Centered HUD for Team Fortress 2

Discussions about getting games to run in a Multi-Mon setup.
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digitalhigh
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Joined: 24 Feb 2010, 21:23

Re: Centered HUD for Team Fortress 2

Post by digitalhigh »

Hey delph,

The setup info you provided me with is working great, however, I'm having a bit of a problem with the voice notification popup. Currently, it appears right in the middle of the right beziel, so I can't see who's saying what.

Any idea what value I would need to change in order to fix this.

Oh, and I'm interested in having the team chat appear in the center window as well.

Another idea I had was for an inverted HUD...where all of the non-centered screen items appear in the left/right screens, but on the side nearest the center monitor...i think it would involve just including the width of the center monitor and another beziel into the magic number.
Aix
Posts: 38
Joined: 14 Oct 2009, 14:17

Re: Centered HUD for Team Fortress 2

Post by Aix »

Hello all,

Now that we've finally got Bezel Compensation, I've noticed that I'm going to need to modify the my TF2 hudlayout file to custom fit my (current) 5256x1050 resolution. :doh

Can I define specific locations for my heath meter and ammo, or have the above posted HUD files been optimized to scale with specific aspect ratios?

Right now my health/ammo/buildings/etc. are all sitting behind my monitor bezels, which isn't so helpful. :lol: It's a shame having to go back to the stock HUD, leaving my health/ammo in the far corners. If it's possible to mod it, what values do I need to change in the example below?

Code: Select all

   CHealthAccountPanel

      {
         "fieldName"            "CHealthAccountPanel"
         "xpos"               "844"
         "xpos_minmode"         "61"
         "ypos"               "r152"
         "ypos_minmode"         "r134"
         "wide"               "116"
         "tall"              "180"
         "visible"             "1"
         "enabled"             "1"
         "PaintBackgroundType"   "2"
      }
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Delphium
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Re: Centered HUD for Team Fortress 2

Post by Delphium »

@digitalhigh - I have yet to check voice notification due to time restraints and working on other projects, for team chat you need to look for basechat.res.
As for the inverted hud idea, I had thought about this also to be honest :) although thats a little more tricky to do, lots more experimenting needed.

@Aix - Try incrementing the xpos value by 801. :)
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GoDM1N
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Joined: 04 Mar 2010, 23:50

Re: Centered HUD for Team Fortress 2

Post by GoDM1N »

Heres my problem can anyone help?

http://i151.photobucket.com/albums/s159/JDRyder/Untitled-3.jpg

The timer and people left in arena are very out of place. Is there a fix for this?
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Delphium
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Re: Centered HUD for Team Fortress 2

Post by Delphium »

Welcome to the forums.

Which center hud mod are you using?
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GoDM1N
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Re: Centered HUD for Team Fortress 2

Post by GoDM1N »

Welcome to the forums.

Which center hud mod are you using?


None, I did use pindab0ter HUD2 for about 30mins before finding this, but I uninstalled it, or so I thought.
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Delphium
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Re: Centered HUD for Team Fortress 2

Post by Delphium »

Subject: Centered HUD for Team Fortress 2

[quote]Welcome to the forums.

Which center hud mod are you using?

Im not using any mods, I uninstalled the only one I every used, which was the pindab0ter HUD2. I deleted the folders the files were in and then verified the to get the defaults back

Would suggest that you check the install documentation to the pindab0ter HUD2 mod for removal instructions. The mods here are designed to work witht he default hud. Otherwise it would appear you need to adjust a couple of "ypos" values that handle the items moving up and down the screen, the timer if I recall is kothtimer, the other I do not know. Check to see if there are any .res files located in the team fortress 2tfscripts and team fortress 2tfresourceui folders, if so, remove them and try again.
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AngelicPenguin
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Joined: 17 Feb 2010, 04:08

Re: Centered HUD for Team Fortress 2

Post by AngelicPenguin »

Anybody have a chatbox.res file? I'm comfortable with messing with the values, but I don't seem to have that file (I forget where I got the hud layout one.)
adebisi
Posts: 34
Joined: 04 Mar 2010, 20:17

Re: Centered HUD for Team Fortress 2

Post by adebisi »

do you think you will ever get it sorted for use with strange resolutions now that bezel management is out?

great work by the way :cheers
AngelicPenguin
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Joined: 17 Feb 2010, 04:08

Re: Centered HUD for Team Fortress 2

Post by AngelicPenguin »

FYI, if anyone is curious - I got the chat box working by using a left 4 dead one and removing this section:

KeyStateLabel
{
"ControlName" "Label"
"fieldname" "KeyStateLabel"
"visible" "1"
"enabled" "1"
"xpos" "10" [$WIN32]
"xpos" "42" [$X360]
"ypos" "2"
"wide" "300"
"tall" "12"
"textAlignment" "north-west"
}

Then I just moved the box around to where I liked it (I actually left it on the left screen but to the right of it so I could see it easy enough but it didn't obscure the main screen.

shleepy
Posts: 5
Joined: 18 Mar 2010, 19:36

Re: Centered HUD for Team Fortress 2

Post by shleepy »

Can you guys help me out with 4960x1600 (i.e., 1200x1600 on the sides and 2560x1600 in the middle)? What changes should I make to the xpos values to move the elements to the middle screen? I tried one of your guys' config files (the one with the 3.7 to 1 ratio or so), but no luck.
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Delphium
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Re: Centered HUD for Team Fortress 2

Post by Delphium »

Try incrementing by ~ 357 to 360.
This should shuffle the HUD back to the inside edges of the middle screen.

EDIT: Try 360 first.
I had done some quick testing and you can use my HUD Editor to calculate how much to shift the HUD by.
I need to add some additonal instructions, however to shift the HUD for a PLP setup enter the resolution of 1 of the portrait monitors, in this case 1200x1600, and set monitors to 1 across and 1 tall, this will still work out how much the xpos values need to be incremened by, which in this case you will need to use the "per screen" result which is 360.

Good luck.
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Sp12
Posts: 3
Joined: 08 May 2010, 20:08

Re: Centered HUD for Team Fortress 2

Post by Sp12 »

Hey,

My combat text is off. I have a 5040*1050 setup, and the combat text always appears one screen to the right of where it needs to be.

The file for that part of the hud is as follows:

"Resource/UI/HudDamageAccount.res"
{
"CDamageAccountPanel"
{
"fieldName" "CDamageAccountPanel"
"text_x" ""
"text_y" "0"
"delta_item_end_y" "0"
"PositiveColor" "0 255 0 255"
"NegativeColor" "0 255 0 255"
"delta_lifetime" "2.0"
"delta_item_font" "HudFontMedium"
"delta_item_font_big" "HudFontBiG"
}
}

What do I edit to fix it?
A Small White Box
Posts: 77
Joined: 10 Jan 2009, 16:41

Re: Centered HUD for Team Fortress 2

Post by A Small White Box »

Delph, have you taken a look at the TF2 hud files with the most recent patch? It seems like Valve decided to move every single element that used to be in the single hudlayout.res file into each of their own res files. This would mean that we have to edit about 150 different res files now instead of the 2 previously. Any ideas on how to automate this?
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Delphium
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Re: Centered HUD for Team Fortress 2

Post by Delphium »

TBH I have not looked at TF2 tri screen for a while, for myself it was just toomuch going on and not enough FPS to satisfy my level of twitch.

They split it all, ughhhh that sucks... I do have a method of automating it, something I started work on last night funny enough.
I started putting together an offline editor comprised of .bat file and .perl scripts.
Last night I got it to work with L4D2, the offline tool extracts all the files needed from what ever .vpk or .gcf files, edits them, then inserts into the relevent folders in the games directory, it is essentially a 1 click fix, but is relient on having perl runtime enviroment installed.
EDIT- I have also managed to work out this morning how to automate the patching of the .vpk and .gcf files also :)

Ill take a look into the TF2 files and get back to you later today with my findings, im still ironing out a few things with the offline editor so may be a few days for fix, hopefully wont be long tho :).
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GitDat
Posts: 131
Joined: 09 Feb 2010, 20:11

Re: Centered HUD for Team Fortress 2

Post by GitDat »

I can't even play TF2 with SoftTH after Valve's latest updates. Everything is separated and bounces around, lol
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A Small White Box
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Re: Centered HUD for Team Fortress 2

Post by A Small White Box »

Ill take a look into the TF2 files and get back to you later today with my findings, im still ironing out a few things with the offline editor so may be a few days for fix, hopefully wont be long tho :).

Thanks, I could handle editing the few files by hand but I'm not so good in the programming department :wink:
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Delphium
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Re: Centered HUD for Team Fortress 2

Post by Delphium »

FIXED :mrgreen:

(apart from 1 item of the Demo Man's HUD to shift, im looking into it while working on extra ratios)

So, I took a look and its still the same 2 or 3 files :)

Hudlayout.res
HudItemEffectMeter.res
and... basechat.res this file (moves the chat box) is not actually included in any of the TF2 files as far as I can find, however it is from L4D2 and just works the same :)

Unfortunately TF2 does not seem to like SoftTH anylonger I spent an hour trying to get it to work and gave up... (looking forward to installing my new ati 5870 E6 :D)
So instead I ran in windowed mode to do the testing.

TIP:- you can type "hud_reloadscheme" into the console to reload all hud files while still in game / connected to a server etc, or bind it to a key, just saves having to restart TF2 between each change.









Simply unpack the following .rar into "team fortress 2tf" to apply this hud fix.

TF2_HUD_5760x1080_48-9.RTM0003.23_06_2010.rar for 3x1920x1080 / 5760x1080 / (48:9)

more ratios to follow soon...
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A Small White Box
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Re: Centered HUD for Team Fortress 2

Post by A Small White Box »

I must be blind, can't believe I missed it. Thanks.
Z-FiRE
Posts: 24
Joined: 27 Jun 2010, 12:14

Re: Centered HUD for Team Fortress 2

Post by Z-FiRE »

Thanks you very much ! I'm using TF2_HUD_5760x1600_48-10.RTM0002.13_01_2010.rar. Is there any chance to have a RTM3 version of 48:10 ?

Thanks for your work !
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