respawn times, lights for each win at the top of the screen, etc.

I know this isn't exactly a question about [i]editing[/i] HUDs, but it's relevant and a followup; any way I can activate/see this on my own without joining matchmaking... or a way to make the demos save/show it?

As always, thanks again in advance, guys. <3[/quote]

You need to join mm if you want to edit the hud. Sorry.
3584
#3584
0 Frags +

How can I move the chatbox to the right?

How can I move the chatbox to the right?
3585
#3585
0 Frags +

Hi, i have 2 questions regarding the main menu.

http://puu.sh/qXroc.jpg

1: how do i get rid of the element in the red circle ?
2: the notification button doesnt work anymore.
i found out that the panel is called "Notifications_ShowButtonPanel" in the mainmenuoverride.res but i could only move it around but couldnt make it work.
this is an outdated menu from pre MYM update so i guess that broke the button.
when i click on it i hear the button click sound but the notification box wont open.

thanks :)

e:
for the notification icon i had to include the line

"actionsignallevel" "2"
in "Notifications_ShowButtonPanel_SB"

Hi, i have 2 questions regarding the main menu.
[img]http://puu.sh/qXroc.jpg[/img]
1: how do i get rid of the element in the red circle ?
[s]2: the notification button doesnt work anymore.
i found out that the panel is called "Notifications_ShowButtonPanel" in the mainmenuoverride.res but i could only move it around but couldnt make it work.
this is an outdated menu from pre MYM update so i guess that broke the button.
when i click on it i hear the button click sound but the notification box wont open.[/s]

thanks :)

[i]e:
for the notification icon i had to include the line
[code]"actionsignallevel" "2"[/code]
in "Notifications_ShowButtonPanel_SB"[/i]
3586
#3586
0 Frags +
flumeHow can I move the chatbox to the right?

Basechat in resource -> ui

Mess around with the xpos and ypos values in the "hudchat" field. It should be the first thing you see. If your hud doesn't have a basechat file, extract the file from the default hud files and go at it from there.

[quote=flume]How can I move the chatbox to the right?[/quote]
Basechat in resource -> ui

Mess around with the xpos and ypos values in the "hudchat" field. It should be the first thing you see. If your hud doesn't have a basechat file, extract the file from the default hud files and go at it from there.
3587
#3587
0 Frags +

does anyone know where to locate the glyphs from the main menu?

does anyone know where to locate the glyphs from the main menu?
3588
#3588
0 Frags +

I don't know if it was asked before but can someone explain to me how to get a default main menu after the update that broke most huds? my old hud is working except for the menu.
sorry if it was answered before, didn't see.

I don't know if it was asked before but can someone explain to me how to get a default main menu after the update that broke most huds? my old hud is working except for the menu.
sorry if it was answered before, didn't see.
3589
#3589
1 Frags +
wattersondoes anyone know where to locate the glyphs from the main menu?

go into the stock hud files then navigate to
materials/vgui
its in the vgui folder

Phoenix21I don't know if it was asked before but can someone explain to me how to get a default main menu after the update that broke most huds? my old hud is working except for the menu.
sorry if it was answered before, didn't see.

the new commands are
play_casual for casual
play_competitive for comp
play_cooperative for mvm
openserverbrowser for the server browser

[quote=watterson]does anyone know where to locate the glyphs from the main menu?[/quote]

go into the stock hud files then navigate to
materials/vgui
its in the vgui folder

[quote=Phoenix21]I don't know if it was asked before but can someone explain to me how to get a default main menu after the update that broke most huds? my old hud is working except for the menu.
sorry if it was answered before, didn't see.[/quote]

the new commands are
play_casual for casual
play_competitive for comp
play_cooperative for mvm
openserverbrowser for the server browser
3590
#3590
0 Frags +

How can i change the cow mangler ammo thing to be a number instead of a bar? or is there a hud that does this already i can use.

How can i change the cow mangler ammo thing to be a number instead of a bar? or is there a hud that does this already i can use.
3591
#3591
whitelist.tf
0 Frags +

not possible gabriel

watterson: open tf2_textures_dir.vpk with GCFScape and navigate to materials/vgui

not possible gabriel

watterson: open tf2_textures_dir.vpk with GCFScape and navigate to [i]materials/vgui[/i]
3592
#3592
0 Frags +

Is there any way to remove this part?

http://imgur.com/tiISzik

Is there any way to remove this part?

http://imgur.com/tiISzik
3593
#3593
0 Frags +
LaggehIs there any way to remove this part?

http://imgur.com/tiISzik

Like the entire thing or certain parts of it?

[quote=Laggeh]Is there any way to remove this part?

http://imgur.com/tiISzik[/quote]
Like the entire thing or certain parts of it?
3594
#3594
whitelist.tf
2 Frags +

1. don't play ranked/casual
2. hudmatchstatus > TeamStatus for the players
2.1 hudroundcounter for the round counter in the center

1. don't play ranked/casual
2. hudmatchstatus > TeamStatus for the players
2.1 hudroundcounter for the round counter in the center
3595
#3595
0 Frags +
Wiethoofd1. don't play ranked/casual
2. hudmatchstatus > TeamStatus for the players
2.1 hudroundcounter for the round counter in the center

Thanks :)

[quote=Wiethoofd]1. don't play ranked/casual
2. hudmatchstatus > TeamStatus for the players
2.1 hudroundcounter for the round counter in the center[/quote]
Thanks :)
3596
#3596
1 Frags +

Where do you edit the FindAGame panel that drops down?

http://images.akamai.steamusercontent.com/ugc/258216987924085670/794E0FC4C17AEE2B3724F2A7BE78B7E2031DAFE0/

Where do you edit the FindAGame panel that drops down?
[img]http://images.akamai.steamusercontent.com/ugc/258216987924085670/794E0FC4C17AEE2B3724F2A7BE78B7E2031DAFE0/[/img]
3597
#3597
1 Frags +
aeWhere do you edit the FindAGame panel that drops down?
http://images.akamai.steamusercontent.com/ugc/258216987924085670/794E0FC4C17AEE2B3724F2A7BE78B7E2031DAFE0/

I believe it's playlist container within mainmenuoverride.res

[quote=ae]Where do you edit the FindAGame panel that drops down?
[img]http://images.akamai.steamusercontent.com/ugc/258216987924085670/794E0FC4C17AEE2B3724F2A7BE78B7E2031DAFE0/[/img][/quote]
I believe it's playlist container within mainmenuoverride.res
3598
#3598
0 Frags +

Can someone tell me about the blur option for fonts in clientscheme.res please?

Can someone tell me about the blur option for fonts in clientscheme.res please?
3599
#3599
0 Frags +
XenThePybroCan someone tell me about the blur option for fonts in clientscheme.res please?

from the valve dev wiki:
"blur is not the degree of blurriness, but rather the number of times the blurred font should be rendered additively on top of itself during the TrueType rasterization. Therefore, the number 5 ensures that the blurry number will be quite bright on screen."

just add blur # to the font definition to make that font blurry. for example:

juliaBlurMedium
{
	"1"
	{
		"name"	"Nimbus"
		"tall"		"28"
		"antialias" "1"
		"custom"	"1"
		"weight"	"0"
		"range"	"0x0000 0xFFFF"

		"blur"		"3"
		"additive"	"0"
	}
}

values from 1-3 are nice for text shadows in my experience

[quote=XenThePybro]Can someone tell me about the blur option for fonts in clientscheme.res please?[/quote]
from the [url=https://developer.valvesoftware.com/wiki/Authoring_and_Using_TrueType_Fonts] valve dev wiki[/url]:
"[b]blur[/b] is not the degree of blurriness, but rather the number of times the blurred font should be rendered additively on top of itself during the TrueType rasterization. Therefore, the number 5 ensures that the blurry number will be quite bright on screen."

just add blur # to the font definition to make that font blurry. for example:
[code]juliaBlurMedium
{
"1"
{
"name" "Nimbus"
"tall" "28"
"antialias" "1"
"custom" "1"
"weight" "0"
"range" "0x0000 0xFFFF"

"blur" "3"
"additive" "0"
}
}[/code]

values from 1-3 are nice for text shadows in my experience
3600
#3600
0 Frags +
ZetosHow can I lift the bots info a bit so it doesn't clip with the players' status?

https://imgur.com/zc9j1zU

Is there a way I can make that "win conditions" not show up on MvM? Such as using "if_mvm"?
[quote=Zetos]How can I lift the bots info a bit so it doesn't clip with the players' status?

https://imgur.com/zc9j1zU

Is there a way I can make that "win conditions" not show up on MvM? Such as using "if_mvm"?[/quote]
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