pl_losthorizon coding items to complete custom map

Oct 6, 2008
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Hi - instaed of making several threads I thought I would put them all into here.

I'm trying to finish off a few last things this this map is using some custom coding.

I think I found the files I need to modify the multiple escort HUD

hudescort and objectivestatusescort

I have changed the red items in the code to from red- display red to red - display blue < that's the easy part.

Now for the hard part - naming conventions - I was thinking of calling it losthorizon_hudescort and losthorizon_objectivestatusescort

Both of these files will most likely be in the resource folder>ui folder> file name here

I've never done this before - so any suggestions?
 
Oct 6, 2008
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sorry for the bump but I've been thinking - if I change the coding inside the file but leave the file name the same and leave it in the same file structure that I see in CGFScpae will I be overwriting my actual file structure (thus make a copy of original before I do it) in TF2?

Then when I pack the map - include if so that it becomes part of the map? Does it become part of the map or will will it change other people's file structure too?
 
Oct 6, 2008
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ok - I got to thinking about something but have no idea what to do about them or how they work or what they are.

cfg files

When a map loads it says 'mapname.cfg not found not executing' in console - but I have no idea what these items do. I'm assuming that they are for some sort game stuff or custom coding for a specific map.

If this is the case, I was thinking that I could do the payload glow and plr coding into this file and when the map loads it would take the information from that file and do the appropriate output in game - is this correct?

Also since I'm not a programmer - does anyone have any clue as to what I would do - i.e. copy current HUD configurations and then rename it to cfg?
 

henke37

aa
Sep 23, 2011
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The cfg file is just a normal console script. It is not the hud.
 
Oct 6, 2008
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ok - I'm not sure I'm doing it quite right when it comes to packing the map

I've modified these:

hudescort and objectivestatusescort and have tried to pack it in the map (using packrat)

When I load map I don't see any changes to the HUD - am I packing it right or should I try to make a vpk file. I've never made a vpk before so would need help there.

Does anyone know the file that controls the payload glow around the models? If it's something specific, I'd like to also modify that one while I'm at it. I did a search for glow in GCSCAPE and couldn't find anything. Thanks for the help as always :)
 
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Oct 6, 2008
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Ok I'm making progress at a snails pace but progress is progress :)

One of the key aspects I missed were the HUD Icons. So here's what I got so far:

1. All red icons for pl/plr that were red have now been swicthed / saved using the blue icon but with the red name - i.e. red_house_icon if opened in vtf edit will now show you a blue house. Question - do I have to do anything else with icon image file?

Please correct my thinking here:

If I change the icons - then they should just change on the HUD shouldn't they? I would have to do nothing special with the HUD file coding - is this right?

Now for the next three items - the file coding
I have tried it two ways:

a] I have taken the red coding in the file i.e. if red team / red_cart and changed it to if red team / blue cart < the red/blue carts are the icons (or at least I think they are I din't know for sure) I don't know if the code is pointing to the icon or the cart_entity in game.

b] I have taken the red/blue carts in the code and called them lh_red_cart / lh_blue cart so that they would choose the lh_red/blue cart icons I have in the HUD icon folder.

c] have done both of the above in a separate losthorizon folder inside the resource/ui folder.

Would it help if I posted the code here or perhaps you can clarify this for me: How is the game going to these files and what exactly are these files attributing - the escort files red_cart/blue cart is there in the code but it doesn't say if it's pulling in the HUD icon or something else.

Also - I have been told that the files need to be packed in for it to work - I have done this but not sure if I am doing it right. using packrat / vide do I just navigate to the resource/ui escort file (.res) select it and then pack it?

So many question, so much head banging. Someone also said the red cart glow can only be changed by valve - does anyone know where in the game code this is. I went through 20-30 game files looking at the code for more HUD hints but found nothing.

Edit: I may have just found out something else I missed - I'l get back to you :)

Fuck me - saw a glimmer of hope - even changed the hud (90%) tried to recreate and nad zip
 
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Oct 6, 2008
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I GOT IT!!!!!

My plr hybrid is 1 step closer to completion with a plr hud system that shows Blue team pushing both of the carts!!!
 
Oct 6, 2008
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Ok - odd question - got my custom HUD working but am experiencing "Z-fighting" happens when you are NOT inside an area portal for example - put the cart outside the dome - you'll see the z fighting all the way there - go stand inside the bio-dome door (area portal there) the blue on the bottom becomes blue again - leave the portal and you get the Z

Any ideas how to fix?

Here the dl to the map:
http://forums.tf2maps.net/downloads.php?do=file&id=6207


Edit: Here's the fix - when I originally modified the code on the ui > .txt . res files I originally just copied ie. blue_cart into the red_cart slot replacing the red_cart - this caused the z pattern. I made a new blue_cart hud icon and called it red_cart then put the code back to the original red_cart wording and the problem is now fixed.
 
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