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Download KBNHud (4.72 MB)Last Updated: 12-12-2021


Thanks for ten years, yes, 10 YEARS of KBNHud everybody! It's been awesome!

Made by a sniper main, for sniper mains.

I made this HUD from the bones of KNHUD when I was a Sniper in UGC, and decided to share it. The main theme is transparency and lack of backgrounds, with secondary importance placed on being in the focus area for snipers, at the center of the screen, as well as lots of included customization and easily edited colors.

Loads of customization, from colors to overrides, alternate main menus, hitmarkers, crosshairs, scoreboard, and if you have an idea for a new one, please do tell me.

Discord Server, the best place to get help quickly or to share an idea with me.


HUD BASE: KNHUD, which was based on m0rehud

CROSSHAIRS: Broesel, Knuckles, Seeker, m0re, Fog, ToonHud, Garm3n; Fixed for Linux by Jotunn

STREAMER MODE: Whisker/budhud

KN-EDIT MODE: Old KNHUD mods, name from Hypnotize

MENU VTFS: extracrispy & Rawsor

HITMARKERS: Originally written by Quartz, updated versions by Hypnotize


Special Thanks

Thanks to: Chippy (for creating KNHUD), Quartz (for spending months helping me get the hang of this), Garm3n, Sinders, raysfire, OMP, Hypnotize, and the HUDS.TF Discord server crew for many many HUD elements and developement help. Major shoutout to the bunch who helped me make v5

Thanks to Clovervidia for the closed captions.

Further thanks to Joe Prince for the creation of Maven Pro, the core font of this HUD, and making the font available to all for free.

Operating System Supported?
Resolutions Supported?
Miscellaneous Supported?
Custom Fonts  
Custom Menus  
Extra Scoreboards  
HUD Crosshairs  
Minmode Toggle  
Streamer Mode  
Custom Materials  
Easy Customization  
Gamemodes Supported?
Capture the Flag  
Control Points  
King of the Hill  
Mann Vs. Machine  
Payload Race  
Player Destruction  
Robot Destruction  
Special Delivery  
Territorial Control  
KBNHud v503 (12/11/21) {CURRENT}
-Added more unique icons to the main menu, as too many had a similar look of three horizontal lines.

-Added link buttons on the main menu that open the following in your default browser: KBNHud's GitHub repo, KBNHud's HUDS.TF site, and my own Discord server.

-Added color customization for the dropshadows of the ammo counters

-Added voice chat toggle to the main menu (this is a little iffy. It shuts off voice just fine but re-enabling it is a bit wonky)

-Added transparent viewmodels customization at long last. Will work if you have the proper mods installed to enable it.

-Added a button to the main menu that automatically launches a local server running tr_walkway_rc2 if the user has the map installed/downloaded

-Added more abbreviations to chat_english.txt

-Added two commented lines to the hitmarkers animations file (/custom/kbnhud/scripts/animations/hitmarkers.txt), which when uncommented, cause the HUD crosshairs to blink as hitmarkers in place of separate ones. (For Malik794)

-Updated class selection to display class limits as a fractional; eg. before it would say 2(3), now it will say 2/3. X meant either full or that that class was not allowed; full will say 3/3, and if the class is banned, it will say 'Banned'. (Thanks Uncletopia)

-Changed queue popup to have expanded exit/manage button at the bottom of the popup, this is to prevent interference with the KBNHud button.

-Overhauled the customizations (again) in order to make the HUD compatible with the TF2 HUD Editor, the spiritual successor to the failed multi-installer from over half a decade ago. This requires a simplified customizations folder. To combat any confusion, I finally made a complete Wiki on the GitHub repo page, and an .html file in ^customizations links to this index with screenshots and instructions for those not using the Editor. (#IF CONFUSED, CLICK THIS#.html)

-As part of the above, I changed the 4x3 fixes to an uncommentable. In the ^customizations/#resolutions folder, 16x9 is uncommented, and _4x3 is commented. By changing them to _16x9 and 4x3, the menus will be changed to fit on non-widescreen aspect ratios.

-Disabled the team colored bar under player health by default instead of it being enabled by default. The customization that hid it before now activates it: player_health_teamcolor_hudplayerhealth.res

-Made the damage indicators that show where you were hit from less obtrusive (Thanks Horse)

-Changed the default HUD crosshair color to bright green (0 255 0 255)

-Changed default damage numbers/metal spent color to fuschia (255 0 255 255)

-Changed low health and low ammo blink #2 colors to be more different from the initial #1 blink colors, this makes being at low health or low on ammo much more obvious and eye-catching

-Changed destroy menu to no longer use icons, merely say "Destroy (building)" in red text, this allowed me to bring the vertical height of the destroy menu down to match the footprint of the build menu, because I'm obsessive like that.

-Changed build menu to use the same metal color as the main indicator when able to build a building. It still displays red when you're short on metal.

-Updated Player Destruction elements to fit the general styling of objective displays

-Reverted back to older, non-centered TargetID due to numerous unfixable issues with centered TargetID. This also allows health to be displayed in disguise status, and for floating health to function. Rejoice, MvM players. Added a dropshadow to the text displaying the name of who/what you are looking at to improve general visibility versus the version found in v5.

-Changed Fighter Pilot Crosshairs to a single, universal file that works no matter what aspect ratio and resolution you are using. (about damn time) This was done to simplify and un-cramp the KBNHud page in the HUD Editor. It also allows for simplifying the associated Wiki page for the HUD and greater ease of use for less experienced users.

-Fixed remaining issues with the symbol fonts used for the menus in Linux. Also renamed the symbol font file to match kbn as it is "custom" enough for me to be good with calling it my own.

-Fixed inconsistencies with kerning of the HUD crosshairs in Linux. I feel this is prudent given the coming advent of the Steam Deck. Some were working out of the box, but very few. Most were very much out of alignment as compared to when the HUD is run in Windows, and impossible to align with xpos and ypos. Pushed these changes to the core version of Hypnotize's crosshairs pack on GitHub for all to use.

-Fixed inconsistencies with Demoman charge meters

-Fixed main menu background being blurry at low settings

-Fixed MvM Upgrades summary not showing for selected item

-Fixed the popup for healing and damage not moving with KNEdit mode

-Fixed several halloween things

-Fixed Hitmarkers not actually being disabled (Hotfix 1)

A big thanks to everyone else not mentioned here who lent a hand or maybe some code over these 10 long years, whether you're still around in this or not. It's been an honor and a pleasure, and I wish all of you the best on your continuing paths; while I walk mine. Let's see if TF2 lives for another 10 years.

KBNHud v502A1 (10/25/21)
-Fixed map pd_farmageddon not using custom player destruction HUD, thanks CriticalFlaw.

KBNHud v502 (18/2/21)
-Changed TargetID to use a centered placement system a la MagnumHUD at the request of several users

-Moved disguise status to sit just next to the player model/icon

-Removed disguise health indicator

-Fixed issues with custom color settings

-Due to the jankiness of getting centered health working, the floating health no longer works and is disabled by way of an autoexec file in the HUD.

-ID for buildings and healer/heal target are all off center, slightly to the left. I have tried fixing this and it causes placement issues when you change resolution in game, so this will simply have to be.

-Another issue with the centered targetID is the data label, which if you were to look at a level 2 dispenser, and then at a teammate that isn't a medic, the data label will show the dispenser's level still. This applies to looking at a medic and then another player. No clue how to fix this as of yet.



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User Comments


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Wheatley HUD Developer

It not working
Posted 09-07-2016, 06:03 AM
Wheatley HUD Developer

It not working
Posted 09-07-2016, 06:03 AM
Jötunn HUD Developer

How is it not working. I can't help if you don't provide details.
Posted 09-07-2016, 03:03 PM
Nipy. HUD Developer

I can't see health and ammo
Posted 09-07-2016, 03:16 PM
Jötunn HUD Developer

I am aware of the bug, I asked Sinders about it. He says that it is a random bug that comes and goes, and is basically impossible to be recreated on the developer's end. I would say try a total HUD reinstall, failing that, redownload, failing that, I will roll back to v412A2 and try to fix A3.
Posted 09-07-2016, 03:30 PM
Stako HUD Developer

How do I get rid of the crosshair around the crosshair?
Posted 09-07-2016, 06:40 PM
Jötunn HUD Developer

There is an override for it. In overrides/hitmarker/Without Hit Marker/scripts, you will find a copy of hudlayout.res. Replace the installed copy of the file in tf/custom/KBNHud/scripts with the override and restart the game.
Posted 09-07-2016, 07:51 PM
Nipy. HUD Developer

Thanks !
Posted 09-07-2016, 08:21 PM
Wheatley HUD Developer

Posted 10-07-2016, 01:04 AM
Jötunn HUD Developer

No problem.
Posted 10-07-2016, 01:56 AM

By submitting a comment, you agree to adhere to our Comment Section Rules.

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