Posted by Justgofly in another thread on here. Obviously Regen now resists bio, is it reactive that will take extra damage?
Thx for posting. Subscribe... If there is a way I can obtain the code to determine exactly the interaction of the configuration files or some advice on how I can learn more about the interaction of weapons and armor... I would appreciate the tip. I have a great deal of knowledge of C++ and can write tools to read binary files if I can obtain the structure of those files. But I imagine the data is in XML ? Show me how to fish and I'll drop some bombs in the pond and make soup.
I never bothered to figure out how to do the 100 images in 1 vtf, once that if figured out its not too much work to slam a bunch of new images in. Does anyone know which text format and settings was used in the old hint images? Also all the weapon and armor stats are located in text files
vtfedit pretty much tells you everything http://dannycrafts.hubpages.com/hub/Make-Spray-Animations-for-Source-Games files are in materials/loading and resouces/ui/emploadingpanel
ah, I was trying to do it with the photoshop plugin. I haven't actually used the import and export functions of vtf edit, I just use it to edit files and view them everything else I do in photoshop. But thanks lamer for finding that for a lazy keef!
"materials/loading/text.vtf" is the file you're looking for. Open it up in VTFedit, the single file is actually 46 frames, each being a different tip.
isnt the text baked into the images? i remember this being the issue with custom loading screens - they wouldnt show hints.
Ah ok, didnt realise that, its frame 8 that needs changed. Any suggestions for how to do that without making it obvious it was changed? Could be done in PS easily enough but getting the text the same might be tricky.
Well seeing as how we don't have the original photoshop template to make it match it is probably easier to just make a new one and retype the hints into in and export them all, making a new animated vtf.
it wouldd be so awesome if the the text would be pulled from a seperate file and it either uses a vmf named like the loading map or, if such vmf isnt available, it uses a random frame from the one empires provides by default. as bonus the custom, map specific vmfs could also contain multiple textures that are shown as slideshow - and if you could also add map-specific hints ... man that'd be the shit!
So while the text is baked into an image it is baked into a seperate image, ie you can have the same hint on an mvalley preview or a Cyclopean preview