New HUD W.I.P. -1 reply

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Chaf'enr'irkaedel

I'm too cool to Post

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7th August 2008

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#1 9 years ago

I'm trying to create a new HUD design, as all the others I've seen (so far) are utter crud. I'll post a image of what's supposed to be included.

A question I have is this: Am I able to make JKA use 10 ticks, instead of only 4? Most HUD mods deal with only 4 ticks. EG: once you've lost 25 shield/hp/ammo/force, you lose one tick.

If I can't change it to divide the amount by 10 (1 tick for 10 of each thing), then my revolutionary idea kinda goes wasted.

frame.png




UU_BobaFett

JKG Lead coder

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18th July 2006

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#2 9 years ago

That depends really.

If your HUD is part of a mod (meaning: custom dlls) then you can do that yes. If your HUD is to work in basejka and most other mods however, you're limited to 4 segments.




Chaf'enr'irkaedel

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7th August 2008

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#3 9 years ago

Darn, the kinda stinks. Oh well, I guess I'll just have to *slightly* edit my images again. Thanks for the info. Keep an eye out on jk3files for my HUD when it's released. I still need to fix a problem where the HUD's image isn't showing up.




xode

The Internet ends at GF

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16th August 2008

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#4 9 years ago

I understand your problem, Chaf, I would've liked an answer to this as well previous to me releasing my HUD. If there really was a simple answer to this, that'd be so awesome, hopefully there'd be an influx of new, original huds.




Chaf'enr'irkaedel

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7th August 2008

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#5 9 years ago

Well, truthfully, mine won't be 100% original, but it'll be new, and hopefully good-lookin'.

EDIT: Question: What are the possible reasons for the HUD to display the grey boxes with white outlines? I have all the required .tga's, but it's still showing up "blank".




heath1992

A well-oiled toaster oven

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26th January 2007

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#6 9 years ago
Chaf'enr'irkaedel;4934944 Question: What are the possible reasons for the HUD to display the grey boxes with white outlines? I have all the required .tga's, but it's still showing up "blank".

Make sure the dimensions of your .tga's are powers of 2 (i.e. 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, etc.).




Chaf'enr'irkaedel

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7th August 2008

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#7 9 years ago

Thanks, Heath, that worked...kinda. Now I need to shrink the sizes down and get the background transparent somehow.




AshuraDX

WTF ?! BOOOOOOOM !

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10th May 2009

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#8 9 years ago
Chaf'enr'irkaedel;4935007Thanks, Heath, that worked...kinda. Now I need to shrink the sizes down and get the background transparent somehow.

tranpsarent background ? easy : just create an alpha channel (black=invisible,white=visible) for your TGA file then you need a shader to get the alpha channel to work :

''path/name'' { // nothing needs to be here by default, again all the commands you listed were for maps.

{ ''path/name'' blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } }

and here a small example of an alpha shader :

models/weapons2/daggeroftime/Blade { { map models/weapons2/daggeroftime/blade blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } }




Chaf'enr'irkaedel

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7th August 2008

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#9 9 years ago

I'll try that. Apparently, the "Expanded Banana Productions :: View topic - How to make custom huds by Se7enraven" tutorial isn't up anymore. Just my luck.

So, basically, if I want it transparent:

"HUD Code"// Health tics itemDef { name health_tic1 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA background "gfx/hud/health_tic_1" forecolor 1 1 1 1 rect 0 0 256 64 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height }



AshuraDX

WTF ?! BOOOOOOOM !

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10th May 2009

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#10 9 years ago

Chaf'enr'irkaedel;4935045I'll try that. Apparently, the "Expanded Banana Productions :: View topic - How to make custom huds by Se7enraven" tutorial isn't up anymore. Just my luck.

So, basically, if I want it transparent:

yea that should work




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