Widescreen Gaming Forum

[-noun] Web community dedicated to ensuring PC games run properly on your tablet, netbook, personal computer, HDTV and multi-monitor gaming rig.
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PostPosted: 12 Dec 2008, 20:07 
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Joined: 12 Aug 2008, 19:38
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Wow! Awesome. I'll have to do this tonight when I get home.


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PostPosted: 12 Dec 2008, 20:32 
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Joined: 22 Aug 2007, 19:00
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There was an update yesterday (engineer got level 3 dispenser, teleporter, etc).

Here is the updated HUD that works with the patch:

http://rapidshare.com/files/172777291/tf2-hud-3840x1024.zip


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PostPosted: 13 Dec 2008, 18:37 
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Joined: 06 Mar 2006, 06:55
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thx, mate.


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PostPosted: 13 Dec 2008, 20:31 
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Joined: 29 Jul 2007, 05:24
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thanks for the update :)

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PostPosted: 12 Jan 2009, 05:46 
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Joined: 10 Jan 2009, 16:41
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I am trying to get this working on 5040x1050 but I am wondering exactly what the process is for modifying the HUD elements. Are you simply guessing at the numbers, saving the .res, and then loading the game to see how close you are? Or is there some mathematical way to do it. Or are you using some other tool such as: http://developer.valvesoftware.com/wiki/VGUI_Documentation#Build_mode


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PostPosted: 12 Jan 2009, 22:12 
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I am trying to get this working on 5040x1050 but I am wondering exactly what the process is for modifying the HUD elements. Are you simply guessing at the numbers, saving the .res, and then loading the game to see how close you are? Or is there some mathematical way to do it. Or are you using some other tool such as: http://developer.valvesoftware.com/wiki/VGUI_Documentation#Build_mode


Hi, I outlined how to do it in the L4D thread...
http://www.widescreengamingforum.com/node/9708

You start out with the original HudLayout.res that you extract with GCFScape and edit the same fields that my HudLayout.res on the last page edits, use diff to figure out which fields got changed I guess. Sorry I didn't do as good a job of documenting it as the L4D HudLayout.res since people don't really seem to care about TF2 anymore.

I know it says it just's a hypothesis in that post but if you read on, mattsimis was able to produce the 3x1680x1050 HUD for L4D on the next page just by editing the HudLayout.res in the recommended fashion (adding 768 to xpos).

Before I figured out how to edit the HUD unfortunately all the numbers were just guess work. The only guess work now are which HUD fields to edit, since about half of them don't do anything.

If you figure out how to move the chat box (when you press Y to talk) then please let me know since editing BaseChat.res didn't seem to do it!

Surprised no admins mirrored my HUD to WSGF yet :shock:.


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PostPosted: 13 Jan 2009, 00:53 
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Joined: 24 Dec 2006, 18:56
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Downtown, you missed the one I mirrored on the forum

Or do you have a new version of that one?


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PostPosted: 13 Jan 2009, 22:06 
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Joined: 10 Jan 2009, 16:41
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Well, I updated most of it to work with 5040x1050. http://files.filefront.com/tf2+hud+5040x10507z/;12963760;/fileinfo.html

Your 768 hypothesis seemed to work for the most part. Some of the elements of the HUD were aligned from the center instead of a side, so I simply changed them and added multiples of 768 to get them where needed. Most of the important stuff is in the right spot with the exception of the weapon selection panel, perhaps someone can look at it and see why it's not moving for me.

Bugs:
Chat box
Weapon selection panel
Server messages are off-center
Arena Mode - I didn't test it at all, no idea if the arena elements are in the right place.


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PostPosted: 13 Jan 2009, 22:18 
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Joined: 24 Dec 2006, 18:56
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@A Small White Box: If you want I could mirror it on the WSGF if you want. :)


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PostPosted: 13 Jan 2009, 22:21 
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Joined: 10 Jan 2009, 16:41
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Go for it, although I will probably be updating it a few times in the coming days to fix some of the bugs.


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