- Combine imagery
- HalfLife2 Font
- Changing the HUD Colour, Layout, Fonts & Effects tutorial - Half-Life 2
- Download Free Font HalfLife
- Half-Life WON Menu Re-Creation
Combine imageryThe Combine heavily relies on imagery through logos, symbols, brandsand propaganda posters to assert their influence on Earth and establish their presence to its residents. Combine units - humanoid and Synth - also bear insignias, logos and other markings. Many Combine posters are also scattered around City 17 and its sector including the CoastNova Prospektetc. Most of the time they include the two common Combine symbols see belowwith variants in color and image backgrounds. The Combine imagery is often quite abstract, and the intended messages can be very subtle. Randy Lundeen stated that the team made periodic attempts to create and scatter many Combine propaganda posters throughout City 17, designed by Lundeen himself and other Valve artists. The posters were heavily relying on texts, such as the slogans "They're here for you" and "It's great to be part of the greater good" for the Metropolice and "Keep it clean It was eventually decided that most of the posters were overused and detracted from the atmosphere, and thus were changed to be more subtle, resulting in the abstract posters seen in the final game, the propaganda being mostly spewed by the omnipresent Breencast instead. Two very prominent symbols of the Combine can be identified: the 'Claw' symbol, and the 'CMB' symbol. They can both be seen throughout the game on Combine structures, propaganda posters, directly painted on walls, and on various Combine units. Studies for the Combine Soldier seen in Raising the Bar feature many different sleeve insignias, one of them featuring an early claw Combine symbol. Claw symbol with the number "" inside, featured on the Half-Life 2 leak Combine Soldier model. Undetermined sign featuring a Combine logo. It can be found being used with the claw symbol, sometimes horizontal, sometimes vertical. Only two Combine units, the City and Shield Scanners, feature it. As seen above Breen's office entrance in the Citadel, mirrored due to a level designer's oversight. Older, yellow variant, with blue claw Combine symbol, only featured in the Half-Life 2 leak files. Yellow poster in the E3 map "Terminal". Blue and yellow posters in the City 17 Trainstation food hall. City 17 has its own logo, a yellow shape based on a layer of the cut "tiles" version of the Citadel. It is likely the logo of the greater Sector 17, rather than solely the city itself, as it can also be found on the same devices located outside of the city. Some sort of dark-colored ring encompasses the edge of the Advisor body suit, where the suit meets the "head. Of note is that for Episode Twothe markings have changed with the model, and appear slightly less golden. Metrocops have two insignias on their uniform, only consisting of letters and numbers. However any CP model has the same code, likely due to game limitations. At the back of the collar can be also be read "C Human Combine Guard sleeve insignia. Metropolice propaganda poster, with another version of the Citadelfeatured in the Half-Life 2 leak files. The same poster in a piece of concept art for the Breencast rightthe Breencast itself also featuring several markings on top of its reverted dome. Combine Soldiers have several insignias. The standard soldier has an orange triangle on the right forearm, with white unknown symbols in it. The left arm features a yellow circle with two black triangles it it was originally featured on the Combine Super Soldierwith different colors. The Nova Prospekt Prison Guard has on its right arm the same triangle with white symbols in it, only that it is yellow, and that a yellow "Nova Prospekt" is written below in a black rectangle, again in the font "DIN," a typeface widely used by Valve. On its left arm is the claw Combine symbol, yellow in a black circle. The same rectangle with "Nova Prospekt" inside it is also on the back, bigger.
In Half-Life 2 and Counter-Strike: Sourcethis capability is used not only for displaying text, but also for some graphics. For example, many of the graphics in each game's heads up display HUD are displayed using font characters rather than traditional bitmaps. At run-time, the Source engine loads and converts the fonts into textures. Other objects such as main menu logotypes are also displayed using TrueType fonts. In order to make the HL2 logotype display correctly on the game's main menu screen, the characters in the logo including kerning were individually added to a special font. When creating graphics for use on-screen, fonts offer some distinct advantages, but also some disadvantages when compared with bitmaps. The best tool out there is called Fontlab. The makers of Fontlab have a low-priced version called TypeTool. TypeTool is a great option for MOD teams -- it's not free, but it'll save lots of headaches. There's a cheaper alternative out there named " Font Creator Program ". It looks like a good low-cost alternative. For Windows users also try Type light 3. Type 3. There are even free font creation tools, including " FontForge ". It's probably easier to install FontForge on Linux good for dedicated server development, too. The FontLab format. FontLab and the other packages mentioned here have decent bezier curve manipulation tools, but if you've got lots of vector manipulation to do, it's preferable to use a more robust package like Adobe Illustrator. FontLab will accept clipboard data seamlessly from Illustrator, so cut and paste works fine. A full tutorial on the subject of authoring fonts for the Source engine would be nice, wouldn't it? Tutorial LINK: Here is a tutorial on changing one item death icon in a standard CSS font, not a worthy of a full tutorial for the above Wiki link but it does give an insight into the basic authoring of a font and how to alter then name and edit the file to work in CSS. It also has a link Windows users will appreciate, a freeware "light" version editor that is easy to set up and use, it is a light version but good enough to alter TTF files for HUD customization. You may also want to create a custom font for displaying text in your game. A gothic typeface for a game about vampires, for example. This is a great idea, but please keep a few things in mind:. In order to load and use custom fonts, they'll need to first be enabled in ClientScheme. This loads the font and registers it with Windows for screen display. Once the font specification has been added to ClientScheme. It is also possible to add special effects to the rendering of TrueType fonts. Half-Life 2 includes at least two such effects: Blur and Scanlines. The font specified above has a height "tall" specified. This height is in pixels, and unless otherwise specified with a yres command, explained belowthe height is based on a screen resolution of x pixels. The actual height of a font character in pixels will change as the resolution of the game engine window changes. So in the above example, if the game is running at xthe font HalfLife2 will be rendered pixels tall. Occasionally, we need more control over exactly how a font scales across different resolutions. To pick exact pixel sizes for a given resolution or range of resolutions, the parameter yres is added to a font's specification in ClientScheme. In the above example, Verdana will be rendered at a height of 8 pixels whenever the engine is running in a window having a vertical resolution between 1 and pixels, and so on. Fonts are protected by copyright. It is not ok to include other people's fonts in your game -- they should be treated the same way as any other game asset models, sounds, etc.
Changing the HUD Colour, Layout, Fonts & Effects tutorial - Half-Life 2
Become a member today and start sharing your creations! Sign up Receive these membership benefits:. Limit to:. Supported Games. Expanded Collapsed Hidden. Left Right. Small Regular. Click Hover. Left Center Right. Fixed Floating. So basically this just changes the color and size of the Menu Text and it adds several subtitles to make it closer to the WON version of the Half-Life menu while keeping the more convenient menu design the Steam Half-Life had. It also includes a background that simulates the one featured in the original WON version. Now, here are some features that are not included in this mod. I don't really think that's possible. It may be possible, but I don't know how to do that. Once again, It may be possible but I don't know how to do it. Also something to note is that the background is a p image. I couldn't scale the original splash. Most of the credit goes to the HLImprovementTeam for making the base of most of the work being displayed here. To install either, just drag the contents inside the " Aspect Ratio" for widescreen, or the " Aspect Ratio" for into the Valve folder in your Half-Life directory.
Download Free Font HalfLife
Pick up the crowbar of research scientist Gordon Freeman, who finds himself on an alien-infested Earth being picked to the bone, its resources depleted, its populace dwindling. Freeman is thrust into the unenviable role of rescuing the world from the wrong he unleashed back at Black Mesa. And a lot of people, people he cares about, are counting on him. This is my first tutorial so please let me know if i've missed anything that should have been covered on the tutorial, thank you. I'd just like to point out before we begin that you should not take fonts that aren't made by yourself to be used in your mod without the consent of the person who made it - they have the ownership and possibly copyright of them so please take this into consideration. If you have found a font that you would like to use - contact the person who made it and ask them if you can include it in your mod first. It will keep you from getting into trouble and keep the typographer happy too. Now, open up the file: ClientScheme. RES - notepad is fine to open it up with. The first 3 numbers are for the colours: RedGreenBlue 0. The last number "" is the alpha. So to make the the HUD have a white colour appearace you could try editing it to something like this:. Damage Colour Now when you take damage in the game - the health turns red to show you've taken damage. You can also edit the following exactly the same way as before to change the colour when you take damage:. Weapon Selection Colours Here you can change the colour of the weapon selection text, weapons in the HUD drop down menu, and also the background of the weapons in the following code:. Zoom Colour Here we can change the colour of the zoom reticle when you press 'z' it zooms in with a reticle :. The same works in HL2 and you can change the colour of these here - same way as throughout this tutorial:. This is the 'yellowish' colour when you've taken some damage but not enough to turn red caution. As you can probably see already - this is the colour of your health at its normal state i. That's all i will be covering for now with the colouring of the HUD - hopefully this should at least get you started with editing your HUD. Next we will be changing the colour of the main menu title s RES file open. We can now change the colour of the main menu title s. X" "76" "Main. Y" "" "Main. Color" " ". Here if you wish you can also change the 'X' and 'Y' levels of the title, but im not going to be going into detail on that - you can try these out yourself. But if you want to change the colour of your mod's title on the main menu screen; you need to be changing the "Main. Moving on, next we can change the colour of the secondary title of your mod if it has one - half-life 2 deathmatch has one, they use 'Half-Life 2' as the first primary title and put 'deathmatch' under the secondary title:. X" "" "Main. Once again scroll down from where we left off in the ClientScheme. Now to change the font simply type your font name replacing the "HalfLife2" font. This changes the font for the numbers in the HUD - health, ammo, etc. HUD Numbers Glow The next part underneath the 'HudNumbers' is 'HudNumbersGlow' - this is where we can change the animation effects in the numbers and also change the font used for this to the same one as you used above. Doing this simply keeps the scheme, flow and feel of your HUD the same rather than everytime you change weapon, or shoot the weapon and the numbers change it won't change into a different font than the normal 'HudNumbers'. Now change the 'HalfLife2" font once again to the same font you used before. Now we will change the effects of the font when in animation in the 'HudNumbersGlow':. Blur is what happens when you change weapons or shoot a weapon - it blurs out. Now this is not the amount of blur, but the amount of times to blur the font - you can play around with it as you wish until you find whats best for your HUD.