![how to tf2 huds how to tf2 huds](https://i.redd.it/8b75i7jza8l11.png)
For image borders an image is defined which is sliced and tiled. There are two types of borders: image and line. This is a list of all the borders usable by any property that requires a border as a value. The outline looks a bit ugly in certain font sizes. outline: setting this to 1 will give the text a black outline.antialias: Setting this property to 1 will make the make sure the text has smooth edges.Ive never put it on any custom font instances and they look fine. If you don't know much about font files, don't worry about this, just leave it for existing fonts and don't bother adding it for custom fonts. range: this is a hexadecimal range for defined for the range of characters we want to use.Some fonts are limited in how thin or thick they can be. This must be the name of a font installed on your operating system (Windows, Linux or Mac) or a custom font listed under custom fonts. name: the name of the font used in the font instance.If a font has only 1 then is will display that regardless.įont properties define how the font is displayed, here is how they work: TF2 attempts to load the settings from 1, if they fail to display properly (low screen resolution or other problems) then 2 will be tried. The reason there is three and not just one is because 2 and 3 are fall-through settings for Default. The font instance is named Default and has three numbered braces in it. You have the font instances name, then enclosed in braces a list of numbered braces, and inside each of those braces a font instance is defined, with all of its properties. The structure is slightly more complicated than a control. This is a list of font instances usable by any font property. This section can be ignored as it doesn't apply to most of the HUD. BaseĪ list of default property values for UI controls types.
![how to tf2 huds how to tf2 huds](https://huds.tf/site/xthreads_attach.php/352_1482815087_e363e7f7/f2c8d983f42781eed1f2feaf4d7a5525/Y2lw4kf.jpg)
The first number is the amount of red, second is green, third is blue and the forth number is the alpha transparency (255 is visible, 0 is transparent). It is four 8-bit (8-bit means the value can be from 0 to 255) numbers separated by a space.
How to tf2 huds code#
The code on the left would be in the Colors section of clientscheme.res and the code on the right could be in any resource file. Colors defined here can be used in any other resource files, you enter the name of the color into the FgColor or BgColor property of any control. The color name on the left and the color code on the right. These things are named and defined in the client scheme and referenced in other resource files.Ĭlientscheme.res contains five sections: Colors, Base, Fonts, Borders and Custom Fonts. There is a lot to go over for this file, so all that has been put here.Ĭlientscheme.res contains things that a used throughout the HUD colors, borders and fonts. Mostly only their layout properties (size, position) are defined. Most things on the in-game HUD can be found in this file. This file defines the layout of the in-game HUD. And there are two in the scripts folder, hudanimations_tf.txt and hudlayout.res. There are two in the resource folder, clientscheme.res and sourcescheme.res. There are a few files that contribute over all things. Most resource files define 1 or 2 things on the HUD.