Centered HUD Tool For Source Engine Games... v2 Now Live!

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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by GeneralAdmission »

Still need to spend more time trying out the new system, but things are looking fantastic. Awesome work!
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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by Leapo »

This doesn't seem to play nice with Counter-Strike: Source...

Some things get centered correctly, some don't get moved at all, and some end up behind my bezels (even though I added in bezel compensation).
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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by BRPunk »

Delph, I had the TF2 centered HUD working a couple months ago before an update. I never bothered to fix it afterwards. I just saw today that this tool is working and I'd love to use it on TF2 and L4D2 but for myself, and most likely for many others, the only instructions provided were quite vague. I wasn't able to understand where I might find pak01_dir.vpk in my steam folder, despite searching for quite some time. Google also decided it hated me. I'd love to know how to get this working, but some clearer instructions might help many of us.
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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by Delphium »

This doesn't seem to play nice with Counter-Strike: Source...

Some things get centered correctly, some don't get moved at all, and some end up behind my bezels (even though I added in bezel compensation).

I dont have a CS:S profile setup yet, so if your using a profile one from a different game then this could be why only some of the items got shifted.
Could you please tell me what resolution, bezel compensation and monitor layout ie 3x1 so that I may take a look into this. :)


Delph, I had the TF2 centered HUD working a couple months ago before an update. I never bothered to fix it afterwards. I just saw today that this tool is working and I'd love to use it on TF2 and L4D2 but for myself, and most likely for many others, the only instructions provided were quite vague. I wasn't able to understand where I might find pak01_dir.vpk in my steam folder, despite searching for quite some time. Google also decided it hated me. I'd love to know how to get this working, but some clearer instructions might help many of us.

Understood BRPunk, having double checked TF2 it does not have a .vpk its self unlike L4D2 which most the intructions where based off... for TF2 the file your looking for to extract your .res files is..

U:gamesSteamSteamAppsteam fortress 2 content.gcf

open this with GCFScape, and navigate to
roottfscriptshudlayout.res
roottfresourceui*.res

Once you have these files you can then submit them to the calc/hud editor.

Hope this helps, and I will be making some more concise instructions within the next update.
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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by BRPunk »

Understood BRPunk, having double checked TF2 it does not have a .vpk its self unlike L4D2 which most the intructions where based off... for TF2 the file your looking for to extract your .res files is..

U:gamesSteamSteamAppsteam fortress 2 content.gcf

open this with GCFScape, and navigate to
roottfscriptshudlayout.res
roottfresourceui*.res

Once you have these files you can then submit them to the calc/hud editor.

Hope this helps, and I will be making some more concise instructions within the next update.


Thanks Delph! I'll be sure to try this when I get home on TF2. Since I was more concerned with getting TF2 working, I didn't even bother to check my Left 4 Dead 2 folder for it's vpk. My only other question is I was a little confused by some of the information you need us to input. For example how to input my resolution for my bezel compensation. I have 5760x1080 w/out my compensation, and I'm not at home right now so I can't check how much I compesated for but I believe it's something like 5808x1080 or maybe 5840x1080, something like that, but I'm not sure how to use this information to input it into the box labeled "Bezel Compesation ___ Pixels per bezel." I'm also unsure how to know the default res or ratio of the game as well as the default HFOV. The refresh rate and colour rate I realize of course is on my monitor properties in control panel, and of course the new res/ratio and number of monitors are self explanatory. I'll definitely be attempting to get this running on my system tomorrow when I'm off work though. Thanks!
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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by Delphium »

Cheers for the feedback BRPunk.
In the next update I shall as I say before add some clearer instructions, and perhaps also make it clear what fields are required for editing the HUD and what other fields are optional and used only to work out cable bandwidth and bitrate information.
:)

I appreciate the feedback and any suggestions anyone has so that I may improve this to how you guys would feel it to be of use to you.

In the next update I am planning on adding a couple of extra features also, this update will take me a lil while to iron out, however I would love to have it ready by no longer than 2-3 weeks from now, time permitting (as I know im quite busy for a while now).
Watch this space ;)

Thanks!
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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by Delphium »

Have made some further updates.

+ Added a HUD overlay which displays where you can expect the in game HUD to be positioned.
+ Made clearer which fields are required and which are optional.
+ Started creating full step by step instructions for use, L4D2 instructions complete, more to follow soon.





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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by BRPunk »

Delph, I managed to get TF2 working. Interestingly enough though, I couldn't get L4D2 working despite my best efforts. It kept loading with the normal hud no matter how many times I uploaded and edited everything. Cheers on TF2 though. Maybe L4D2 updated?
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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by Delphium »

With L4D2 you will need to patch the "pak01_dir.vpk" file by method of a hex edit.
Try using the pre patched file here http://empire.ispeeds.net/~delphi/wsgf/l4d2/pak01_dir.rar

Follow step 4b from here http://www.widescreengamingforum.com/forum/viewtopic.php?p=193742#p193742

That should resolve the issue.

Glad to hear that you got it all working ok for TF2 without toomuch hassle. :)
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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by BRPunk »

With L4D2 you will need to patch the "pak01_dir.vpk" file by method of a hex edit.
Try using the pre patched file here http://empire.ispeeds.net/~delphi/wsgf/l4d2/pak01_dir.rar

Follow step 4b from here http://www.widescreengamingforum.com/forum/viewtopic.php?p=193742#p193742

That should resolve the issue.

Glad to hear that you got it all working ok for TF2 without toomuch hassle. :)


I guess technically speaking, this did resolve the issue. Although, is the HUD supposed to look this way?



Seems like they would be centered rather than on the side screens.
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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by Delphium »

hmm thats not right, that looks like the hud has been shifted 1 too many monitors...
Would you mind taking a screenie of the data you entered into the calc so as I can see what you entered and where the red markers are lining up?

Only thing I can think of at the mo is that...
a) you edited the same file twice.
b) portrait mode was selected (new feature added yesterday?) that shifts the hud by 1 extra screen.

Please let me know BRPunk as I am egar to get this resolved for you. :)
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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by BRPunk »

:cheers

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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by Delphium »

:cheers

:D

Working results... I like this ;)
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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by BRPunk »

Both TF2 and L4D2 are working gorgeously now. I can't thank you enough Delph. I played 4 hours of L4D2 this afternoon and I haven't played since I got eyefinity simply because the HUD drove me crazy. :bowdown
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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by GitDat »

Is there a way to move the chat box to the center screen in L4D2 like in L4D?
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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by Delphium »

Is there a way to move the chat box to the center screen in L4D2 like in L4D?

There is...

http://www.widescreengamingforum.com/forum/viewtopic.php?p=184863#p184863
I have already added the basechat.res profile to the editor so it will already support moving this, however you will need to do a hex edit on the following file

SteamSteamAppscommonleft 4 dead 2left4dead2pak01_dir.vpk

Follow step 4b http://www.widescreengamingforum.com/forum/viewtopic.php?p=193742#p193742
however search for "basechat" and replace with say "masechat"
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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by Delphium »

UPDATE:
Added extra .res file profiles for TF2, adding support for shifting extra items such as death message, snapshot, various menu items, buttons and text.
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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by Delphium »

UPDATE: v1.6
Added support for Alien Swarm.

Changed bezel calculation method so that the calc now uses the total surround resolution including bezel and compares it to the native surround resolution and monitor count.
This makes it easier than having to work out how many pixels are between each monitor for the bezel compensation.
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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by Delphium »

UPDATE: v1.6b
Switched requirement for native surround resolution to use native resolution of a single monitor instead.
Added auto detection support for bezel compensated resolutions when the display is setup in the span/compensated mode.

Both of which I hope should aid towards making this more clear and user freindly.
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Re: Centered HUD Tool For Source Engine Games... v2 Now Live!

Post by Delphium »

UPDATE: v1.6c
Added support for game Bloody Good Time.
Added an extra profile for TF2 for the TextWindow.res file.

I am currently looking into how I can add support for a complete base pack for each of the supported games, so that users need not upload each individual .res file 1 at a time, but rather the entire collection for a single game, which the calc will go though each one of the .res files inside and increment them accordingly.
Idealy the base packs would be hosted already so that a user can select a game and input the monitor setup to get a complete custom pack in return.
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