Custom X-Hairs here

12-11-2003, 03:29 PM
I made some custom crosshairs.

-There is a improved 1.0 style one (original is a bit skewed imho)
-3.1 X-Hair
-1.3 X-Hair
In red, blue, yellow and green. And a few others in red but there wasn't space for them in other colours.

Here's what they look like:
DL link is here. (you may need to right-click -> save target as)

You need to put this file in C:\Program Files\Steam\SteamApps\youre-mail\day of defeat\dod\sprites (you may need to create this folder.)

Also a nifty bind to cycle through them all.//crosshair
alias mirino "style0"
alias style0 "cl_xhair_style 0; alias mirino style1"
alias style1 "cl_xhair_style 1; alias mirino style2"
alias style2 "cl_xhair_style 2; alias mirino style3"
alias style3 "cl_xhair_style 3; alias mirino style4"
alias style4 "cl_xhair_style 4; alias mirino style5"
alias style5 "cl_xhair_style 5; alias mirino style6"
alias style6 "cl_xhair_style 6; alias mirino style7"
alias style7 "cl_xhair_style 7; alias mirino style8"
alias style8 "cl_xhair_style 8; alias mirino style9"
alias style9 "cl_xhair_style 9; alias mirino style10"
alias style10 "cl_xhair_style 10; alias mirino style11"
alias style11 "cl_xhair_style 11; alias mirino style12"
alias style12 "cl_xhair_style 12; alias mirino style13"
alias style13 "cl_xhair_style 13; alias mirino style14"
alias style14 "cl_xhair_style 14; alias mirino style15"
alias style15 "cl_xhair_style 15; alias mirino style16"
alias style16 "cl_xhair_style 16; alias mirino style0"

bind p mirinoAlso the smaller cross hairs (eg 7th one) really need gl_spriteblend 0 (default is 1) to be much use as you can barely see them.

Unfortunately none of these are dynamic as I think that functionality is blocked on the custom X-Hairs.

Atm I am mostly liking the 3.1 xhair. It really is very good.

Wasn't sure if this belongs in general or MSA as it's none of those. And more peeps see stuff in general AND everyone should eb allowed a X-hair that actually points to the middle of the screen...

12-12-2003, 02:40 AM
Nice pack! I probably won't use it though, because I've got used to a custom xhair similar to the default one but without the top bar (I find aiming is as easy as normal and it really helps stop the xhairs getting in the way of what you're aiming at).

If you could add something like that, I'd use this.

12-12-2003, 09:08 AM
great job kid. i really like being able to cycle through the crosshairs. the best ive seen yet.

12-13-2003, 06:02 PM
sori to ask. but how do u make the cross hair? i can't get the transparency rite... can u teach me?

12-13-2003, 08:10 PM
it is something 'bout the color palette uses by the grafic program.
do not know exectly what it's all about, but the easiest way making your own Xhair is to use paint or the default windows 256 color palette (paint default) in another grafic program. last color in this palette is white so your background has to be white ('cause alpha-test sprites are using last color in palette for transparency). the easiest way for color the xhair is to use the default colors in this palette... following theses few rules should take you to success, I guess.
It's quite late know so please correct me if I wrote any crap, thx.

12-13-2003, 08:16 PM
dev team... Any chance we can get dynamic ability in our custom x-hairs... cause that... would PWN!

man, /me thinks of playing with my ]i[ 3.1 crosshair, and have swayign every which way.. sniffles :D


12-13-2003, 08:32 PM
I remeber the 3.1 xhair to be 2 "sprite slots" each 64x64...

so when the customXhair.spr would be extended to 256x512 the xhair animation like in beta 3.1 could be reimplemented easily.

but the new xhair deals with another animation so there would be more slots needed to achieve a animated xhair. this would get quite a big .spr for all the moving parts of the xhair.

anyway I am very happy with the way the custom xhairs work now. and to be honest I don't like dynamic xhairs too much 'cause they are confusing me... my brain is very sensitive :P

12-13-2003, 10:12 PM
hummn do any one know the exact palette colour which is for transparency? i should also ask, so do bitmap store it's own palette with itself?

ps.. i cant find the palette for paint

12-14-2003, 01:09 AM
htere is NO palette to chose in paint... you are using windows 256 colors palette as default - always in paint. that's why it is the easiest programm to work with in this case.

the exact color for transparency is always the last color in a 256 color palette. windows 256 palette is using white as last color (that's why BG MUST be white when working with paint).
when creating a custom palette you have ta add 256 color all in all and the last color in this palette MUST be the same as BG or vice versa. otherwise the alpha test will not work in SprWiz.

OH damn... talking 'bout such technical things without my dictionary. it's quite hard to express myself in the right way.

there's a thread in the model, sprites and animation forum here dealing with scopes I guess... there it is described by a professional... take a look there for more info.

12-15-2003, 05:35 PM
Originally posted by Lezt
hummn do any one know the exact palette colour which is for transparency? i should also ask, so do bitmap store it's own palette with itself?

ps.. i cant find the palette for paint

Paint's pallet (so called) is under Colors/EditColors. It looks like the last slot is white, but it should be pure blue if you need transparency, which is 255.

12-15-2003, 06:19 PM
*Moved to MSA* ;)

12-15-2003, 06:35 PM
woohoo i'm using:)

12-15-2003, 08:24 PM
I'm really dumb, the bind is copied and pasted into the config.txt?

12-16-2003, 03:24 PM

01-28-2004, 12:28 PM
i'm having an issue with these i had my xhair set the the non dynamic second one, and when i use the bind it will keep it at that alternitive xhair and change back to the default after a long series of toggles. it is almost as if the alternative one takes up the space of the customs?

any ideas? pm me or im me through aim, sim, or icq, please, i would greatly appriacate it.

02-01-2004, 06:44 PM
Mirror (

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.