
SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
|
Posted: Mar 17, 2014 06:54 PM
Msg. 1 of 6
I worked on some complex HUD stuff, but there are some problems that honestly I can't seem to solve, and I don't even know if they can be solved or not:
1) I tried to make a compass (I mean a REAL compass, not just a static overlay bitmap), but I got some troubles with its dynamics. I need to say that I already know the basics of multitex overlays, after analyzing the H1 Sniper Rifle scope ticks, but when I tried to make them horizontal instead of vertical, the compass became... static. To be precise, when I changed the source from "player pitch" to "player yaw". I think the problem is in the in/out bounds, because when I use the player pitch as source the compass works like a charme (with the only exception that you need to move the camera up and down to see it in action, instead of left and right...). Also, I can't make it colored, even if the bitmap is blue... As far as I know, both Jesse and Beachparty said that it is possible, but I'm starting getting mad
2) Ammo meters never seem to work perfectly to me. I mean... I followed all the tutorials on the forum, but when I make the alpha source in the bitmap tag, and test it in game, the bullets never drop correctly. Sometimes a single shot takes a single icon, sometimes two, sometimes none. I tried everything, even Mose's Alpha Rescaler. I have EVEN COPIED THE ALPHA TINTS FROM JESSE'S HUD, but the result is always the same...
3) I can't find any reference voice in the globals or any other tags about the motion tracker icons colors. Is it possible to change them? (For example, making the allies icons on the radar green instead of yellow)
Hope someone can help me with these issues. Thanks in advance
|
|
|

R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
|
Posted: Mar 17, 2014 10:17 PM
Msg. 2 of 6
for the compass I'd say maybe look at the Assault Rifle's compass
|
|
|

SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
|
Posted: Mar 18, 2014 07:23 AM
Msg. 3 of 6
Quote: --- Original message by: R93_Sniper for the compass I'd say maybe look at the Assault Rifle's compass I checked, but unluckily there isn't anything that can help. The AR compass is a shader controlled by a function of the weapon tag, and that function has just a range from 0 to 1 (I guess because the player pitch is scaled)... my compass, on the other hand, is part of the HUD interface, and doesn't support functions... :/
|
|
|

SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
|
Posted: Mar 18, 2014 09:53 AM
Msg. 4 of 6
Quote: --- Original message by: Mootjuh You could always make ot part of every weapon's FP model. I know, but it would be pretty painful to do, especially for aligning the compass, making new anims for each weapon, and sacrifice functions slots...
|
|
|

altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
|
Posted: Mar 18, 2014 03:17 PM
Msg. 5 of 6
Quote: --- Original message by: SOI_7 making new anims for each weapon WHAT. WHY.
|
|
|

SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
|
Posted: Mar 18, 2014 03:32 PM
Msg. 6 of 6
Quote: --- Original message by: altis94Quote: --- Original message by: SOI_7 making new anims for each weapon WHAT. WHY. Because the compass should be on a different node, otherwise it would move with the weapon... and you know that changing the bone hierarchy messes up the anims... think about the charging meter on the SPv2 Spartan Laser, for example
|
|
|
| |
|
|
 |
|