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Author Topic: how do make a Moving Crosshair ? (74 messages, Page 2 of 3)
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Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Dec 7, 2013 06:01 PM    Msg. 36 of 74       
Tags/UI/hud_globals

It is referenced in the globals.globals.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 7, 2013 09:12 PM    Msg. 37 of 74       
oddly I don't see what your talking about where can I get this working compass for the visor.

Ducking autocorrect?

my globals is in globas/globals.globals

I'm confused. & I don't see a hud_globals in UI dir.
nvm found the default.hud_globals but I didn't really see much in there I could do.
Edited by jackrabbit on Dec 7, 2013 at 10:06 PM


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Dec 7, 2013 09:26 PM    Msg. 38 of 74       
well Jesse that look a bit better but will that work for more than one weapon



Edited by DOOM899 on Dec 7, 2013 at 10:27 PM


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 7, 2013 11:43 PM    Msg. 39 of 74       
um yes.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Dec 8, 2013 01:07 AM    Msg. 40 of 74       
It works for all weapons except plasma based weapons (heat)


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Dec 8, 2013 01:57 AM    Msg. 41 of 74       
dam o well it be good for a sniper


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Dec 8, 2013 06:40 AM    Msg. 42 of 74       
Bad things and good things:

(1) If you were to use the method involving function blocks and animated bitmaps, you would encounter a problem once you got active camouflage...

(2) It's easy to do it with animated shaders.

(3) animated planes only work with a modified weapon model , though the shaders and function blocks could be copied over to any other weapon.

(4) multilex overlays work on all weapons with a slight modification in the .weapon tag.

(5) Multilex overlays will not work on plasma weapons

(6) animated planes can be set to when the weapon can be actively used, meaning when you reload, ready, or melee, the crosshairs will expand to represent it (good thing)

(7) it's very difficult to set the sizing and positioning (and limits) to the reticle ticks (which is why no one has done it.)

(8) animated planes can support rounded reticles (think halo reach sniper/DMR)

I'll try to think of a way to color the reticle ticks once you face an enemy, but if it were even possible it would be easier on the animated plane method anyway.
Edited by Jesse on Dec 8, 2013 at 06:41 AM


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 8, 2013 02:00 PM    Msg. 43 of 74       
(1) What problem?

(9) Use the same bitmaps but make new red ones compile more in to the multiplex and set these to the ones that see the error.

if that's even possible.

Edited by jackrabbit on Dec 8, 2013 at 02:02 PM


H2
Joined: Dec 1, 2013

Mexicans aren't real people.


Posted: Dec 8, 2013 06:31 PM    Msg. 44 of 74       
Quote: --- Original message by: ToxicFantom

http://imageshack.com/a/img560/1647/xhx7.png

Maybe you should watch those DVDs before posting, last I checked was $9.99 for the set on Amazon.

Edited by ToxicFantom on Dec 4, 2013 at 08:49 PM


Wow, you're cool.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 8, 2013 10:15 PM    Msg. 45 of 74       
Quote: --- Original message by: Jesse

Bad things and good things:

(1) If you were to use the method involving function blocks and animated bitmaps, you would encounter a problem once you got active camouflage...
Edited by Jesse on Dec 8, 2013 at 06:41 AM


Check the box that says "don't fade active camouflage" In the shader. This is the same thing used on the assault rifles ammo meter so that when you have camo it doesn't disappear.
Edited by grunt_eater on Dec 8, 2013 at 10:17 PM


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 9, 2013 04:11 AM    Msg. 46 of 74       
Quote: --- Original message by: grunt_eater

Quote: --- Original message by: Jesse

Bad things and good things:

(1) If you were to use the method involving function blocks and animated bitmaps, you would encounter a problem once you got active camouflage...
Edited by Jesse on Dec 8, 2013 at 06:41 AM


Check the box that says "don't fade active camouflage" In the shader. This is the same thing used on the assault rifles ammo meter so that when you have camo it doesn't disappear.
Edited by grunt_eater on Dec 8, 2013 at 10:17 PM


+1 if this is your issue? I would have mentioned this but...
all though I didn't think this was the issue Jessie was referring to...
I would have thought he all ready had that checked...
Edited by jackrabbit on Dec 9, 2013 at 04:12 AM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Dec 9, 2013 03:21 PM    Msg. 47 of 74       
I'll keep working on this, and I'll release any final product once I'm satisfied that it works well enough.

Also, this: http://www.youtube.com/watch?v=RMjrUi9NZV0&feature=youtu.be
Edited by Jesse on Dec 9, 2013 at 06:53 PM


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 10, 2013 09:22 PM    Msg. 48 of 74       
sweet!


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Dec 11, 2013 01:09 AM    Msg. 49 of 74       


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 11, 2013 01:20 AM    Msg. 50 of 74       
What happens with camo?

And idk if it's possible or not, but when you reload they're supposed to go to full expansion.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Dec 11, 2013 03:39 AM    Msg. 51 of 74       
Quote: --- Original message by: grunt_eater
What happens with camo?

And idk if it's possible or not, but when you reload they're supposed to go to full expansion.


(1) It's like any other crosshair:


(2) I'll look into it, but it's prolly not too important :P (I'd sure like to have it though)


EDIT: These don't use animated shaders on the weapon model. With a tiny bit of tweaking to the .weapon of any gun (except plasma weapons), the crosshair tags work right away.
Edited by Jesse on Dec 11, 2013 at 03:41 AM


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 11, 2013 05:41 AM    Msg. 52 of 74       
@Mootjuh

You can quit waiting now!

Did you even watch the video?


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 11, 2013 08:10 AM    Msg. 53 of 74       
Yeah it's not possible with simple use of bitmaps. however I think that with some red version's of the bitmaps. and some scripting it could work.
Possibly.

id be happy with this release just the way they are.
better than before and easy set up & easy to add to any weapon.

In some ways it's even better than the other way I guess they both have there pro's and cons.
LIKE!

Edited by jackrabbit on Dec 11, 2013 at 11:06 AM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Dec 11, 2013 05:10 PM    Msg. 54 of 74       
From what I see in the tags, there's nothing I can do to make them turn red, unless we use some fancy OS stuff that changes the HUD that's used when you are facing an enemy, but I don't want this to use OS, it works well enough without it.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 11, 2013 05:29 PM    Msg. 55 of 74       
Quote: --- Original message by: jackrabbit

Yeah it's not possible with simple use of bitmaps. however I think that with some red version's of the bitmaps. and some scripting it could work.
Possibly.

id be happy with this release just the way they are.
better than before and easy set up & easy to add to any weapon.

In some ways it's even better than the other way I guess they both have there pro's and cons.
LIKE!

Edited by jackrabbit on Dec 11, 2013 at 11:06 AM


Not possible, scripting doesn't work for FP.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 11, 2013 05:41 PM    Msg. 56 of 74       
and what does this have to do with fp?


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Dec 11, 2013 05:42 PM    Msg. 57 of 74       
Quote: --- Original message by: grunt_eater
Quote: --- Original message by: jackrabbit

Yeah it's not possible with simple use of bitmaps. however I think that with some red version's of the bitmaps. and some scripting it could work.
Possibly.


Not possible, scripting doesn't work for FP.

Completely possible, rather than targetting the FP (Or, in this case, weapon HUD), target something that effects the FP (or, in this case, weapon HUD) to cause your change.
I probably should see how well it works with a giant swarm of enemies, then pop out the tutorial... I've been meaning too, but hadn't got around to it..
As I had said in the PM to doom (which he later pasted in this thread), scripting it is possible, yet its overkill.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 11, 2013 05:47 PM    Msg. 58 of 74       
Overkill. my fav game (:

through trial and error and us attempting it maybe we will find an even better way/.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 11, 2013 06:36 PM    Msg. 59 of 74       
Quote: --- Original message by: kirby_422
Quote: --- Original message by: grunt_eater
Quote: --- Original message by: jackrabbit

Yeah it's not possible with simple use of bitmaps. however I think that with some red version's of the bitmaps. and some scripting it could work.
Possibly.


Not possible, scripting doesn't work for FP.

Completely possible, rather than targetting the FP (Or, in this case, weapon HUD), target something that effects the FP (or, in this case, weapon HUD) to cause your change.
I probably should see how well it works with a giant swarm of enemies, then pop out the tutorial... I've been meaning too, but hadn't got around to it..
As I had said in the PM to doom (which he later pasted in this thread), scripting it is possible, yet its overkill.


Is that OS? And i thought that this wasn't actually part of the hud, but instead some sort of widget or something.

nvm, just reread. But they're not crosshairs, so they don't support color change, do they?
Edited by grunt_eater on Dec 11, 2013 at 06:43 PM


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 11, 2013 06:53 PM    Msg. 60 of 74       
It's 1/2 Hud 1/2 multiplex overlay.
The non animated part changes red. it's clear as day.
It's not os. Aside from the display scaling.
It's not a widget.

I think its great because the multiplex overlay part of the tag is for the most part unused almost like it was made just for Jessie.

it's just been waiting for Jessie this whole time. (:
Edited by jackrabbit on Dec 11, 2013 at 07:01 PM


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 11, 2013 07:01 PM    Msg. 61 of 74       
No, you misunderstood. I was asking if the effect of ally detecting was OS. I knew that the part of the crosshair that didn't move was a reticle, and a part of the hud. But what i was asking was if the multilex overlays were able to have a color change of any type, because i thought i remembered hearing that in order to color them he had to alter the actual bitmap.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 11, 2013 07:12 PM    Msg. 62 of 74       
The effect of enemy/ally detecting is not OS.
Multilex overlays don't have a color change (however using OS they possibly could.)
I can explain it to you. But I cant understand it for you.
If you don't understand Just start at the top.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Dec 11, 2013 07:29 PM    Msg. 63 of 74       
Quote: --- Original message by: grunt_eater
Is that OS? And i thought that this wasn't actually part of the hud, but instead some sort of widget or something.

nvm, just reread. But they're not crosshairs, so they don't support color change, do they?

Doing it through the HUD like I am needs OS (Since the only variables that effect HUD are stuff like age, heat, and ammo), however if you had it as part of the FP, you can use anything you can deal with in function blocks (like have the weapon's shield deal with it). You'd just have to sacrifice function blocks.

And actually, yes, they are crosshairs in that video. The magic of -1 hides the green one when I don't need it (it ends up a little lighter than I would like when I use them as crosshairs, since the blue one is still there mixing its blue into the green)


Quote: --- Original message by: jackrabbit
It's 1/2 Hud 1/2 multiplex overlay.
The non animated part changes red. it's clear as day.
It's not os. Aside from the display scaling.
It's not a widget.

I think its great because the multiplex overlay part of the tag is for the most part unused almost like it was made just for Jessie.

it's just been waiting for Jessie this whole time. (:
Edited by jackrabbit on Dec 11, 2013 at 07:01 PM

Multiplex overlays ARE HUD, so that alone breaks your math. My ally reticle video isn't multiplex overlays, but actual reticles. On the other hand, its completely possible to do with the parent elements for multiplex (the Static Elements); I just goofed around with static elements a few minutes ago, rather than doing the tests I said I was going to be doing. Blue, Red, and Green as statics fully controlled via scripts.


Quote: --- Original message by: grunt_eater
No, you misunderstood. I was asking if the effect of ally detecting was OS.

Detecting is really just copying the aiming angles from the weapon into scripts to see if they saw bipeds in a list of allies (Which is why I am already completely aware that this will be horrible for almost any map lol. The FP version might be good for CTF... But that would be about it lol). I used OS' object distance to better control it though, so thats probably gonna be problematic for non-OS implementations... (In all honesty, idk where I even put the script I recorded that video with lol, but I do remember what I did)


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Dec 12, 2013 02:00 AM    Msg. 64 of 74       
Quote: The effect of enemy/ally detecting is not OS.



Quote: I used OS' object distance to better control it though, so thats probably gonna be problematic for non-OS implementations...


Okay, gotcha.

Quote: --- Original message by: jackrabbit
Multilex overlays don't have a color change (however using OS they possibly could.)


That's exactly what i was saying, and Jess already said he didn't want to use OS.

Quote: I can explain it to you. But I cant understand it for you.
If you don't understand Just start at the top.


Explain what? So far you've repeated what i said, and posted non-factually based replies. Like this.



http://www.youtube.com/watch?v=z0dETwM4bmk

Is that OS? And i thought that this wasn't actually part of the hud, but instead some sort of widget or something.

nvm, just reread. But they're not crosshairs, so they don't support color change, do they?

Quote: It's 1/2 Hud 1/2 multiplex overlay.
The non animated part changes red. it's clear as day.


Clearly i was talking about the animated parts of the reticle, as anyone could see that the reticle was changing colors.

Quote: It's not a widget.


And i had already corrected what i said before.

So i don't really see how what you're saying is relevant, seeing as you're just repeating and posting false information. So please, sir, refrain from treating me as if i'm just incapable of retaining the information before me, as i seem to be understanding the situation better than you at the moment. Thank you and good day.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 12, 2013 06:21 AM    Msg. 65 of 74       
Quote: --- Original message by: grunt_eater
Quote: The effect of enemy/ally detecting is not OS.



Quote: I used OS' object distance to better control it though, so thats probably gonna be problematic for non-OS implementations...


Okay, gotcha.

Quote: --- Original message by: jackrabbit
Multilex overlays don't have a color change (however using OS they possibly could.)


That's exactly what i was saying, and Jess already said he didn't want to use OS.

Quote: I can explain it to you. But I cant understand it for you.
If you don't understand Just start at the top.


Explain what? So far you've repeated what i said, and posted non-factually based replies. Like this.



http://www.youtube.com/watch?v=z0dETwM4bmk

Is that OS? And i thought that this wasn't actually part of the hud, but instead some sort of widget or something.

nvm, just reread. But they're not crosshairs, so they don't support color change, do they?

Quote: It's 1/2 Hud 1/2 multiplex overlay.
The non animated part changes red. it's clear as day.


Clearly i was talking about the animated parts of the reticle, as anyone could see that the reticle was changing colors.

Quote: It's not a widget.


And i had already corrected what i said before.

So i don't really see how what you're saying is relevant, seeing as you're just repeating and posting false information. So please, sir, refrain from treating me as if i'm just incapable of retaining the information before me, as i seem to be understanding the situation better than you at the moment. Thank you and good day.
wait what?


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Dec 12, 2013 06:24 PM    Msg. 66 of 74       
grunt_eater got what he needed to no jackrabbit

nice work Jesse what bitmaps did you use or did you make them
y don t Jesse and kirby_422 make a tutorial so I can see how it done and maybe ctm spv3 will use it on there map
Edited by DOOM899 on Dec 12, 2013 at 06:26 PM


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 14, 2013 08:28 PM    Msg. 67 of 74       
How's it going?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Dec 15, 2013 05:23 AM    Msg. 68 of 74       
Depends on who you're asking.


A Juicy Frank
Joined: Oct 28, 2013


Posted: Dec 15, 2013 01:56 PM    Msg. 69 of 74       
Quote: --- Original message by: Jesse

(5) Multilex overlays will not work on plasma weapons

Edited by Jesse on Dec 8, 2013 at 06:41 AM


Forgive me asking if you've already answered or if it's blatantly obvious, but why?


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Dec 15, 2013 02:06 PM    Msg. 70 of 74       
Probably because they already use heat.

 
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