HUD Background 1-5

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HUD Background Replacement -- Numbers 1-5

Author: Ncyphe (http://www.fpsbanana.com/members/271109)

Description: A set of HUD backgrounds featuring the numbers 1 through 5 for blu team, red team, and neutral control points. These huds utilize the original "_locked" textures that shipped with TF2.

Install: Just extract the contents of the ".rar" into you "Team Fortress 2/tf/materials" directory.

Notes about install: When you extract the files, you will find a folder named "ncyphex1." This was a personal decision to make sure I don't cause y'all to accidentally over-wright another set of icons. Changing this filename will cause a lot of the files to not work correctly. There are 5 vtf's for blu, red, and neutral, along with 15 vmt's. The reason there are more .vmt's is due to redundancy prevention. The "locked" texture for all the HUDS (and yes, each one had to have a specially named 'locked' material) is linked to the original "locked" materials that shipped with TF2, reducing the file size drastically.

How to use: Once the files are properly extracted, you can browse the materials browser and find them (search for "ncyphex" to quickly bring them all up). Slap down a controlpoint entity and set the appropriate "hudbackground" fields (not overlays) to the appropriate material hud you wish to use.

Recomendation: Since joining a server usually only causes the clients to only download the maps, sometimes, I'd recommend using a program like "bspzip" to merge these files into the bsp. It may cause the .bsp to be a little bigger than normal, but it will ensure that everyone will properly see the HUD.

Note: These huds were backwards engineered from the original HUDs that shipped with TF2. Original design is accredited to Valve.

Note 2: I would have included this with GUI's, but it seems that the GUI section is being used for Menu backgrounds O.o Since this is classified as a material, I posted it here. If a mod believes this does not belong here, feel free to move it.

As alway, if you have any questions, shout. I'd be glad to update this if I confused people.

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Comments

  • ncyphe's Levels
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    Posted 4 years ago
    Posted by Megadude I'm having the same trouble as jumpyg1258 with these. I have got them in the HUD icon, but I get the weird untuned tv style lines on the hud.

    I apologize for that. Ever since I started my classes with Game Development, I've been finding it a hard time to actually find time to sit down and figure this out. as I stated somewhere before (possibly) this was my first release of HUD icons. I hope to find time to actually sit down and figure out what is wrong, possibly a stat in the file that needs to be fixed somewhere.

    User Title
    Future game dev, in study
  • Megadude's Levels
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    Posted 4 years ago

    I'm having the same trouble as jumpyg1258 with these. I have got them in the HUD icon, but I get the weird untuned tv style lines on the hud.

    Noob for life ;-P
  • jumpyg1258's Levels
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    Posted 5 years ago
    Posted by ncyphe If you know how to edit the .VTM's, go ahead; I'll just have to give that a try and see if it fixes it.

    Unfortunately I am not too familiar with image editing, I only know a little bit, basically enough to get me by. I guess I can just wait till ya fix these up.

    If you were wondering, this is the map I will be using them in, well the upcoming beta 3 at least. =) cpcz2beta2

    Libertarian
  • ncyphe's Levels
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    Posted 5 years ago
    Posted by jumpyg1258

    From what I understand, mipmaps take part in Level of Detail and aren't required for HUD's; however, the reflectivity does make sense.

    If you know how to edit the .VTM's, go ahead; I'll just have to give that a try and see if it fixes it.


    Actually, now that I remember it, I originally designed these as a request; yet, the guy I gave these to has yet to make a complain. Then again, I modified them before I put them here.

    Let me edit the VTM's and get a better copy online, and thanks for your help.

    User Title
    Future game dev, in study
  • jumpyg1258's Levels
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    Posted 5 years ago

    Heres two more screenshots of whats going on thats wrong. The one points out the differences between yours and the standard textures and the other shows what yours looks like in the hammer browser.

    Libertarian
  • ncyphe's Levels
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    Posted 5 years ago
    Posted by jumpyg1258
    Posted by ncyphe Are you sure you placed the name of the texture into the field called "HUD icon "? Hmm, if so, I gotta find time to figure out what happened.
    Yes, I have. Heres screenshots to prove it.

    Very odd, very odd. Let me figure out what is wrong with them.

    This is odd because I used the ones from the game as the base template.

    User Title
    Future game dev, in study
  • jumpyg1258's Levels
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    Posted 5 years ago
    Posted by ncyphe Are you sure you placed the name of the texture into the field called "HUD icon "? Hmm, if so, I gotta find time to figure out what happened.

    Yes, I have. Heres screenshots to prove it.

    Libertarian
  • ncyphe's Levels
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    Posted 5 years ago
    Posted by jumpyg1258 Ive tried using these in my map im working on but cannot get them to work properly no matter what I do. Whats weird is that if I look at a certain angle in game it looks fine but everywhere else, it looks like crap. Heres two examples the first one how it looks in 99 percent of my map and the other when I look at it in the right angle. BTW I know these are overlays so I tried them as you stated as the regular icons and I get the same affect.

    You are using the wrong field. These are meant to replace the "background" icon, not the "overlay."

    extra: I just saw the end of your post, that's really odd. Are you sure you placed the name of the texture into the field called "HUD icon "?

    Hmm, if so, I gotta find time to figure out what happened.

    User Title
    Future game dev, in study
  • jumpyg1258's Levels
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    Posted 5 years ago

    Ive tried using these in my map im working on but cannot get them to work properly no matter what I do. Whats weird is that if I look at a certain angle in game it looks fine but everywhere else, it looks like crap. Heres two examples the first one how it looks in 99 percent of my map and the other when I look at it in the right angle.

    BTW I know these are overlays so I tried them as you stated as the regular icons and I get the same affect.

    Libertarian

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Date Added
5 years ago
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