A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »HUD - Works in Process thread [WIP]

Page 18 of 44 Go to page: · 1 · ... · 15 · 16 · 17 · [18] · 19 · 20 · 21 · ... · 44 · Prev · Next
Author Topic: HUD - Works in Process thread [WIP] (1514 messages, Page 18 of 44)
Moderators: Dennis

lil_bankhead
Joined: Dec 12, 2008

What you look'n at huh? I'll bit ya!


Posted: Aug 9, 2009 08:29 PM    Msg. 596 of 1514       
Yeah it true and it work almost the same way the sniper does :)


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Aug 9, 2009 09:10 PM    Msg. 597 of 1514       
and in h3 when you pull the SL out the reticle spins a little bit


Advancebo
Joined: Jan 14, 2008


Posted: Aug 9, 2009 09:48 PM    Msg. 598 of 1514       
Colors should be black hurp durp.


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Aug 10, 2009 05:03 AM    Msg. 599 of 1514       
http://img37.imageshack.us/img37/1125/h3mthud.png
HUD Almost done, just need ammo counters.
Everything by me except weapon icons by AVP Dragon.

Edited by HDoan on Aug 10, 2009 at 05:36 AM


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Aug 10, 2009 08:54 AM    Msg. 600 of 1514       
doan, your hud was meant for a 4:3 ratio, in halo 3 the radar only sticks out in 4:3, so make a screenshot in that ratio, it looks out of proportions as of now.

also



Edited by BeachParty clan on Aug 10, 2009 at 09:01 AM


My own HUD meant for 16:9 ratio would also look weird if i used the ratio which it wasnt meant for, like 4:3




so keep that in mind next time
Edited by BeachParty clan on Aug 10, 2009 at 09:06 AM


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Aug 10, 2009 10:03 AM    Msg. 601 of 1514       
Quote: --- Original message by: Dratt
Quote: --- Original message by: BeachParty clan
My own HUD meant for 16:9 ratio would also look weird if i used the ratio which it wasnt meant for, like 4:3
Edited by BeachParty clan on Aug 10, 2009 at 09:06 AM


We all Have different sized monitors. Some happen to be 16:9, some happen to be 4:3. Alot of the newer ones are 16:9 though.

for proper feedback it is required to post a screenshot how it's meant to be.

you can run in a normal ratio editing the command parameters:

halo.exe" -windowed -novideo -vidmode 1280,1024,75

if you post it deformed because of the ratio, it won't look good in whatsoever way.
the radar element is over the outline, which indicates it was made for 4:3 on purpose.

so yea, just some advice with good intentions.

Edited by BeachParty clan on Aug 10, 2009 at 10:04 AM


lil_bankhead
Joined: Dec 12, 2008

What you look'n at huh? I'll bit ya!


Posted: Aug 10, 2009 10:59 AM    Msg. 602 of 1514       
Quote: --- Original message by: BeachParty clan

Quote: --- Original message by: Dratt
Quote: --- Original message by: BeachParty clan
My own HUD meant for 16:9 ratio would also look weird if i used the ratio which it wasnt meant for, like 4:3
Edited by BeachParty clan on Aug 10, 2009 at 09:06 AM


We all Have different sized monitors. Some happen to be 16:9, some happen to be 4:3. Alot of the newer ones are 16:9 though.

for proper feedback it is required to post a screenshot how it's meant to be.

you can run in a normal ratio editing the command parameters:

halo.exe" -windowed -novideo -vidmode 1280,1024,75

if you post it deformed because of the ratio, it won't look good in whatsoever way.
the radar element is over the outline, which indicates it was made for 4:3 on purpose.

so yea, just some advice with good intentions.

Edited by BeachParty clan on Aug 10, 2009 at 10:04 AM


How can I get halo run 1680x1050 which btw advancebo my revolution didn't fail cuz halo didn't support my rev for some reason anyway some reason halo support 1680x1050 when it was on analog but on digital it doesn't seem to support it so plz tell me how to get it to run on that revolution thx :)


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Aug 10, 2009 12:47 PM    Msg. 603 of 1514       
I've fixed the scope colour, it seems that it had nothing to do with the alpha channel i was using.

also, when you zoom, the Outline will dissappear, since it zooms out of the helmet, like h3.
I also made the flashing elements for low ammo or low shield etc etc to not appear when zoomed, so the meters won't be wrapping around an outline that's not there.

all in all, i'm sastisfied.



AlwinRoth
Joined: Jan 4, 2008


Posted: Aug 10, 2009 01:59 PM    Msg. 604 of 1514       
the numbers for the ammo and grenade count look a bit... meh..


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Aug 10, 2009 03:12 PM    Msg. 605 of 1514       
Yea I need to scale those ASAP, but since scaling fonts does not work, except for high resolution which makes them too small, no other option rests me than to make a new font... i'll make it later on the way though =)


The Barron
Joined: Oct 14, 2007

Howdy


Posted: Aug 10, 2009 03:56 PM    Msg. 606 of 1514       


only thing i think you need to change is the FONT and COLOR

other then that its good picture is self explanatory


jigsaw_jimmy
Joined: Aug 1, 2009


Posted: Aug 10, 2009 04:11 PM    Msg. 607 of 1514       
that hud looks likes it has jpg comppresion lol


Advancebo
Joined: Jan 14, 2008


Posted: Aug 11, 2009 03:37 PM    Msg. 608 of 1514       
Quote: --- Original message by: HDoan

http://img37.imageshack.us/img37/1125/h3mthud.png
HUD Almost done, just need ammo counters.
Everything by me except weapon icons by AVP Dragon.

Edited by HDoan on Aug 10, 2009 at 05:36 AM


really nice


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 11, 2009 10:03 PM    Msg. 609 of 1514       
Made a meter for CMT's Ma5k. (H2 hud).



It's my own, as i designed, alpha'ed, and drew it myself.
Edited by jesse on Aug 11, 2009 at 10:07 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 11, 2009 10:07 PM    Msg. 610 of 1514       
Remove the gametype icon already :V

As for the HUD itself, overlay, scale it down a bit, and move it up. It looks too close to the bottom as it is right now.


mastersotelo
Joined: May 7, 2009

I intend to live forever - so far, so good.


Posted: Aug 11, 2009 10:36 PM    Msg. 611 of 1514       
Quote: --- Original message by: jesse

Made a meter for CMT's Ma5k. (H2 hud).



It's my own, as i designed, alpha'ed, and drew it myself.
Edited by jesse on Aug 11, 2009 at 10:07 PM


Chucho, i very disappointed in you latest hud... i taught you better than this. go back to the drawing board.


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Aug 12, 2009 03:21 AM    Msg. 612 of 1514       





Roflcopter
Joined: Jan 30, 2009


Posted: Aug 12, 2009 03:28 AM    Msg. 613 of 1514       
I'm doing this because everyone else is :S



This is my first HUD, some crit would be nice :)


Advancebo
Joined: Jan 14, 2008


Posted: Aug 12, 2009 06:10 AM    Msg. 614 of 1514       
Quote: --- Original message by: HDoan
images


custom rules.


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Aug 12, 2009 09:53 AM    Msg. 615 of 1514       
Wow...


Advancebo
Joined: Jan 14, 2008


Posted: Aug 12, 2009 02:46 PM    Msg. 616 of 1514       
Doans numbers look better in a way.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 12, 2009 02:55 PM    Msg. 617 of 1514       
Quote: --- Original message by: HDoan
*images*


Overlays look awesome.
Edited by Gamma927 on Aug 12, 2009 at 04:24 PM


Advancebo
Joined: Jan 14, 2008


Posted: Aug 12, 2009 04:40 PM    Msg. 618 of 1514       
32 bit gives the best quality.

And all you did was put ingame a visor, anyone can do that.


Advancebo
Joined: Jan 14, 2008


Posted: Aug 12, 2009 07:40 PM    Msg. 619 of 1514       
Quote: --- Original message by: h3freak09
Hey just want to post my halo 2 HUD. Tell me if its good.

Link: http://i465.photobucket.com/albums/rr20/halo123freak14/Halo2HudPhotobucket.jpg


ftfy

Looks ok, the shield bar seems a little small. And make it higher res.
Edited by Advancebo on Aug 12, 2009 at 07:41 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 12, 2009 07:57 PM    Msg. 620 of 1514       
Overlay is placed in a nice location.


DEEhunter
Joined: Dec 16, 2006


Posted: Aug 12, 2009 07:59 PM    Msg. 621 of 1514       
Quote: --- Original message by: Advancebo
32 bit gives the best quality.

And all you did was put ingame a visor, anyone can do that.

You don't need 32 bit image quality for something that is greyscale...


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 12, 2009 08:04 PM    Msg. 622 of 1514       


Not mine, but i had to post.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 12, 2009 11:21 PM    Msg. 623 of 1514       
Fix'd for you


And the weapon meter could stretch a bit more. Looks too compressed at the moment.


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Aug 12, 2009 11:22 PM    Msg. 624 of 1514       
EDIT: Gamma beat me to it.
Edited by Karrde on Aug 12, 2009 at 11:23 PM


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Aug 12, 2009 11:32 PM    Msg. 625 of 1514       
The entire HUD needs to be anti aliased. Either that or blur the edges a bit.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Aug 12, 2009 11:34 PM    Msg. 626 of 1514       
Quote: --- Original message by: DEEhunter
Quote: --- Original message by: Advancebo
32 bit gives the best quality.

And all you did was put ingame a visor, anyone can do that.

You don't need 32 bit image quality for something that is greyscale...

have you tried compiling a gradient in something other than 32 bit? it gets all splotchy


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Aug 12, 2009 11:46 PM    Msg. 627 of 1514       
I'm pretty sure there's a setting specifically for HUD interface bitmaps. Its what I'm using for my HUD icons.


DEEhunter
Joined: Dec 16, 2006


Posted: Aug 13, 2009 12:25 AM    Msg. 628 of 1514       
Quote: --- Original message by: Donut
Quote: --- Original message by: DEEhunter
Quote: --- Original message by: Advancebo
32 bit gives the best quality.

And all you did was put ingame a visor, anyone can do that.

You don't need 32 bit image quality for something that is greyscale...

have you tried compiling a gradient in something other than 32 bit? it gets all splotchy

8bit

32bit
There is no way of posting a 32 bit image on the web so just look at this .tif
http://deelekgolo.wmclan.net/32bit.tif


I see no real splotching here. Can you show a picture of what you mean?
Edited by DEEhunter on Aug 13, 2009 at 12:35 AM


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Aug 13, 2009 12:31 AM    Msg. 629 of 1514       
Quote: --- Original message by: CLS_GRUNT
I'm pretty sure there's a setting specifically for HUD interface bitmaps. Its what I'm using for my HUD icons.

yeah you can compile as 2d texture, 3d texture, etc... i have always used sprite for my HUDs, since when you turn the texture quality down, any bitmap defined as sprite will not lose quality.

this is why some people see fuzzy reticles
E: but the quality still sucked unless i set it to 32 bit
E2: dee im referring to a bitmap sent through tool. im talking specifically about halo and hud elements.
Edited by Donut on Aug 13, 2009 at 01:38 AM


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Aug 13, 2009 03:26 AM    Msg. 630 of 1514       
Fuzzy reticles are caused by having Minimap Count in the .bitmap set to 0 levels.

 
Page 18 of 44 Go to page: · 1 · ... · 15 · 16 · 17 · [18] · 19 · 20 · 21 · ... · 44 · Prev · Next

 
Previous Older Thread    Next newer Thread







Time: Sat January 21, 2023 2:07 AM 234 ms.
A Halo Maps Website