I'm assuming here that GetLoadingPanel() is a custom function in his 
code which gets his own custom loading panel and is not a function that 
you find in the SDK.

Ryan Sheffer wrote:
> I always thought that getting a pointer to a VGUI element was possible from
> the client code. Even if the element was created on the engine, it and its
> elements could be altered from the client by just searching out the panel by
> name. Of course getting the image panel parented probably wouldn't be
> possible. Creating a new image panel however with a unique name using the
> res file format, you could access that image panel and fill it with whatever
> you want.
>
> I wonder though if maybe it is possible to just use Tonys code above.
> GetLoadingPanel() might hold what you need, but I am not sure. I dont even
> see GetLoadingPanel(); in my sdk.
>
> On Mon, Mar 9, 2009 at 12:52 PM, Christopher Harris
> <char...@resrchnet.com>wrote:
>
>   
>> Material Proxies. Since you are unable to directly access the panel you
>> will
>> have to edit its res file and add an imagepanel with a refrence to a
>> texture
>> with your proxy. Then your proxy is free to do what it wants to that
>> imagepanel.
>>
>> Chris
>>
>> -----Original Message-----
>> From: hlcoders-boun...@list.valvesoftware.com
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter Gray
>> Sent: Monday, March 09, 2009 12:39 PM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Custom Pause/Load screens
>>
>> Any idea how/if that can done in the EP1 engine?  I'd like to switch
>> over to OB for a number of reasons but I've been forced to hold back for
>> the sake of custom shaders.
>>
>> Tony Sergi wrote:
>>     
>>> // See interface.h/.cpp for specifics:  basically this ensures that we
>>>       
>> actually Sys_UnloadModule the dll and that we don't call Sys_LoadModule
>>     
>>> //  over and over again.
>>> static CDllDemandLoader g_GameUI( "gameui" );
>>>
>>>
>>>       
>> //--------------------------------------------------------------------------
>> ---
>>     
>>> // Purpose:
>>>
>>>       
>> //--------------------------------------------------------------------------
>> ---
>>     
>>> void ClientModeShared::Init()
>>> {
>>> <stuff>
>>>         HOOK_MESSAGE( Rumble );
>>>
>>>         CreateInterfaceFn gameUIFactory = g_GameUI.GetFactory();
>>>         if ( gameUIFactory )
>>>         {
>>>                 m_pGameUI = (IGameUI *)
>>>       
>> gameUIFactory(GAMEUI_INTERFACE_VERSION, NULL );
>>     
>>>                 if ( NULL != m_pGameUI )
>>>                 {
>>>                         // insert custom loading panel for the loading
>>>       
>> dialog
>>     
>>>                         CLoadingPanel *pPanel = GetLoadingPanel();
>>>                         pPanel->InvalidateLayout( false, true );
>>>                         pPanel->SetVisible( false );
>>>                         pPanel->MakePopup( false );
>>>                         m_pGameUI->SetLoadingBackgroundDialog(
>>>       
>> pPanel->GetVPanel() );
>>     
>>>                 }
>>>         }
>>> };
>>> -Tony
>>>
>>> -----Original Message-----
>>> From: hlcoders-boun...@list.valvesoftware.com
>>>       
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Stephen
>> Swires
>>     
>>> Sent: March-09-09 3:11 AM
>>> To: Discussion of Half-Life Programming
>>> Subject: Re: [hlcoders] Custom Pause/Load screens
>>>
>>> What function would this be?
>>>
>>> Tony Sergi wrote:
>>>
>>>       
>>>> In orange box there's a function in baseviewport to set a panel for the
>>>>         
>> loading screen.
>>     
>>>> TF2 uses this for the stats.
>>>> I used it in Valkyrie for the map description / Keybind panels during
>>>>         
>> load.
>>     
>>>> -Tony
>>>> -----Original Message-----
>>>> From: hlcoders-boun...@list.valvesoftware.com
>>>>         
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter Gray
>>     
>>>> Sent: March-09-09 2:12 AM
>>>> To: Discussion of Half-Life Programming
>>>> Subject: [hlcoders] Custom Pause/Load screens
>>>>
>>>> Hey List
>>>>     I'm hoping someone has tried this before and can save me the hour or
>>>> two of trawling through the script and code for the right hooks.  I'm
>>>> trying to create a custom load screen and pause screen, probably just a
>>>> full screen overlay texture.  My best guess at the moment is to create a
>>>> custom .res that overloads whatever .res defines the pause and load
>>>> screens, but I'm just starting to get into the menu/vgui system and I'm
>>>> a little stumped on where to look.  I tried bringing up the vgui_tree
>>>> while the pause screen was up, but it didn't seem to register.  I'm
>>>> starting to doubt if it's even possible to overwrite these screens.  Any
>>>> tips folks?
>>>>
>>>> _______________________________________________
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>>>>         
>> please visit:
>>     
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>>>>
>>>>
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>>>>         
>> please visit:
>>     
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>>>>
>>>>
>>>>
>>>>
>>>>         
>>> _______________________________________________
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>>>       
>> please visit:
>>     
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>>>
>>>
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>> please visit:
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>>
>>     
>
>
>   

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