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PostPosted: 23 Nov 2009, 19:45 
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I'll compare the two files later tonight, we'll see what we can see. I haven't modded a hud file since I did CSS so go easy on me.

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PostPosted: 23 Nov 2009, 21:59 
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Sorry 'just find the correct file and change the numbers a bit' means absolutley nothing to me, there are hundreds of files in every game. That is not, as Downtown said, 'a simple description.


Just find the fix from the original game, either find that file or something similiar in the L4D2 folder.

Every object or group of objects will have a number, this being the location (x,y) of that part of the HUD, like i said trial and error until its correct.


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PostPosted: 23 Nov 2009, 22:31 
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They've changed the way the HUD files are done, none of these files exist in the .ncf files for L4D2. There isn't even a UI folder in the resource folder.

So yeah, I have no idea which files to even edit.

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PostPosted: 23 Nov 2009, 23:02 
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They've changed the way the HUD files are done, none of these files exist in the .ncf files for L4D2. There isn't even a UI folder in the resource folder.

So yeah, I have no idea which files to even edit.


Oh my bad didnt release ><
Won't be getting it till next week.

Well you better get looking with notepad ;)


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PostPosted: 23 Nov 2009, 23:13 
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Well you better get looking with notepad ;)

He He, no.
Maybe you should get on that with notepad.

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PostPosted: 26 Nov 2009, 20:32 
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Just find the correct file, and change the numbers accordingly.
Abit of trial and error ;)


Incorrect, it's way simpler than that...


I think I also figured out how to modify these values for triplehead2go resolutions.. I got the voice placement correctly on my first try at least, so I'm assuming they are right.

For 3x1680x1050 you need to add 768 to every xpos value that you want to move to the middle
For 3x1280x1024 you need to add 600 to every xpos value that you want to move to the middle

If someone wants to try tweaking the original CFG that Paddy posted and test it for 3x1680x1050 with my suggestion of adding 768, then we can see if my hypothesis is correct.

------------

So what is my hypothesis?

The HudLayout.res file is made for 640x480. Whenever the resolutions changes then all values are automatically scaled according to this. But what if the aspect ratio changes?

I believe the values are locked to the height being 480, so for example if your resolution is 1280x1024 then to the hudlayout.res its like you have 600x480. If your resolution is 1024x768 then it's 640x480, if it's 1920x1200 then it's 768x480.

So basically that's how I got the 600 value and the 768 value is by getting the corresponding proportional resolution with a height of 480.

from http://www.widescreengamingforum.com/node/9708

Incase you have trouble reading carefully the HUDs for 3x1680x1050 are the same as the HUDs for 3x1920x1200 the same as 3x2560x1600.. it's all aspect ratio based.

They've changed the way the HUD files are done, none of these files exist in the .ncf files for L4D2. There isn't even a UI folder in the resource folder.

So yeah, I have no idea which files to even edit.

In that case finding where the HudLayout.res got moved to will be the first challenge.


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PostPosted: 26 Nov 2009, 21:55 
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crosshair is more important than HUD for me, though I guess you can consider a crosshair part of the HUD :D

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PostPosted: 27 Nov 2009, 02:12 
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cl_crosshair_size 1
cl_crosshair_dynamic 0


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PostPosted: 27 Nov 2009, 03:21 
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cl_crosshair_size 1
cl_crosshair_dynamic 0
Cool, in what file? :?

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PostPosted: 27 Nov 2009, 03:36 
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cfgautoexec.cfg (you will have to make it)

That just makes the crosshair a bit smaller and forces it not to adjust itself dynamically which will pretty much give you a nice + (if a bit larger than normal) instead of 4 line segments separated by huge swaths of space.


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