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SteamID64 76561197994749697
SteamID3 [U:1:34483969]
SteamID32 STEAM_0:1:17241984
Country United States
Signed Up April 1, 2014
Last Posted January 27, 2020 at 4:33 AM
Posts 2096 (0.9 per day)
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In-game Sensitivity 6.0
Windows Sensitivity 6/11
Raw Input 1
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Hardware Peripherals
Mouse Logitech MX Master
Keyboard Ducky 9008G2 Pro Limited Edition (PBT, MX Greens)
Mousepad Razer Sphex
Headphones Philips SHP9500
Monitor HP L1925 (vert), BenQ XL2420Z, Apple Monitor II
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#1 High Res Class Select Images in Customization

Hey HUD devs. As I was working on the newest update to yayahud I noticed how absolutely awful the stock class select images are, and also noticed that the majority of HUDs actually use them. If they aren't used for class select while ingame, they're used at the very least for class select in the loadout panel. I decided to do something about them.

For reference, here's what they look like right now (in yayahud):

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These things are heavily compressed DXT5 128x256 bitmaps. They made sense for a game that ran on the Xbox 360 at 720p in 2007. They don't fit today. Just look at our poor Pootis' face:

This is clearly unacceptable, so I went ahead and painstakingly rendered new images that are HUD agnostic. The source images are 1024x2048 and use a mix of selection idle, competitive victory, and misc poses. They better fit the modern aesthetic and personality of the game compared to the old ones which were captured from the non-phong 2006 E3 demo. HUD version downloads are resized to 256x512 which is optimal for 1080p users.

Here's what the new versions look like (in yayahud):

Show Content


You can integrate these very easily into your HUD; they're basically a drop-in replacement.

  1. Download the "HUD version".
  2. Extract the files to your HUD's materials/vgui/replay/thumbnails folder. (create it if it doesn't exist)
  3. Edit necessary HUD files (like charInfoLoadoutSubpanel.res) to reflect the new path.

Editing the resource files is easy. Just append the path to each image reference, like so:

"activeimage"		"class_sel_sm_soldier_red"
"inactiveimage"		"class_sel_sm_soldier_inactive"


"activeimage"		"replay/thumbnails/class_sel_sm_soldier_red"
"inactiveimage"		"replay/thumbnails/class_sel_sm_soldier_inactive"

You can also modify the material file in order to fit the aesthetic of your HUD. For instance, the stock TF2 hud desires a brown tint on the inactive portraits, which you can achieve by adding a $color command to each VMT, like so:

	"$basetexture" "vgui\replay\thumbnails\class_sel_sm_engineer_inactive"
	"$translucent" 1
	"$ignorez" 1
	"$vertexcolor" 1
	"$vertexalpha" 1
	"$color" "[1.2 1.0 0.85]"


HUD developers are free to include these in their HUD releases, just credit this thread in your HUD description.

posted about a year ago
#31 favorite video game music in Off Topic
stephim a complete sucker for this game's entire soundtrack but fuck these are so good

how did you not share the music from the best bossfight in that game

posted about a year ago
#99 Game of Thrones S8 in Off Topic
BarryChuckleAlso, no ballista? Seriously, the Night King is coming on an undead dragon and nobody thought to make a few dragonglass-tipped ballistae and point them upwards?

I think it was mentioned earlier in the show that ballista were pretty much not invented, because the one shown to Cersei was the first of its kind, and that tech stayed with her army even though Jaime fled. Considering the amount of time they had to reinforce being very little, it would be a small stretch to say they had enough time to reverse engineer and reconstruct the one they saw hurt Drogon only a week before. Not to mention, Drogon immediately destroyed that ballista and it's the first and only time they would have seen it, so they've got nothing to work with.

posted about a year ago
#12 tax return thread in Off Topic

I got a quarter of what I got last year, 300 instead of 1200, same income

posted about a year ago
#86 Game of Thrones S8 in Off Topic
ballzyI mean the whole faceswapping thing, does that just not work on white walkers?

I think it's pretty thoroughly shown that the faceswapping stuff takes time, and you essentially remove the face from a corpse. Not sure how it would work on corpses that aren't preserved (she killed Walder Frey with the intent of taking his face).

posted about a year ago
#63 Game of Thrones S8 in Off Topic
RikachuDid you just like skip that Arya scene inside the castle? They dedicated a scene to how she could've possibly been able to do what she did.

Being able to hide behind bookshelves is one thing, slipping through both an army of wights and through all of the actual Walkers is another...

posted about a year ago
#61 Game of Thrones S8 in Off Topic
SpuWhy was the night king moving in fucking slow motion when he was about to kill Bran?

I think this was fine. The leaders have been shown to do things at their own pace when they feel they're in control. They have emotions and get cocky. I think he was just enjoying the moment.

SpuWhy was Jorah kept alive after the Dothraki charge when he was in the front and then dies later in the episode?

The purpose for him dying was mentioned in the behind the scenes thing, the writers wanted to send him off with the death he always wanted - protecting the Queen he loved when she needed it most. As for why they put him on the front lines and immediately plucked him back out? Beats me.

SpuWhy did Dany and her dragon stay on the ground while getting swarmed by wights?

The dragon was in immediate pain and it's been shown before (in the fight arena in Meereen) that the dragons can't just immediately take flight when under fire, they have to gain some momentum first. Maybe a deer in headlights moment.

Literally everything else though, lol yeah.

posted about a year ago
#55 Game of Thrones S8 in Off Topic
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I don't think the Mormont girl's death could have been more appropriately carried out.
posted about a year ago
#106 ETF2L player falsely banned for supposedly aimbot in TF2 General Discussion

this thread is even further proof that there should be negative nerd stars

posted about a year ago
#11 Is comp tf2 w/ no whitelist plausible? in TF2 General Discussion
Seinfeldim sure there's shit that valve could do to get people to play in-game competitive TF2 but we already hand out clout medals for every form of 3rd party competitive right now, and pubbers don't play 3rd party competitive. tf2 in the public average gamer eye is just the funny casual silly game where heavy says pootis

do you honestly think pubbers care about medals? they care about shiny quirky fedoras

if there was some lime-colored jester hat that people could get for playing comp, they would do it

posted about a year ago
#9 Is comp tf2 w/ no whitelist plausible? in TF2 General Discussion
Seinfeldthere is not a single thing in all of TF2 that we can do, including removing the whitelist, that will get pubbers to start playing competitive tf2

pubbers will play comp if they can win hats for free by doing it

like if valve had craft hat drops in the in-game comp mode people would play it whether it was broken or perfectly mirrored real comp

posted about a year ago
#5 Is comp tf2 w/ no whitelist plausible? in TF2 General Discussion

mad milk

need i say more

posted about a year ago
#299 TF.TV WHIPS, what do you drive? in Off Topic

posted about a year ago
#2 What would you like to see in a cp_steel_pro? in Map Discussion

Jokes about Steel aside:

  • Maybe turning the A -> B dropdown shortcut into a staircase or something, so you can rotate back from B to A without rotating through spawn after you capture A.
  • So many weird pathing problems on the last point that could definitely be resolved, especially when it comes to the rocket up top.
  • It's possible that better health/ammo kits might be needed in the B -> C connector, but I honestly don't remember and you should gauge from higher level HL feedback. I distinctly recall having to fall back to the packs behind B and that's pretty tough for a point that's already sort of difficult to take.

I'm sure there's something obvious I'm forgetting.

Also regarding Upward, it's a solid map and the only things I would change would be maybe the floor wonkiness/explosion inconsistencies around the A->B tunnel floor, and the last point underground area. And of course fixing the tele exit exploit.

posted about a year ago
#292 yayahud in Customization

Just a quick update on the progress.

I have MAJORLY reworked the entire MvM HUD, as well as slightly tweaked a few things about the ingame hud, namely the killstreak indicator, disguise panel, and class preview. old new, old new, old new

I have reworked a bit of the inventory UI so it's a lot more polished. old new, old new

I'm right now in the progress of creating new class preview images for the inventory UI.

Once that's done, I'm going to work on the main menu a bit.

posted about a year ago
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