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 Technical / Map Design »ODST HUD w/ compass

Author Topic: ODST HUD w/ compass (17 messages, Page 1 of 1)
Moderators: Dennis

S3anyBoy
Joined: May 19, 2015


Posted: May 19, 2015 11:42 AM    Msg. 1 of 17       
Is there an ODST styled HUD with a working compass? Is the ODST/Reach style compass possible in CE?

What about putting the AR compass indicator on the HUD?


Spartan II
Joined: Nov 25, 2014


Posted: May 19, 2015 04:54 PM    Msg. 2 of 17       
http://hce.halomaps.org/index.cfm?fid=5869


S3anyBoy
Joined: May 19, 2015


Posted: May 19, 2015 05:36 PM    Msg. 3 of 17       
Quote: --- Original message by: Spartan II
http://hce.halomaps.org/index.cfm?fid=5869


Sorry I said WORKING compass. It's pointless (and hideous) if it's just a static overlay.


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: May 19, 2015 05:43 PM    Msg. 4 of 17       
Yeah I was thinking on that some weeks ago, but there is No way to make a compass like that in CE(with moving points and arrows) but is possible to get a moving graphic there, like the zoom on h1 sniper rifle


S3anyBoy
Joined: May 19, 2015


Posted: May 19, 2015 05:46 PM    Msg. 5 of 17       
Quote: --- Original message by: Kinnet
Yeah I was thinking on that some weeks ago, but there is No way to make a compass like that in CE(with moving points and arrows) but is possible to get a moving graphic there, like the zoom on h1 sniper rifle


Aww, thanks. It should be possible to put the assault rifles compass on the HUD though right?


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: May 19, 2015 05:54 PM    Msg. 6 of 17       
Maybe....Just wait for the oldest members of this forum, they will give you the right answer for that
Edited by Kinnet on May 19, 2015 at 05:55 PM


Ubermaniac
Joined: Dec 22, 2014

Bleach. Y'know what I mean?


Posted: May 19, 2015 07:35 PM    Msg. 7 of 17       
The Altis Binoculars have a working compass, if someone could implement them into a HUD


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 20, 2015 06:44 AM    Msg. 8 of 17       
I'm pretty sure I saw someone having a proof of concept a long time ago. I have no idea what's happened to it or if it even existed at all. So... just putting it out there. Should be doable.


NeX
Joined: Apr 11, 2013


Posted: May 21, 2015 10:35 AM    Msg. 9 of 17       
Altis's compass on binoculars is just an animated function image, similar to the concept behind the AR compass. Look at the bigass AR compass, it actually sways in real time. Same kind of deal, the binoculars have a set material for that to happen.


The issue with a HUD is that it isn't strictly a model, so you can't have those scrolling animations so simply. You could add a static plane overtop of the viewer's face that is tied to the weapon first person animations, but that's a huge hassle and it probably wouldn't even look very good.


The sniper ticks in CE are called multitexture overlays, and they can even be used to get reticle bloom to work (albeit no red when overlaid on enemy and large performance drops are possible). They basically allow for real-time dynamic movement/animation of a static texture. Hence the sniper rifle ticks moving.

You're probably thinking right now "wow the sniper ticks are basically exactly what I need, just on the main HUD and horizontal instead of vertical!"

Well yes, you do. But for whatever reason, the multitexture overlay setting for that is borked: you can tick "horizontal" and it will not change anything at all. You could get a working "vertical compass", sure. But not a horizontal one, unfortunately.

There may be some crazy way around it, like editing the engine to correctly interpret that flag and then the proper adjustments would show up, but I don't believe it is doable with stock CE and only using tags.

It may be possible with OpenSauce, I do not know because I do not use it.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 22, 2015 05:50 AM    Msg. 10 of 17       
Cwyenjain can do it.


thellt
Joined: Feb 14, 2009

chiperdilly the great 1999-2017


Posted: Jun 1, 2015 03:53 PM    Msg. 11 of 17       
I saw a fp animations overlay with the reticle bloom by someone on youtube. the name is not present in my memory, but it has to be done thru an fp animation of some type. try making the compass like the bigass binocs where the hud goes on fp animations. it will work.
btw os is NOT required.
Edited by thellt on Jun 1, 2015 at 03:54 PM

https://www.youtube.com/watch?v=0yR0KpCz4a0
Edited by thellt on Jun 1, 2015 at 03:56 PM


NeX
Joined: Apr 11, 2013


Posted: Jun 2, 2015 07:46 AM    Msg. 12 of 17       
Quote: --- Original message by: thellt

I saw a fp animations overlay with the reticle bloom by someone on youtube. the name is not present in my memory, but it has to be done thru an fp animation of some type. try making the compass like the bigass binocs where the hud goes on fp animations. it will work.
btw os is NOT required.
Edited by thellt on Jun 1, 2015 at 03:54 PM

https://www.youtube.com/watch?v=0yR0KpCz4a0
Edited by thellt on Jun 1, 2015 at 03:56 PM


Reticle bloom is not undoable, but it does actually hit performance a bit (only relevant in old machines) and it's going to keep the reticle from turning red on enemies. I'd recommend having at least a small part of the reticle the standard way so the red still functions, especially for lock-on style weapons. you won't be able to keep a smooth circle expanding in tact, either, it pretty much has to be 4 semi-circles that expand away from one another, like the plasma rifle's 4 triangles would evenly expand using those multitexture overlays. I experimented with it a bit for the revolution project with Sceny, but I found it was too cumbersome to implement for everything, made it way harder to update a reticle, and didn't add anything to gameplay really. All in all it just wasn't worth the hassle.


Technically speaking, multitexture overlays are how you would implment the compass, too, if we're strictly speaking ON-HUD features (no crazy model planes with fp animations or some such nonsense), but like I said before, I don't believe the checkbox to make it horizontal in Guerilla is functional (thank gearbox :P)

@SSFlanker - I'd love to see it, maybe a video or something? Do you know if it's the static ON-HUD type, or if it uses model geometry as an overlay in front of the first person camera?


Ubermaniac
Joined: Dec 22, 2014

Bleach. Y'know what I mean?


Posted: Jun 2, 2015 11:27 AM    Msg. 13 of 17       
Quote: --- Original message by: NeX
Quote: --- Original message by: thellt

I saw a fp animations overlay with the reticle bloom by someone on youtube. the name is not present in my memory, but it has to be done thru an fp animation of some type. try making the compass like the bigass binocs where the hud goes on fp animations. it will work.
btw os is NOT required.
Edited by thellt on Jun 1, 2015 at 03:54 PM

https://www.youtube.com/watch?v=0yR0KpCz4a0
Edited by thellt on Jun 1, 2015 at 03:56 PM


Reticle bloom is not undoable, but it does actually hit performance a bit (only relevant in old machines) and it's going to keep the reticle from turning red on enemies. I'd recommend having at least a small part of the reticle the standard way so the red still functions, especially for lock-on style weapons. you won't be able to keep a smooth circle expanding in tact, either, it pretty much has to be 4 semi-circles that expand away from one another, like the plasma rifle's 4 triangles would evenly expand using those multitexture overlays. I experimented with it a bit for the revolution project with Sceny, but I found it was too cumbersome to implement for everything, made it way harder to update a reticle, and didn't add anything to gameplay really. All in all it just wasn't worth the hassle.


Technically speaking, multitexture overlays are how you would implment the compass, too, if we're strictly speaking ON-HUD features (no crazy model planes with fp animations or some such nonsense), but like I said before, I don't believe the checkbox to make it horizontal in Guerilla is functional (thank gearbox :P)

@SSFlanker - I'd love to see it, maybe a video or something? Do you know if it's the static ON-HUD type, or if it uses model geometry as an overlay in front of the first person camera?


So you would have like a smaller reticle on the inside that is static, and the outside is dynamic?
Seems like it could work, like look atr the H:O target, for the Plazma Rifle, it has a circle that stays put, and the other thingys move.


NeX
Joined: Apr 11, 2013


Posted: Jun 2, 2015 01:49 PM    Msg. 14 of 17       
It does work, it's just not worth the hassle in my opinion


thellt
Joined: Feb 14, 2009

chiperdilly the great 1999-2017


Posted: Jun 2, 2015 02:37 PM    Msg. 15 of 17       
if you made the hud like iron mans hud in the first movie. (thank you rdj we love you) you would notice actual depth in hud. this is what helped me undertstand and make sence of the the fp animations idea. use a model of the compass, put it where the hud would be on the fp animations, and trial and error will get you there. don't give up! :)


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: Jun 2, 2015 09:20 PM    Msg. 16 of 17       
Quote: --- Original message by: NeX
You could add a static plane overtop of the viewer's face that is tied to the weapon first person animations, but that's a huge hassle and it probably wouldn't even look very good.


It wouldn't screw up if i change the fov, resolution, or adjust weapons with open sauce ??
Edited by Kinnet on Jun 2, 2015 at 09:21 PM


NeX
Joined: Apr 11, 2013


Posted: Jun 4, 2015 07:08 AM    Msg. 17 of 17       
it would, and it would have to be applied to every weapon model that you wish to use

 

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 12:32 AM 141 ms.
A Halo Maps Website