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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »where are these HUD tags?

Author Topic: where are these HUD tags? (14 messages, Page 1 of 1)
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MHstudios
Joined: Oct 10, 2012

The maker of stuff....


Posted: Mar 2, 2013 06:53 PM    Msg. 1 of 14       
I am working on a new HUD and I want the game mode bitmap taken out but I can't find it, if any of you know where it is I would really appreciate it.

Also is it possible to make some parts of the HUD NOT transparent?



link if this doesn't work http://imageshack.us/photo/my-images/580/haloce2013030218473328.jpg/


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Mar 2, 2013 07:01 PM    Msg. 2 of 14       
Pretty sure it might be listed under the HUD globals. Check in there and see if you can find the gametype/multiplayer HUD element.
Edited by MoooseGuy on Mar 2, 2013 at 07:01 PM


MHstudios
Joined: Oct 10, 2012

The maker of stuff....


Posted: Mar 2, 2013 08:58 PM    Msg. 3 of 14       
I looked and didn't see it in there :(

but thanks for the reply.


SrgEspectro
Joined: Jan 30, 2013


Posted: Mar 2, 2013 10:39 PM    Msg. 4 of 14       
I also have had problems with these icons:

1. - Is located in the folder tags / ui / shell / bitmaps
2.-I have not found in guerrila
3.-it changes in the tag ui \ ui_tags_loded_multiplyer_scenario_type.tag_collection
4.-me have recommended with modify Kornman00 v2, but this program gives me trouble opening things and if I modify the icons do not appear in the HUD.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Mar 2, 2013 10:45 PM    Msg. 5 of 14       
Technically these are referenced in the unit_hud_interface, you just can't access them.

Use kornman's H2 HUD fix to get rid of these, the read me will tell you how.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Mar 3, 2013 12:16 AM    Msg. 6 of 14       


Banshee64
Joined: Dec 4, 2012

oify


Posted: Mar 3, 2013 12:42 AM    Msg. 7 of 14       
Quote: --- Original message by: MoooseGuy
http://cdn.memegenerator.net/instances/400x/35615530.jpg

worthless


MHstudios
Joined: Oct 10, 2012

The maker of stuff....


Posted: Mar 3, 2013 02:02 PM    Msg. 8 of 14       
Quote: --- Original message by: Jesse
Technically these are referenced in the unit_hud_interface, you just can't access them.

Use kornman's H2 HUD fix to get rid of these, the read me will tell you how.


Where can I find that?

Can't I just swap out the bitmaps so there fully alpha?

And I can't seem to get Kornnam00 v2 working.

So maybe one of you can remove it for me and send me the file?
Edited by MHstudios on Mar 3, 2013 at 03:08 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Mar 4, 2013 02:23 AM    Msg. 9 of 14       
Quote: --- Original message by: Jesse
Technically these are referenced in the unit_hud_interface, you just can't access them.

Use kornman's H2 HUD fix to get rid of these, the read me will tell you how.


Read it again? I said kornman's H2 HUD, not kornman v2 (though having it is a must.)

That section of the tags is inaccessible to anyone.

Use the fix I told you about to get rid of the icons. The HUD release is available here on halomaps.


MHstudios
Joined: Oct 10, 2012

The maker of stuff....


Posted: Mar 4, 2013 04:38 PM    Msg. 10 of 14       
Okay i got it. I just used the tags from another HUD.

Thanks for the reply's.


jabberwockxeno
Joined: Jan 16, 2013


Posted: Mar 4, 2013 05:37 PM    Msg. 11 of 14       
I just want to know for reach, where the main outline of the visor bitmaps are so I can re-create the HUD out of the ripped bitmaps.

On a related note, anybody want to help me figure out how to prevent this from happening in max with the HUD png?

It looks like alpha channel is just pixelated, but in GIMP, I don't see any pixelation.



jabberwockxeno
Joined: Jan 16, 2013


Posted: Mar 5, 2013 08:40 AM    Msg. 12 of 14       
Quote: --- Original message by: DSalimander

Quote: --- Original message by: jabberwockxeno
I just want to know for reach, where the main outline of the visor bitmaps are so I can re-create the HUD out of the ripped bitmaps.


Reach doesn't have a visor. If you mean H3, it is all cut up into itty bitty pieces. Reach bitmaps are even more cut up (literally only half of the shield meter exists, and a quarter of the motion sensor.)
Edited by DSalimander on Mar 5, 2013 at 05:08 AM


Do you ever wonder bungie was like "You know, SOMEDAY people are gonna be trying to use our assets, we should make it as difficult as possible for them..."

I don't suppose anybody has taken the time to assemble the reach HUD?

If not, does anybody have a HUD that's relatively in line with the official ones, is either a png or other loseless/uncompressed file that they would like to share so I can use for my first person renders? The one I am using now has horrible jpg artifacts.

This is why I hate jpgs with a burning passion.



jabberwockxeno
Joined: Jan 16, 2013


Posted: Mar 5, 2013 09:36 AM    Msg. 13 of 14       
Quote: --- Original message by: DSalimander

It's easy to save JPEGs losslessly. You just have to use a program other than MS Paint such as Photoshop. When you save JPEGs in Photoshop or when you save renders in 3ds Max, you get a list of options to either optimize the JPEG for quality or file space. The only thing PNG has over JPEG is alpha support. The reason why JPEGs always look so bad, is because of the person who made them.

The Reach HUD isn't split the way it is to detour theft. It's that way to save tagspace. Halo CE might not contain the code to flip the bitmap around the right way, but you can bet Reach does. Quite smart actually, if you think about it. They might just be shaving off a few megabytes by doing all that work, but space on the game disk is very valuable.
Edited by DSalimander on Mar 5, 2013 at 09:02 AM


I use GIMP. My point is, everybody else who just saves everything as pngs in mspaint because they don't know better end up ruining the images if they need to be used for stuff like this.

And then most image hosters further compress it...

Anyways, I don't actually use CE, I'm just making 3ds max scenes.


SrgEspectro
Joined: Jan 30, 2013


Posted: Mar 5, 2013 05:55 PM    Msg. 14 of 14       
then can not be customize these icons?

 

 
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