Centered HUD for Team Fortress 2

Discussions about getting games to run in a Multi-Mon setup.
Baldur
Posts: 37
Joined: 03 Nov 2011, 15:01

Pyromania Update

Post by Baldur »

My files updated to include the new file in Pyromania patch.

Contain latest files as of 2012.09.29.
Not tested for tournament, training or coaching hud and doesn't include any minihud mods.

5760x1080 version uses offset of 853
5760x1200 version uses offset of 768

Changelist:

File: Modification
HudItemEffectMeter_SniperFocus.res: HudItemEffectMeter


Attached files TF2Hud-2012.09.29-5760x1080.zip (27.5 KB) TF2Hud-2012.09.29-5760x1200.zip (27.7 KB)
Hitmanthe3rd
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Baldur wrote:My files updated

Post by Hitmanthe3rd »

My files updated to include the new file in Pyromania patch.

Contain latest files as of 2012.09.29.
Not tested for tournament, training or coaching hud and doesn't include any minihud mods.

5760x1080 version uses offset of 853
5760x1200 version uses offset of 768

Changelist:

File: Modification
HudItemEffectMeter_SniperFocus.res: HudItemEffectMeter



And these files are dragged into the root folder for TF2?
Hitmanthe3rd
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Joined: 17 Oct 2011, 04:17

Baldur wrote:My files updated

Post by Hitmanthe3rd »

At least thats where I assume they go (Not double posting, editing this post because I was impatient and clicked reply twice....)
Baldur
Posts: 37
Joined: 03 Nov 2011, 15:01

Extraction location

Post by Baldur »

And these files are dragged into the root folder for TF2?

under Steamsteamappsteam fortress 2tf

I probably should add a readme or something, the info is earlier in this monster thread.
Baldur
Posts: 37
Joined: 03 Nov 2011, 15:01

Sleeping Dogs update

Post by Baldur »

My files updated to include the new file in Sleeping Dogs patch.

Contain latest files as of 2012.08.05.
Not tested for tournament, training or coaching hud and doesn't include any minihud mods.

5760x1080 version uses offset of 853
5760x1200 version uses offset of 768

Changelist:

File: Modification
HudItemEffectMeter_Cleaver.res: HudItemEffectMeter

(Seems I typoed the last sets date, just noticed)

Attached files TF2Hud-2012.08.05-5760x1080.zip (28.2 KB) TF2Hud-2012.08.05-5760x1200.zip (28.2 KB)
Baldur
Posts: 37
Joined: 03 Nov 2011, 15:01

Mann Vs. Machine patch

Post by Baldur »

My files updated to Mann Vs. Machine patch.

Contain latest files as of 2012.08.19.
Not tested for tournament, training or coaching hud and doesn't include any minihud mods.

Might not contain all necessary new mods yet.

5760x1080 version uses offset of 853
5760x1200 version uses offset of 768

Changelist:

File: Modification

Added:
HudItemEffectMeter_PowerupBottle.res: HudItemEffectMeter
HudMannVsMachineStatus.res: CurrencyStatusPanel

Modified:
HudLayout.res: HudWeaponAmmo

Updated to new base file versions with same edits:
HudLayout.res
ClassSelect.res
FreezePanel_Basic.res
Spectator.res

Attached files TF2Hud-2012.08.19-5760x1080.zip (31.1 KB) TF2Hud-2012.08.19-5760x1200.zip (31.1 KB)
c1em3ntchua
Posts: 14
Joined: 19 Aug 2012, 03:57

Thanks for the updated files

Post by c1em3ntchua »

Thanks for the updated files Baldur.

First of all, I am relatively new to TF2 HUD modding. I have edited Baldur's files to accommodate users with 6080 x 1080 resolution. Offset used is 923.

I have encountered some problems with the bomb carrier progress meter and the three circular indicators though. It does not show up on Surround resolutions. Check out the two pictures for reference. Said meter is located at the bottom center of the screen. Tried editing MvMBombCarrierProgressPanel.res but does not work. Any ideas?

Edit: MvMBombCarrierProgressPanel.res only affects the meter. I have yet to find the file that changes the positions of the three circular indicators.

Attached files TF2Hud-2012.08.19-6080x1080.rar (28.5 KB)
Baldur
Posts: 37
Joined: 03 Nov 2011, 15:01

c1em3ntchua wrote:I have

Post by Baldur »

I have encountered some problems with the bomb carrier progress meter and the three circular indicators though. It does not show up on Surround resolutions. Check out the two pictures for reference. Said meter is located at the bottom center of the screen. Tried editing MvMBombCarrierProgressPanel.res but does not work. Any ideas?

Didn't even know those indicators existed :D
They aren't showing on extra-wide even when running without any modded files and I had only ran the new patch unmodded with triple-screen.
I will take a look at that within 24h.
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dopefish
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I wrote a CLI program that

Post by dopefish »

I wrote a CLI program that will modify all these files for me (including the mini mode one).

Some things still need fixed, like the bomb progress, weapon info when spectating others, etc.

I also managed to center the loading screen. I'm still working on the main menu background.

To center the loading screen and unstretch it,

StatSummary.res:

MainBackground:
Change xpos from 0 to whatever number you usually use (mine is 919).
Change wide to 854.

As long as a single monitor is 16:9, 854 will work. If you use 16:10 or something else you'll need to change the 854 to 480 * your aspect-ratio.
Widescreen Fixer - https://www.widescreenfixer.org/

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Baldur
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Joined: 03 Nov 2011, 15:01

dopefish wrote:... weapon

Post by Baldur »

... weapon info when spectating others ...

Spectator.res, ItemPanel, unless you mean something else. Listed on my first post with very long list of edited places. I really need to collect them all back to one place. :)

The bomb carrier indicators seem to live in HudMannVsMachineStatus.res, under UpgradeLevelContainer with names UpgradeProgressTrack, UpgradeLevel1, UpgradeLevel2, UpgradeLevel3 and UpgradeLevelBoss. The UpgradeProgressTrack is again a container for MvMBombCarrierProgressPanel.res.
Based on the current values (all center + bottom aligned) they should work right away, but they probably are BELOW the visible area on the extra-wide for some reason. Don't work without any modded files either, so its Valve side bug.
Going to take a stab at them after I get back home in the evening.
Baldur
Posts: 37
Joined: 03 Nov 2011, 15:01

Bomb carrier fix

Post by Baldur »

The fix to the bomb carrier icons not showing on extra-wide was to change the UpgradeLevelContainer and UpgradeProgressTrack "wide" "640" value pairs into "wide" "f0" in HudMannVsMachineStatus.res like most of the 480 tall containers were set in other files.

New sets of my files with this mod included.

Anyone know a real way to do a bug report? Steam Support seems to be the only way, and they don't really have suitable categories for bug reports.



Attached files TF2Hud-2012.08.20-5760x1080.zip (31.1 KB) TF2Hud-2012.08.20-5760x1200.zip (31.1 KB)
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Downtown1
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Baldur this is getting to be

Post by Downtown1 »

Baldur this is getting to be pretty comprehensive and with lots of files being changed all the time. Might I suggest using something like GitHub to track your changes?
c1em3ntchua
Posts: 14
Joined: 19 Aug 2012, 03:57

Thank you Baldur for the

Post by c1em3ntchua »

Thank you Baldur for the fix.

Files for 6080x1080 based on Baldur's set.

Attached files TF2Hud-2012.08.20-6080x1080.zip (30.5 KB)
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dopefish
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Ok, here is the little tool I

Post by dopefish »

Ok, here is the little tool I wrote.

It's a command-line application.

Run it like so:
tf2hud.exe 919 tf2hudir

Replace 919 with whatever number you use for your setup, and then the directory should be a directory with unmodified files in it.

You can configure what gets changed by editing the XML file. You can add/remove files to be modified and force values by applying a newvalue attribute.

I'll work on wrapping a GUI around it later this week.

You can download it here:
TF2Hud v1.0

Let me know how it works (or if it doesn't).
Widescreen Fixer - https://www.widescreenfixer.org/

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Baldur
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Joined: 03 Nov 2011, 15:01

dopefish wrote:Ok, here is

Post by Baldur »

Ok, here is the little tool I wrote. ...

Some minor points for the utility:
It doesn't currently give any error if some of the base files are missing from the directories you point it to.
StatSummary background width is hardcoded.
Original values output to command prompt during processing have their front r:s stripped away (just graphical).

One possibility would be to ask for both display resolution, and BC-resolution, and calculate the necessary values from that instead of asking for the offset value.
And the StatSummary background should probably be based on the display resolution, and not the BC resolution.

Anyone tested how close to the truth I am with my estimate that to calculate the necessary offset for BC:d resolution, you need to calculate for a resolution with double BC (for example 3x1920x1080 @ 6000x1080 would need offset calculated for 6240x1080) so that elements don't end up starting beneath the bezels?
I don't personally use BC and haven't remembered to test that when I had time.
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dopefish
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Yeah, I planned to add

Post by dopefish »

Yeah, I planned to add support for all the little things when I made a GUI for it. This was just a quick CLI tool to get up and running for myself.

The StatSummary background is actually based on a simple 16:9 aspect-ratio, regardless of desktop resolution or bezel-corrected resolution.

480 * 1.777777 = 854 (rounded up).

So for other aspect-ratio players, it's just a matter of multiplying it by 1.6 (16:10), 1.3333 (4:3), 1.25 (5:4), or whatever else they might have.

To figure out the number you need to use is pretty simple.

6056x1080 (bezel-corrected 5760x1080)

6056 - 5760 = 296
296 / 2 = 148
148 + 1920 = 2068
2068 / 1080 = 1.9148148148148148148148148148148
480 * 1.9148148148148148148148148148148 = 919.111 (919 rounded down)

If you don't use bezel-correction, you can just do 480 * your single-monitor aspect-ratio.


Update:
I uploaded a new version

  • Fixes a cosmetic display where it doesn't show the r, c, c-, or f when updating the value.

  • Everything is color-coded now.

  • If a file or panel is not found it will let you know in red letters.



When I make the GUI for it I'm probably going to rename it so it can encompass other Source-based games as well. That way anyone can just make their own XML configuration file for the specific game and have it work.
Widescreen Fixer - https://www.widescreenfixer.org/

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dopefish
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Also, this is the weapon

Post by dopefish »

Also, this is the weapon information I was talking about before:



I'd like to find where that's at and move it to the center as well.
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Baldur
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dopefish wrote:Also, this is

Post by Baldur »

Also, this is the weapon information I was talking about before: ...

Yeah, the value I gave earlier was the mod for that for normal TF2.
Seems MVM uses Tournament version of the spectator HUD so we need to edit SpectatorTournament.res/itempanel/xpos.
Doesn't seem to contain anything else that needs to be edited.

Second stage map loading mods for StatSummary.res:
MapInfo/Background/xpos & wide
MapInfo/MapImage/xpos
MapInfo/ContributedLabel/xpos

Main menu background seems to be hardcoded, MainMenuOverride.res contains settings for most of the main menu items, but the background one is only used to overlay another picture in front of the normal background and doesn't do anything right now.
Baldur
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Joined: 03 Nov 2011, 15:01

Another small mod

Post by Baldur »

Found how to move the tabs on top left of the screen behind main screen buttons.
Need to add the normal offset to CharInfoPanel.res/Sheet/tabxindent value for Items, LobbyContainer.res/Sheet/tabxindent for QuickPlays and to econstorev2StorePanel.res/Sheet/tabxindent for Store.
Replay one is in another file: Multiplayer ob binaries.gcf, hl2resourceuireplaybrowsermainpanel.res, put that into tf2resourceuireplaybrowser and edit the same Sheet/tabxindent value.
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dopefish
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Updated XML for the changes

Post by dopefish »

Updated XML for the changes you listed:

http://pastebin.com/9dE0mPG5
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