Idhud-master\resource\ui\mainmenuoverride.res idhud-master\cfg\servercontrols.cfg This step can be skipped, then HUD will use standard colors for Medic Ubercharge bar and Ubervalue. The next step - open the idhud-master\scripts\hudanimations_tf.txt file and uncomment the appropriate line to activate the custom color (green, you can see it on screenshots below). Now, depending on what kind of Medic UI you want to use, you just need to uncomment (remove "//") the appropriate line, then save file. #base "././advanced/resource/ui/hudmediccharge - combined uber value.res" Uncomment the line below to enable both: #base "././advanced/resource/ui/hudmediccharge - large uber value.res" Uncomment the line below to enable large ubercharge value:
#base "././advanced/resource/ui/hudmediccharge - small uber value.res" Uncomment the line below to enable small ubercharge value under the crosshair:
#base "././advanced/resource/ui/hudmediccharge - default uber value.res" Uncomment (remove "//") the line below to enable default medic layout (without any changes): If you open idhud-master\resource\ui\hudmediccharge.res, you can see the next text in the beginning: Idhud-master\resource\ui\hudmediccharge.res idhud-master\scripts\hudanimations_tf.txt To use alternative damage layouts, just rename liked one to huddamageaccount.res and move it to the idhud-master\resource\ui\ folder. How long last damage numbers stay visible on screenįont used for damage numbers near the enemyīox wide (change when damage value looks "cropped"īox height (change when damage value looks "cropped" The default HudDamageAccount structure looks like: Idhud-master\resource\ui\huddamageaccount.res idhud-master\advanced\resource\ui\huddamageaccount - default bold.res idhud-master\advanced\resource\ui\huddamageaccount - yellow.res
How to change damage position and visibility To enable the hitmarker (damage indicator), go to the idhud-master\scripts\hudanimations_tf - hit indicator.txt file.ĬOD-style hitmarker and simple custom crosshair with outline You can use _minmode with any parameter you wantīecause red+green=yellow in RGB color model Now it will be disabled when cl_hud_minmode "0" So we're need to add/change some parameters: RGBA (Red, Green, Blue, Alpha) color (0 - min intensity, 255 - max)įor example, let's make your crosshair yellow and enabled only in minmode. Used font parameter (look for avalable fonts in idhud-master\resource\clientscheme.res) Use it for more accurate Y axis positioning if needed Use it for more accurate X axis positioning if needed Z axis (use it when multiple xhairs enabled) "1" to enable visibility in minmode, "0" to disable The default crosshair structure looks like: ParameterĬrosshair name and number you looking for All custom crosshairs in this HUD calibrated to use on 16:9 screen resolution by default. I recommend not to turn off the standard HUD crosshair when you're setting position for the custom one. Then you can calibrate crosshair position on the screen with "xpos", "ypos" and "wide", "tall" too. To enable the custom crosshair(s), open the idhud-master\scripts\hudcrosshairs.res file, then CTRL+ F for needed number from table (see screenshot below) and change "visible" and/or "visible_minmode" parameter values to "1". Idhud-master\scripts\hudcrosshairs.res idhud-master\scripts\hudanimations_tf - hit indicator.txt
Install fonts from idhud-master\resource\fonts\ folder into your system: RMB on font file → Install) įrequently Asked Questions How to turn on/off crosshairs/hitmarker
Unpack the downloaded archive and move idhud-master folder to C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\ (path may be different depending on your Steam games directory) Ģ.