TF2 HUD Editing Guide

In-Depth: Engineer's Buildings

Everything to do with Engineer's buildings.


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Build Menu

Engineer's Build menu. Shown when an engineer presses the 4 key. It shows the option to build or the reason why you can't for all four buildings.

Build Menu Diagram
the red boxes and numbers illustrate the controls on the build menu, they are explained below

All the resource files for the Build menu are in the build_menu sub-directory.

resource\ui\build_menu - within your custom HUD folder

The build menu is defined in many files. The main one being hudmenuengybuild.res, which defines the main build menu panel. Other files are loaded in as part of this main panel based on the status of your 4 buildings.

The buildings can have 4 states (with respect to the build menu), and based on those states, different resource files are loaded in to the build menu panel.

  • base_active.res - Available
  • base_cant_afford.res - Cannot Afford
  • base_already_built.res - Already Built

These resource files take the place of the items (5,6,7 and 8 in the diagram) in hudmenuengybuild.res

Additonally, a furthur file is loaded to apply the corrent labelText to the labels. But these files do not need to be edited.

Build Menu Diagram

Control Contents of hudmenuengybuild.res

MainBackgroundThe big grey rectangle behind the whole menu panel.
Divider4The line dividing the title from the building stuff.
BuildIcon1Build Icon
BuildIconShadow1Build Icon Shadow
TitleLabel2Build menu title label.
TitleLabelDropshadow2Build menu title label shadow.
CancelLabel3Label indicating the button to press to close the build menu.
active_item_15Panel for Sentry Active - Visible when the Sentrygun isn't built and can be built.
The following is loaded: base_active.res < sentry_active.res
active_item_26Panel for Dispencer Active - Visible when the Dispencer isn't built and can be built.
The following is loaded: base_active.res < dispencer_active.res
active_item_37Panel for Teleporter Entrance Active - Visible when the Teleporter Entrance isn't built and can be built.
The following is loaded: base_active.res < tele_entrance_active.res
active_item_48Panel for Teleporter Exit Active - Visible when the Teleporter Exit isn't built and can be built.
The following is loaded: base_active.res < tele_exit_active.res
already_built_item_15Panel for Sentry is Built - Visible when the Sentrygun is already built.
The following is loaded: base_already_built.res < sentry_already_built.res
already_built_item_26Panel for Dispencer is Built - Visible when the Dispencer is already built.
The following is loaded: base_already_built.res < dispenser_already_built.res
already_built_item_37Panel for Teleporter Entrance is Built - Visible when the Teleporter Entrance is already built.
The following is loaded: base_already_built.res < tele_entrance_already_built.res
already_built_item_48Panel for Teleporter Exit is Built - Visible when the Teleporter Exit is already built.
The following is loaded: base_already_built.res < tele_exit_already_built.res
cant_afford_15Cant afford Sentry - Visible when you dont have enough metal to build a Sentrygun.
The following is loaded: base_cant_afford.res < sentry_cant_afford.res
cant_afford_26Cant afford Dispencer - Visible when you dont have enough metal to build a Dispencer.
The following is loaded: base_cant_afford.res < dispenser_cant_afford.res
cant_afford_37Cant afford Teleporter Entrance - Visible when you dont have enough metal to build a Teleporter Entrance.
The following is loaded: base_cant_afford.res < tele_entrance_cant_afford.res
cant_afford_48Cant afford Teleporter Exit - Visible when you dont have enough metal to build a Teleporter Exit.
The following is loaded: base_cant_afford.res < tele_exit_cant_afford.res

Build Menu in hudlayout.res

The build menu also has an entry in hudlayout.res, which defines its overall position (xpos and ypos) and size (wide and tall).

hudlayout.res > HudMenuEngyBuild

You will need to edit this.


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Destroy Menu

Engineer's Destroy menu. Shown when an engineer presses the 5 key. It shows the option to destroy a building if it is built.

Destroy Menu Diagram
the red boxes and numbers illustrate the controls on the destroy menu, they are explained below

Like the Build menu, the destroy menu has a main resource file and other resource files are loaded into it based on the status of the building (built or not built).

All the resource files for the Build menu are in the destroy_menu sub-directory.

resource\ui\destroy_menu - within your custom HUD folder

The main file for the destroy menu is hudmenuengydestroy.res, the building states and their base files that are loaded in, are as follows:

  • base_active.res - Building is built and can be destroyed.
  • base_inactive.res - Building isn't built.

Control Contents of hudmenuengydestroy.res

MainBackgroundThe big grey rectangle behind the whole menu panel.
Divider4The line dividing the title from the building stuff.
DestroyIcon1Explosion Icon
TitleLabelDropshadow2Build menu title label shadow.
TitleLabel2Build menu title label.
CancelLabel3Label indicating the button to press to close the build menu.
active_item_15Panel for Sentry Active - Visible when the Sentrygun can be destroyed.
The following is loaded: base_active.res < sentry_active.res
active_item_26Panel for Dispencer Active - Visible when the Dispencer can be destroyed.
The following is loaded: base_active.res < dispencer_active.res
active_item_37Panel for Teleporter Entrance Active - Visible when the Teleporter Entrance can be destroyed.
The following is loaded: base_active.res < tele_entrance_active.res
active_item_48Panel for Teleporter Exit Active - Visible when the Teleporter Exit can be destroyed.
The following is loaded: base_active.res < tele_exit_active.res
inactive_item_15Panel for Sentry Inactive - Visible when the Sentrygun can't be destroyed.
The following is loaded: base_inactive.res < sentry_inactive.res
inactive_item_26Panel for Dispencer Inactive - Visible when the Dispencer can't be destroyed.
The following is loaded: base_inactive.res < dispencer_inactive.res
inactive_item_37Panel for Teleporter Entrance Inactive - Visible when the Teleporter Entrance can't be destroyed.
The following is loaded: base_inactive.res < tele_entrance_inactive.res
inactive_item_48Panel for Teleporter Exit Inactive - Visible when the Teleporter Exit can't be destroyed.
The following is loaded: base_inactive.res < tele_exit_inactive.res

Destroy Menu in hudlayout.res

The destroy menu also has an entry in hudlayout.res, which defines its overall position (xpos and ypos) and size (wide and tall).

hudlayout.res > HudMenuEngyDestroy

You will need to edit this.


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Building Status

The display on the Engineer's HUD that shows him the status of his buildings; whether they are built, their health, level, sentry's ammo and kills.

Building Status Diagram

This is defined with an entry in hudlayout.res and several resource files that represent the buildings.

  • hudlayout.res > BuildingStatus_Engineer
  • hud_obj_sentrygun.res - 1 - Sentry gun stuff
  • hud_obj_sentrygun_disp.res - 1 - Mini Sentrygun Stuff (Gunslinger)
  • hud_obj_dispenser.res - 2 - Dispencer stuff
  • hud_obj_tele_entrance.res - 3 - Teleporter Entrance stuff
  • hud_obj_tele_exit.res - 4 - Teleporter Exit stuff

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Eureka Effect Menu

The Eureka Effect is a melee weapon for the Engineer. It provides the ability for the Engineer to teleport to Spawn and his teleporter exit. It has a menu that shows the options of where to teleport.

Home base (spawn) is always displayed, and Teleporter Exit is displayed as an option if it is built.

Building Status Diagram

The Eureka Effect menu has an entry in hudlayout.res as well as 3 resource files:

  • hudlayout.res > HudEurekaEffectTeleportMenu - The Eureka Effect entry
  • hudmenueurekaeffect.res - The main file for the menu
  • base_active_teleport_target.res - Active Teleport Target: The spawn option and the teleporter exit option when its built
  • base_unavailable_teleport_target.res - The teleporter exit when its not built, unavailable

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Pip-Boy

The Pip-Boy is a cosmetic item for engineer, that provides a reskin for the build menu, destroy menu and Eureka Effect menu.

The files for this are exactly the same as the build menu, destroy menu and Eureka Effect menu, except they are in a slightly different folder.

  • Build Menu: resource\ui\build_menu\pipboy
  • Destroy Menu: resource\ui\destroy_menu\pipboy
  • Eureka Effect menu: resource\ui\build_menu\pipboy

Simply edit these files as you would the default versions. It is necessary to edit the Pip-Boy files if you edited the default files.