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Re: Centered HUD for Team Fortress 2

Posted: 18 Jan 2010, 14:20
by CY:G
Thanks Again, i missed the mini GUI, :bowdown

Re: Centered HUD for Team Fortress 2

Posted: 18 Jan 2010, 19:01
by Vaitek
[quote]This is great and exactly what I'm looking for. I'm a new Eyefinity setup owner. My res is 6144x1152. I'm guessing that the setups posted here won't help and I'd have to adjust one on my own?


Nope :D
6144x1152 (2048x1152) is a 48:9(16:9) ratio resolution.
As such you can use the
TF2_HUD_5760x1080_48-9.RTM0002.13_01_2010.rar for 3x1920x1080 / 5760x1080 / (48:9).
fix.

All the fixes scale on aspect ratio and are not fixed to a single resolution, just the aspect ratio needs to be the same :)

Works great! Thanks!

Re: Centered HUD for Team Fortress 2

Posted: 01 Feb 2010, 14:03
by troopergr
Thanks for the great work, I have a question: I read the thread but I was kinda lost on what to do with the hudlayout.res file. I am using the resolution 5760x1200 which is the same aspect ratio as 5040x1050 so I downloaded that file.

Then I have to install perl and run a command? Sorry, I was kinda lost :)

Thanks again

Re: Centered HUD for Team Fortress 2

Posted: 01 Feb 2010, 16:12
by Delphium
Hey troopergr, no need to install perl and run any commands,

just copy hudlayout.res to ...
SteamSteamAppsteam fortress 2tfscriptshudlayout.res

and, copy HudItemEffectMeter.res into ...
SteamSteamAppsteam fortress 2tfresourceuiHudItemEffectMeter.res

EDIT:- I should explain that this file is used to fix the class charge bars such as ball for scout, jar/bow for sniper, cloak for spy etc.


Both files are supplied in the downloads provided.

The perl script I had put together was to take the orignal hudlayout.res file and automaticly change needed values inside to a defind value for a custom aspect ratio, for example 768 would be the value for 16:10/48:10 ratio.
I thought I would simply post it should anyone else wish to make some custom res packs if they have a funny/non-average setup.
I made the script so that I did not need to search for each individual "xpos" value inside the hudlayout.res file, then increment the values by 768 for example... which takes a while doing it manually, as such this speeds up the process, and was able to make a range of fixes for various ratios real quick, so I just thought I would share it with the community. :)
Please forgive me for any confusion raised.

Good luck & enjoy :)

Re: Centered HUD for Team Fortress 2

Posted: 01 Feb 2010, 23:07
by troopergr
Thank you, it worked great :)

Re: Centered HUD for Team Fortress 2

Posted: 02 Feb 2010, 12:42
by Maxi
wow these are fantastic good job!

Would you mind if I put them on my website to go with my Eyefinity "How-tos"? You will obviously be credited :)

Re: Centered HUD for Team Fortress 2

Posted: 02 Feb 2010, 15:11
by Delphium
I would have no objections to you sharing this information, however I cannot take all the credit for these mods (even tho I did make the last set of complete packs of various aspect ratios)... as I feel this was a comunity project, I have merly jumped on the band wagon and completed the last set, although I freely admit I put in many hours for the last release, however I would never have been able to do any of this without previous information provided in this thread from other users whom had made the orignal mods to work with earlier versions of TF2.... Credit where credit is due :)

So if anything if&when crediting, please be sure to give WSGF a shout out also, as it is WSGF whom appeared to get the ball rolling. :)

Perhaps you may also like to share your How-To's with us. :)


Regards
A modest Delph.

Re: Centered HUD for Team Fortress 2

Posted: 10 Feb 2010, 05:55
by GitDat
Is there a way to get all the text on the middle screen too? It'd be nice to not have to turn my head to see who typed something or who killed me :)

Re: Centered HUD for Team Fortress 2

Posted: 10 Feb 2010, 13:23
by Delphium
Is there a way to get all the text on the middle screen too? It'd be nice to not have to turn my head to see who typed something or who killed me :)

:welcome
Yes, I beleive it is chatbox.res that requires updating, personally I am quite happy with the text out of my way, but I would be willing to take a look into this... stay tuned.

Re: Centered HUD for Team Fortress 2

Posted: 10 Feb 2010, 13:33
by GitDat
[quote]Is there a way to get all the text on the middle screen too? It'd be nice to not have to turn my head to see who typed something or who killed me :)

:welcome
Yes, I beleive it is chatbox.res that requires updating, personally I am quite happy with the text out of my way, but I would be willing to take a look into this... stay tuned.

Awesome :cheers Thanks. How about the kill messages that usually pop up on the top right corner? It'd be nice to have everything on the center screen and just have my side screens for watching my back when I'm planting stickies :P haha

Re: Centered HUD for Team Fortress 2

Posted: 10 Feb 2010, 13:44
by Delphium
How about the kill messages that usually pop up on the top right corner?

Oh, did I miss that? I thought I fixed it!
I admit though I have not played TF2 for a while now, pritty much since my last update, just been having toomuch fun in other games lol.

Anychance you could provide us with a screenie?

Re: Centered HUD for Team Fortress 2

Posted: 10 Feb 2010, 14:14
by GitDat
It looks like a separate message that only shows when my character gets killed. I just tried to take a screenshot with FRAPS but it's only doing the main screen :( TF2 made a .tga file screenshot also so hopefully that got it. Once I can figure out what program to use to view .tga files :)

Re: Centered HUD for Team Fortress 2

Posted: 10 Feb 2010, 14:21
by GitDat
The .tga only had the center screen as well. What program do I use to get a screenshot of all 3 screens?

On a side note.. Does anyone have a problem with double-clicking or scrolling down on the mouse wheel not working in TF2 when using SoftTH? Is SoftTH the only program to use to get multiple monitors working on TF2? Sorry for all the noob questions :hide

Re: Centered HUD for Team Fortress 2

Posted: 10 Feb 2010, 14:58
by Delphium
SoftTH is not the only method for tripple screen, Matrox tripple head to go and ATi's Eyeinfinity also work.

If you are using softTH, then when you hit printscreen button on the keyboard, it should dump a .tga to your "my documents" folder.
This is how I grabbed the tri screen images using SoftTH.

I am looking into moving the chat box atm, its not as simple as I had first thought it would be.
Will likely have to wait till later tonight when I get home from work to be able to test out some settings, playing tf2 in windowed mode via VNC/remote desktop dont prove to be the easyest heh.

Re: Centered HUD for Team Fortress 2

Posted: 10 Feb 2010, 19:31
by GitDat
I think my .tga viewer is messed up because it keeps only showing one screen. Anyway, it's just the kill message and the box that pops up that shows players' special weapons that show up on the right.

Is there anyway to get this HUD to work on Zombie Panic? :mrgreen:

Re: Centered HUD for Team Fortress 2

Posted: 10 Feb 2010, 20:32
by Delphium
Ill be honest, I dont play Zombie Panic so I am unlikely to spend hours trying to fix it.
I know it should in principle be the same as tf2/l4d/l4d2/cs/dod etc.
However I have writen a script in perl that will scan a .res file and automaticly increment most the xpos values by a value that you specify.
Check this post in this thread for more info about this script, as it may or may not work for you on zombie panic as it was designed for TF2, this is the best I can offer at this time.

Re: Centered HUD for Team Fortress 2

Posted: 12 Feb 2010, 13:43
by GitDat
Any luck with the text centering? 8) Thanks for working on this btw.

Re: Centered HUD for Team Fortress 2

Posted: 12 Feb 2010, 13:47
by Delphium
Working on it when ive the time, I have not forgotten or given up yet, just only had about 2 hours in the last couple of days to myself when im not bombared by work or familey duties.

The chatbox is a tricky one, and looks like many other folks have attempted to move it in the past, so im still searching and experimenting to find that magic value that moves it about.

Re: Centered HUD for Team Fortress 2

Posted: 14 Feb 2010, 02:35
by Downtown1


3x1920x1080 / 5760x1080 / (48:9) - working 07/Jan/2010
hudlayout.res


I have also worked with a friend to develop a perl script that reads the hudlayout.res file and is able to increment a defined value to all the xpos values, this had made updating and testing a lot faster than manually searching for and calculating each value by hand.


Do you ever run into issues because you incremented some values that shouldn't have been incremented? Just curious since a blind update of all xpos key/value strings seems kind of risky.

But great job on the script, :D

Re: Centered HUD for Team Fortress 2

Posted: 14 Feb 2010, 13:52
by Delphium
[quote]

3x1920x1080 / 5760x1080 / (48:9) - working 07/Jan/2010
hudlayout.res


I have also worked with a friend to develop a perl script that reads the hudlayout.res file and is able to increment a defined value to all the xpos values, this had made updating and testing a lot faster than manually searching for and calculating each value by hand.


Do you ever run into issues because you incremented some values that shouldn't have been incremented? Just curious since a blind update of all xpos key/value strings seems kind of risky.

But great job on the script, :D

I had run into issues before yes, tho nothing major, I have now a slightly updated script to counter the ones that required no changes here...

Code: Select all

#!/usr/bin/perl

   use strict;
   
   my $x = $ARGV[1];
   open(my $f, '<', $ARGV[0]);
   open(my $f2, '>', $ARGV[2]);
   my $text = '';
   $text .= $_ while(<$f>);
   $text =~ s/^(s*"xpos"s+"r?)(-?d+)(?=")/$1.($2+$x);/eim;
   my $hud_sections = join('|', [
     'HudWeaponSelection', 'HudKothTimeStatus',
     'HudObjectiveStatus', 'HudProgressBar']);
   $text =~ s/((?:$hud_sections)s+{[^}]*?
       "xpos"s+"r?)(-?d+)(?=")/$1.0/egisx;
   $text =~ s/(HudWeaponSelections+{[^}]*?
       "rightmargin"s+"r?)(-?d+)(?=")/$1.$x/eisx;
   print $fh2 $text;


This will ignore the following sections,
"HudWeaponSelection"
"HudKothTimeStatus"
"HudObjectiveStatus"
"HudProgressBar"
and only replace xpos values that do not contain C or C- there for anything that is already centered remains untouched.