
Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Aug 21, 2008 10:40 PM
Msg. 1 of 12
i will start with Grenade HUD InterfacesQuote: A ridiculously indepth look at a .grenade_hud_interface tag By Donut
as usual this tutorial will cover the tag from the top down
Show Hud: this button will actually give you an idea of the positioning of your bitmaps. because it shows all of the subimages in a bitmap, its good to NOT compile main background bitmaps together, that way you can always tell what bitmap is where, without the confusion of having a ton of bitmaps all over the place. open cyborg.unit_hud_interface, click show hud, and you will understand what im saying.
Grenade hud screen alignment: anchor: leave this set to top left. even if your bitmaps are in the lower right corner of the screen. x and y offset values change when changing the anchor, so dont do it. keep things simple.
Grenade hud background: anchor offset: the x and y coordinate to offset the bitmap from the anchor, which should be set to top left width and height scale: should really be labled x and y scale, but whatever. this is the number the game uses to multiply the bitmaps scale. for example, lets say A is the scale of your bitmap. if these scales are set to 0 or 1 (since 0 defaults to one), you are doing A * 1 which comes out to be A. set it to 2 and your bitmap becomes 2 times as big. set it to 0.5, and it shrinks the bitmap. Scaling flags: these basically do what they say. i would leave them all alone except for "use hi res scale," which may or may not even work (as with many other HEK related things). if it does work then it probably just softens the edges of bitmaps that are scaled interface bitmap: the bitmap that is being used for the background. can contain subimages, but i recommend against it. default color: here we have 4 fields, a, r, g, and b. rgb can be set using the color box on the right. because we can set color in the tag, hud bitmaps should be greyscaled. a refers to alpha on a scale from 0 to 255, 0 being totally transparent, 255 being fully visible. flashing color: the color and alpha of the bitmap when flashing. the color will be gradually scaled from the default color, which, for an example, means that colors wont go straight from blue to red when it flashes. colors will go from blue, to purple, to red. flash period: the amount of time each flash sequence takes flash delay: amount of time between flashes number of flashes: self explanatory... i hope flash flags: reverse default/flashing colors: i would just leave this alone. but it does what it says flash length: length of each flash. you will have to do some math to get all of these values set properly disabled color: color when there are no grenades left sequence index: the subimage of the bitmap that is used for this function, but if youve been listening to me, there should only be one subimage, so we will set this to 0
Multitex overlay (aka multitexture overlay): i have just recently been messing around with these. i do not fully understand them, but this basically scrolls bitmaps based on where the player is looking. this is how those scroling ticks work on the sniper rifle zoom scope. basically, im not going into these
Total grenades background: anchor offset: x and y offset from the anchor. if you were a smart child and coordinated your bitmaps, then the anchor offset can be the same as th one for Grenade Hud Background width and height scale: should be the same as Grenade Hud Background scaling flags: same as mentioned in Grenade Hud Background interface bitmap: guess what this is? just guess. although it IS worth it to mention that this is where you would put in the icon for your grenade default color: follows the same argb rules as mentioned above flashing color: same as mentioned in Grenade Hud Background. if you dont want the icon to flash, set it to the above color flashing functions: should all be set to the values in Grenade Hud Background to avoid uncoordinated, seizure inducing flashes. if you dont want the icon to flash, just leave these all as 0 disabled color: color the icon will be when there are no grenades left sequence index: if youve been listening to me, this should be 0
Multitex overlay: again, just leave this alone...
Total grenades numbers: there is a master numbers bitmap located somewhere that has the bitmap for numbers in it. these numbers will not appear when "show hud" is pressed, so alot of blind fire trial and error will be required anchor offset: as always, x and y offset from the screen anchor. width and height scale: same as mentioned in Grenade Hud Background scaling flags: same as mentioned in Grenade Hud Background default color: follows the same argb rule as everything else, however its worth it to mention that numbers usually have a brighter color so that they stand out better. flashing functions: in the default tags, these are set up in a way that the number will never flash, but you may set them up as you please max number of digits: the number of grenades can go above this, but this is the maximum amount of digits allowed to be displayed. if you want to have 10 grenades, there are two digits there, so you would set it to 2 flags: show leading zeros: kind of goes along with max digits, if you allow it to show 2 or more digits, but the number of grenades drops below 10, it will show 0's for the digits. if unchecked, it will just show the digits it needs to display the number only show when zoomed: i really, honest to god, hope you know what this is for draw a trailing m: puts the letter m after the number. i would assume this is for things like nav markers, but i guess it can be set for the grenade hud too number of fractional digits: this doesnt really apply to grenades, but with weapons like the plasma rifle where it takes more than one shot to drop the number displayed in the hud, fractional digits can be shown to show the decimal places.
Total grenades overlays: its worth it to mention that this is where the little icon for grenades is set to be shown for the default grenades. i used total grenades background, but this works too. i didnt use this, but upon further inspection, it may be wise to use THIS for your icon as opposed to the total grenades overlay overlay bitmap: bitmap to be used for the overlays. if you want more than one image for the overlay, your going to have to set sequence indexes overlays: anchor offset: same as always width and height scale: same as always default color: you will be setting two grenade hud overlay blocks so for now, set this and flashing color to the same value flashing functions: set as follows: flash period: 1 flash delay: 0 number of flashes: 1 flash length: 1 frame rate: again, i dont know what this is for. leave it at 0 sequence index: subimage for the specified bitmap type: show on flashing: shows this for flashing sequence show on empty: shows this when there are no grenades left show on default: when grenades are <1 show always: eat me... flags: flashes when active: uses the flashing color and info for when this particular function is flashing.... the whole situation is a little confusing to be to be honest, since functions in this are able to be set for flashing only. maybe its a flash on flash. i dont know
warning sounds: sounds played to give you an audio reminder in addition to a visual reminder. sound: two fields here, a drop down box and a directory. leave the drop down box alone, set the directory. can be a .sound tag or a .sound_looping tag latched to: low grenade count: this goes along with the flashing functions no grenades left: this goes along with the disabled functions throw on no grenades: when the player attempts to throw a grenade when there are none left. scale: i dont know. i would leave it at 0
Messaging information: ok. listen to me, and listen well. for the default plasma grenade, these are set as follows: sequence index: 25193 width offset: 29805 offset from reference corner: x: 28794 y:6400 i like my partial sanity as it is right now. attempting to change these values might just cause me to break down and go into a coma.
override icon color: follows the argb rule, but i would just leave everything as 0 frame rate [0,30]: leave this as 0 flags: use text from string_list instead: could possibly allow you to display text somewhere. i dont know where it gets the text from, or where it displays it, so leave this unchecked override default color: uses the icon color set above. to what icon this applies, i do not know. leave this unchecked width offset is absolute icon width: sanity is good. leave this unchecked text index: the index of the text in whatever string list the text comes from. leave this at 0
Weapon HUD Interfaces Quote: A ridiculously indepth look at Weapon HUD Interface tags By Donut
notice the first thing on the very top (ui\hud\master rounds). this is the master hud that has universal things in it that all huds use. for example, the numbers
flash cutoffs: total ammo cutoff: 1 + the total ammo the weapon is allowed to carry in the magazine at once. assault rifle mag ammo=60, total ammo cutoff=61 loaded ammo cutoff: when the ammount of ammo in the magazine hits this number, make hud flash. assault rifle ammo left in mag=11, no flash. assault rifle ammo left in mag=10, specified hud elements will start thier flashing animations. heat cutoff: this is typically used for energy weapons but it also applys to CMT's chaingun from sp V1 and the flame thrower. when using emergy weapons, total and loaded ammo cutoffs do not apply, and thus will be set to 0. heat is.... self explanitory. in the plasma pistol hud, we see that heat cutoff is 75. this means that when heat= 75%/100%, the hud element specified for heat will start flashing. age cutoff: this will only be used for energy weapons. age is the total battery left in the weapon. as with heat, age is also measure as a percent. the plasma pistol starts with 100% age. this is 100% battery power. everytime you shoot, age goes down by 0.2%. that means that every 5 shots will drop the age % by 1. although one shot from a 100% age battery=99.8%, it will by displayed as 99% until the next 4 shots are fired, in which case it will drop to 98% anchor: which corner of the screen will be the origin for hud placement. make it top left, as always
static elements: used for the flashing of ammo icons. open the bitmap used by the assault rifle. you will notice that there are the ammo icons for the toher weapons as well. how does the assault rifle specify which is its own? i will get to that in a moment. now make it show alpha. basically, when making ammo alphas, your alpha channel will be the same as the base. state attached to: this is quite simple. this tells us what this block of hud is used for. can use on map type: this was for the original xbox where they had smaller icons for split screen. just make it solo. anchor offset: this is the offset of the image from the anchor. y is the vertical axis and x is the horizontal axis. 20 to x will move the image 20 pixels up, -20 will move is 20 pixels down. same goes for side to side with y. note that when you make the anchor top right, adding 20 to y will move it to the left instead of to the right. height and width scaling: ok so say you made your bitmap too big or too small. this is where you scale it. 0.8 will make it 80% smaller, 1.2 will make it 20% bigger. scaling flags: i doubt you will be using any of these except high res scale. basically, they do exactly what they say default color: well in ammo alphas, you make it 0 flashing color: the first field is the alpha (transparency). 0 is invisible and 255 is totally visable. use common sense to make it something in the middle if you want transparent flashes. r is red, g is green and b is blue. luckly for you, there is also that little box on the right that lets you set the color with a visual interface. flashig elements: flash period- how long (in seconds) the flash lasts for. flash delay- flash delay is the time (again, in seconds) is the pause between each flash period number of flashes- how many times it will flash within the flashing period flash length- how long each flash is. disabled color: make this the same as the flashing color. sequence index: ALRIGHTY remeber how all those ammo icons for different guns were all together? this is how you tell the game which set to use. this gets very confusing though, so i use pne bitmap per alpha. it takes a bit more fire size, but hey, its simple right?
Multitex overlay: as stated before, i will not be going into these
Meter elements: this here is the meat of your hud. this is the block where you specify the bitmap that contains the same icons as the alpa bitmap, except the alpha of these are much different. open the bitmap, view alpha, notice the alpha is in a gradient. this controls which of the icons lights up when. now youll see that its basically a box painted over the icon. that is PERFECTLY ok and is actually necesary for the icon to work properly. the alpha here is confuzing but easy once you get it: the alpha from white to black, controlls which direction the bullet icons empty in. it goes from white to black. color at meter minimum and maximum: now this is kinda cool. if i set the max to be red and the min to be blue, it would make a gradient between the two as i fired. flashing: leave it black. we already handled flashing in the alphas. empty color: once the round has been fired, what color to turn the icon. minimum meter value: leave it at 0. if you set up your alpha right, you shouldnt need to play with this sequence index: same as the alphas alpha multiplier: this... is the worst to deal with. you cannot have decimals. IF your meter was set up correctly, this formula will work: 240 divided by total clip size = your alpha multiplier. assault rifle ammo=60, 240 / 60 = 4 alpha bias: this is just as confuzing: say you set up your alpha right, but you started too far into the gradient, so for the first 3 shots, nothing happens, then when you empty the magazine, theyre are still 3 icons left lit. you would set the alpha bias to alpha multiplier multiplied by the number of icons (see i told you, confuzing as hell). value scale: you shouldnt have to use this. lave it at 0 opacity: i dont know, leave it at 0 tanslucency: since we use the alpha for meters, this controls the transparency (0-1, 1 being totally visable) disabled color: im not totaly sure why this is here... we have the empty color so why disabled too? make it black.
Number elements: ok you should know everything up to disabled color, so just look at the above stuff max number of digits: if your gun holds a total of 60 rounds in the magazine, make this 2. if your doing numbers for secondary shots, and you can hold... 5 of them, make this one. show leading zeros: if your gun holds 60 rounds, and you have 9 left, then the tens place will display a 0. this should be checked becuase it makes life esier only show when zoomed: i guess you might wanna put an ammo counter next to the reticle (like the sniper rifle in halo 2). thats what youd use this for show a trailing m: puts the m after your numbers. used for nav markers number of fractional digits: i never used this, but i guess this is what you could use to make the plasma pistol show its 99.8% number. divide number by clip size: for the flame thrower mainly. how many canisters do you have left? 600? nooo, you have 6 left.
Crosshairs: these are a real pain in the ass if you wanna have things pop up at the reticle, such as "low ammo" or "reload". this is why we use the ui\hud\master rounds hud interface: this is the one hud interface that has the number elements and the low ammo reticle addons. we reference it so that we dont need to add the same thing to every hud the stock weapons use ui\hud\bitmaps\combined\hud_reticles for all of the bitmaps, but you can reference your own. only add one block for each crozzhair element unless ur gonna use a multisequenced bitmap to give it different colors (like the rafgun if anyone remebers that) flashing color: this is what color the reticle turns when its over an enemy and at the appropriate distance (as specified in the weapon tag) becuase if youre using a shotgun and the reticle is on a grunt a mile away, it should turn red. set the flash period, delay, and length to 1 that way it always stays red. you can mess with this if you wanna make a cool flashing effect when you are aiming at something disabled color: should be black. i dont know what happens if you set it to a different color sequence index: you should know by now always check "flashes when active". if you dont, the reticle wont chance color when your aiming at something not a sprite: only check this if you have made your reticle a 2d texture. reticles should NEVER be 2d textures, because whenn you set texture quality to anything but high, anything that the game sees as a 2d texture becomes blurry. always make hud elements a sprite show only when zoomed: the hugeass sniper only shows that big aiming reticle when zoomed. this is how you do that. show sniper data: show the target distance and elevation when aiming (to make it only show when zoomed, make sure to check off only show when zoomed) hide area outside reticle: i dont know one zoom level: only show this for one zoom level. i dont know how to specify which though... this is how the 2x and 8x thing is done on the sniper rifle though dont show when zoomed: im getting my cattle prodder if you dont know what this is
Overlays: for extra hud elements, such as putting an icon on top of an hud background. why compile the same background a hundred times will all sorts of icons on them? thats what this is for
screen effect: when you zoom in with the pistol, notice how the whole outside of the scope, and some of the inside gets all warped. this is where you do that, along with the scope overlay mask: this is just the overlay bitmap used for the scope (splitsceen does not need to be set). check show only when zoomed, otherwise you will se it always convolution: i would just open the pistol or the sniper and copy whatever is in there. i think fov in bounds is the degrees on the screen that are exempt from the warping. check "show only when zoomed" night vision: this is what the game uses to make things brighter onscreen. only when zoomed means the nightvision can only be turned on when you are zoomed in. connect to flashlight means that you can turn nightvision on and off by pressing the flashlight key. im not sure what script source is. make it 1. intensity is how much the nightvision works (1 means full strength) desaturation: this is that green tint we get when using the night vision. make sure to check additive and masked. you should check the other two as well. set script source to 1. intensity is how much the tint is stressed on the nightvision. set tint to whatever color you want to see. messaging info: this is the pickup icon stuff sequence index: where you specify the index of the pickup icon width offset: set this to 2 override icon color: this is used to make the icon show up a different color than specified in the hud globals. to make the color work, check off the "override default color" box use text from string list: i never used this, but i assume this is for making the hud display text instead of an icon. i dont know what text is referenced though.
Edited by Donut on Aug 22, 2008 at 12:47 AM
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Aug 22, 2008 12:03 AM
Msg. 2 of 12
looks great Donut, are u gonna update this thread with more and then upload it to site?
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Aug 22, 2008 12:28 AM
Msg. 3 of 12
im going to probably do more, and put it in msword format, since i can outline better. as you can see, its not very organised, and the first one of these i did is even worse, so its going to take a little while ok second one is up. i already had these pretyped though. im going to need a little time to do any more Edited by Donut on Aug 22, 2008 at 12:48 AM
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Apr 3, 2013 11:36 AM
Msg. 4 of 12
okay I hate to bump this topic but I have an issue. I'm trying to make some new number meters. for some different weapons I'm working on and I have searched the site for tutorial's and ,modacity, and the ghost's tutorial index, even gearbox forms and every link I come to is dead, I ask 5 people for help and no one knows how this works. It's just been to long sense I have done this to remember what I'm doing wrong. The one tut I did get came with this bitmap. So like I say I don't see this covered any where if there is a video tut on halo maps please link me to it! This image ^ cant compile as it is not a power of 2 and even when I do have an image that is a power of 2 the bitmap is still not created correctly! So I must ask how do I make proper number meter? Edited by jackrabbit on Apr 3, 2013 at 11:40 AM
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Apr 3, 2013 05:29 PM
Msg. 5 of 12
cahnge type of bitmap to sprites, recompile.
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Apr 4, 2013 01:27 AM
Msg. 6 of 12
I figured it out I had to change the bitmap type to interface bitmaps.
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Apr 5, 2013 10:38 AM
Msg. 7 of 12
Credit you want credit for a link well there you go. Thanks do DSalimander for linking me to this tutorial. :S
My how times have changed Donut.
You will be missed!
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 6, 2013 03:36 AM
Msg. 8 of 12
Where the puck was this thread 2 years ago :/
I had to learn all this by myself, with almost no help at all D: (and yes, I DO in fact did know everything posted here before I saw this thread.)
Jackrabbit, you need to set up the numbers a lot better than that if you want to use them as hud_counter numbers. You don't even need to set them as sprites, but you are missing the : . - . Symbols that are necessary for the counter. I suggest taking a look at polar bear's H2 HUD on the site for the data files and look at the numbers bitmap, it should tell you how to organize your own numbers set. Don't forget to modify the hud_counter numbers tag referenced in the globals to accommodate the higher res numbers plate (or else you will get overlapping numbers.)
Dude, what the hell. Number plates on weapons are completely different from HUD tags, why did you bother to post that here? I thought you were trying to get those numbers as HUD numbers for grenades and whatnot. Edited by Jesse on Apr 6, 2013 at 03:48 AM
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Apr 6, 2013 05:55 PM
Msg. 9 of 12
I Was never working on a HUD at all I was working on an ammo meter for a battle rifle you know the numbers on the gun Not in the HUD Anyway DSalimander linked me to this tutorial that dose not apply to what I'm working on. I got the numbers working but they don't sink up both digy's stay on the same number. they move backwards 3 every 1 shot because the br shoots 3 bullets per shot but the numbers are moving like 99, 66,33,00. I'm supposed to start with 36 bullets. Anyway I cant find a tutorial showing how to set this up. I have looked at 3 other battle rifles that work and 2 assault rifles. with no luck. I just need to know where this is set up in the tags? I'm not sure if it's part of the effect or the .shader_transparent_chicago. for the numbers. but II remember watching a video tutorial for this like 5 years ago and it was a little more complex than a simple 2d texture animation.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 14, 2013 02:39 AM
Msg. 10 of 12
In the shader section of the model, make sure it has TWO separate shaders for the number area, sometimes tool will combine two of the same shaders from MAX into one shader for the GBX. (to get around this, just name all the materials very different things, not "numbers" and "numbers2" for the second number shader.)
Once you are in the shaders section of the Gbx model and have made sure there are two shaders for the templates, check the number value on that tab right under the shaders. Most often, my models have one shader for the numbers set as 0 and the other set as 2 or something. Make sure one number shader is set at 0 and the other is set at 1.
Go ingame and see if they work. If they show up backwards (you get 63 instead of 36), change the numbers you set under the shader and try again.
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Dec 22, 2013 09:37 AM
Msg. 11 of 12
Thanks Jesse
What about Auxilary overlays? & multitex overlays specifically. I'm very interested in the one under Auxilary overlays as I see there are some extra options for Type team icon & use team color checkbox.
unfortunately this article does not cover Everything you could want to know about hud's Edited by jackrabbit on Dec 22, 2013 at 09:41 AM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Dec 24, 2013 03:33 AM
Msg. 12 of 12
Quote: --- Original message by: jackrabbit
Thanks Jesse
What about Auxilary overlays? & multitex overlays specifically. I'm very interested in the one under Auxilary overlays as I see there are some extra options for Type team icon & use team color checkbox.
unfortunately this article does not cover Everything you could want to know about hud's Edited by jackrabbit on Dec 22, 2013 at 09:41 AM I'll make a tutorial on that soon.
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