Icon Question

Vel0city

func_fish
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Dec 6, 2014
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The trigger_hurt you put at death pits/trains has a damage type (see this: https://developer.valvesoftware.com/wiki/Damage_types) in its options.

As for custom death icons: don't think that's possible, since that would mean adding a new type of environmental death to the game's code and then updating the fgd to put it into Hammer and then adding the HUD icon displayed in the top right of the screen. The last part is possible without Valve's help, but the former two aren't. You can always email them, it's how that meteor PD map which I forget the name of (it was in the April Fools' game day) got to be real. Valve added a way to spawn the bottles/meteorites on command instead of only on on player death.
 
Last edited:
Jul 6, 2015
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Ive seen custom mods for this, custom icons, but they are replacements. Are you talking about a new type of death? I.e. death by bull doser or some other non train death?
or are you talking about replacing the skull and bones with something else? I.e. for fall damage, a guy falling off a cliff or something?
 

TMB

Banned
Jun 7, 2015
821
323
Ive seen custom mods for this, custom icons, but they are replacements. Are you talking about a new type of death? I.e. death by bull doser or some other non train death?
or are you talking about replacing the skull and bones with something else? I.e. for fall damage, a guy falling off a cliff or something?
New type of death...
 

Viemärirotta

sniffer
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Feb 5, 2016
1,013
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You could simply choose the damage type closest to what you're getting at.
 
Apr 14, 2013
663
343
NO!!! ITS TOTALLY POSSIBLE!!!

You just need your map not to have all the enviromental death types in use (so if your map has no trains or doesn't have deathpits- you're fine!)
Use whatever type of enviromental death that applies to this requirement.

Now, make your death icon. That's the part I have no idea on how to do, but I assume you know how to make your own kill icon,
Make it as a mod to the original death icon (so it replaces it in-game)

Then pack the required texture files into the map. Since this is a replacement to the default icon, it would be displayed instead, but only as long as the map is loaded, of course, since it's packed inside it.


I used this method a lot to make new model skins for my map, so I won't have to mess around with the actual model files. Since you can't mess with kill icons types (they're hard-coded) this is a simple workround.
 

Vel0city

func_fish
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Dec 6, 2014
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NO!!! ITS TOTALLY POSSIBLE!!!

You just need your map not to have all the enviromental death types in use (so if your map has no trains or doesn't have deathpits- you're fine!)
Use whatever type of enviromental death that applies to this requirement.

Now, make your death icon. That's the part I have no idea on how to do, but I assume you know how to make your own kill icon,
Make it as a mod to the original death icon (so it replaces it in-game)

Then pack the required texture files into the map. Since this is a replacement to the default icon, it would be displayed instead, but only as long as the map is loaded, of course, since it's packed inside it.


I used this method a lot to make new model skins for my map, so I won't have to mess around with the actual model files. Since you can't mess with kill icons types (they're hard-coded) this is a simple workround.
Wait, really?

So if I wanted to let people on the server know that a person got hit by a windmill I'd just use the train notification and mod it into a windmill assuming I don't use the train notification already (which I won't and it'll be text like Fell to a clumsy, painful death but then something like Got hit hard by a windmill)?

Sweet. Now to figure out how to do that...
 
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Apr 14, 2013
663
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Yes that's awesome and I use it a lot as I said.
http://tf2maps.net/downloads/re-sign.885/ Here's an example I uploaded here a while back- useful for steel-style maps. I also used it to make this for the april fools contest:
53750D0BD3195C2C727DBBCEE6DCA4ED013EA8CB
 

Vel0city

func_fish
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Dec 6, 2014
1,947
1,589
Yes that's awesome and I use it a lot as I said.
http://tf2maps.net/downloads/re-sign.885/ Here's an example I uploaded here a while back- useful for steel-style maps. I also used it to make this for the april fools contest:
53750D0BD3195C2C727DBBCEE6DCA4ED013EA8CB
I think we're not on the same page (or I am completely off-track). You're talking about in-game signs. I'm talking about the HUD icon on the top right of the screen that displays who killed who and such.

Would that be possible?
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Environmental death kill icons are found in materials/hud/d_images_v2.vtf. I advise against modifying it, as the file contains many icons so if Valve change something down the line, it might break them for people playing your map.
 

YM

LVL100 YM
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Dec 5, 2007
7,135
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@takabuschik There's like 50 different icons in that VTF, if you edit even just one of them and pack that into your map, ALL THE REST will be forever locked into your version like a timecapsule. So any changes or additions Valve makes to that file after you publish your map will never appear on your map.
 
Apr 14, 2013
663
343
@takabuschik There's like 50 different icons in that VTF, if you edit even just one of them and pack that into your map, ALL THE REST will be forever locked into your version like a timecapsule. So any changes or additions Valve makes to that file after you publish your map will never appear on your map.
I'm actually interested why they made it like that. I assume the way it works is the game uses different coordinates of the texture itself to set it in the killfeed as required, but why would Valve do it like that?
 

YM

LVL100 YM
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Dec 5, 2007
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I'm actually interested why they made it like that. I assume the way it works is the game uses different coordinates of the texture itself to set it in the killfeed as required, but why would Valve do it like that?
That's exactly how it works. And that's exactly how texture maps work, you put lots of similarly grouped things into the same map to save on loading a billion textures. Plus these particular ones are used in text like a typeface, and that's how typefaces are stored