dark_apprentice Posted August 20, 2014 Posted August 20, 2014 I was tired from the TFU-1 HUD and the regular JKA HUD takes a bit too much of the space of the game, I have spent some time searching for others, but I really liked the design of TFU-2's HUD and I came up with few ideas to recreate it, but so far I have only made some pics and I am not able to use it properly (working) in the game. So I will need help from someone who is into HUD making and perhaps scripting, I guess? Since there is an ".menu" file in the HUD folder, I think there you must specify the position of the HUD and where it will be...etc. But I really have no idea on this kind of files It would be really great, if some of you guys could help me with this, or even if you want I can give you all the files that I have for the "TFU-2 HUD".Here is the original HUD and the picture I choose for a reference:(TFU-2 original)http://postimg.org/image/ekdf28tpf/Here are 4 versions of my idea how it can look like for JKA:Version 01: http://postimg.org/image/t5eiz32bt/Version 02: http://postimg.org/image/rs9ybrlch/Version 03: http://postimg.org/image/4a682lsjn/Version 04: http://postimg.org/image/ss44gbrej/As you will notice, they are not so different after all.The first one ver.01 is just almost as good as I could make it look like, based on the original picture from TFU-2. Than I noticed, that it will be not enough just with a force & health bars, so it needed the "ammo bar" in- ver.02 so actually I thought to try based it on the TFU-1 HUD (by "Rogueboy"), so I have used his idea of the ammo bar version 2.Ver.03 is actually crappy version, that has idea to use one of the top triangles on the half-circle to be for the "ammo", the idea is simple, when it is full the triangle is full with small ticks inside the "pyramid" and they go off to the end (backwards).I personally prefer the last ver.04 (it could keep the idea for the ammo to stay in the bigger triangle/pyramid, whatever it is) and I've also added the JKA logo there in the half-circle, because you will need to know when you change your saber position. So when you are on the first saber position it will be faced horizontally, when you are on the 2-nd saber position it's gonna be about half the way up, and when you use the last 2 positions of the saber, it will be at 90° (vertically) as just it is on the picture of "Version 04"
mrwonko Posted August 20, 2014 Posted August 20, 2014 Judging from your German signature you might be able to understand German. In that case, you may want to take a look at these old German tutorials on menu coding: part 1 & part 2. As for getting the bar to fill up nicely: Make the alpha channel for the tics a gradient from 128 to 255 (half to full, with full on the left), then use a shader with alphaFunc GE128 and alphaGen vertex. therfiles likes this
dark_apprentice Posted August 20, 2014 Author Posted August 20, 2014 Posted Today, 06:11 PMJudging from your German signature you might be able to understand German. In that case, you may want to take a look at these old German tutorials on menu coding: part 1 & part 2. As for getting the bar to fill up nicely: Make the alpha channel for the tics a gradient from 128 to 255 (half to full, with full on the left), then use a shader with alphaFunc GE128 and alphaGen vertex.No, I am not German @@mrwonko I know german a little bit, this signature is just one of my favorite poems from Till Lindemann's book "In Stillen Nächten (Rammstein singer). Anyway thanks for the tutorials, I'll still check them out, but it is my very first time trying to do something like this, for JKA, beside making music in other projects. And in that case I think I will need a little bit more help with the HUD process ^^
dark_apprentice Posted August 20, 2014 Author Posted August 20, 2014 Oh, btw here is what I have at the moment (I just used the same .menu file from the TFU-1 HUD by Rogueboy) and I have also tried at fist, to made mine over the Rogueboy's version based on it, but turns out it does not work, below I am sharing the picture from "in game" how it looks with the bug and the code from the "ui" folder with the hud's .menu file:and how it looks like (the not-working TFU-2 HUD) in game /if I use it/Bug HUD: http://postimg.org/image/96wqs1sor/ // In Game HUD // // defines from ui_shared.h assetGlobalDef { bigFont "fonts/reallybigfont" 20 // font small2Font "arialnb" 14 } { menuDef { name "mainhud" fullScreen 0 // MENU_FALSE rect 0 0 512 256 // Size and position of the menu visible 1 // Visible on open focusColor 1 1 1 1 // Focus color for text and items descX 320 descY 434 descColor .96 .933 .40 1 // Focus color for text and items } // LEFT SIDE HUD - contains the armor and health // //[NewHud] menuDef { name "lefthud" fullScreen 0 // MENU_FALSE rect 5 -22 512 256 // Size and position of the menu visible 1 // Visible on open focusColor 1 1 1 1 // Focus color for text and items appearanceIncrement 75 // In miliseconds descX 320 descY 434 descColor .96 .933 .40 1 // Focus color for text and items // Metal Frame itemDef { name "frame" forecolor 1 1 1 1 background "gfx/hud/hudleft.png" rect -40 -20 300 150 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } // Armor tics itemDef { name "armor_tic1" background "gfx/hud/armor_tic4.png" forecolor 1 1 1 1 rect -40 -20 300 150 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name "armor_tic2" background "gfx/hud/armor_tic3.png" forecolor 1 1 1 1 rect -40 -20 300 150 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name "armor_tic3" background "gfx/hud/armor_tic2.png" forecolor 1 1 1 1 rect -40 -20 300 150 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name "armor_tic4" background "gfx/hud/armor_tic1.png" forecolor 1 1 1 1 rect -40 -20 300 150 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } // Health tic itemDef { name "health_tic1" background "gfx/hud/health_tic4.tga" forecolor 1 1 1 1 rect -40 -20 300 150 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name "health_tic2" background "gfx/hud/health_tic3.tga" forecolor 1 1 1 1 rect -40 -20 300 150 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name "health_tic3" background "gfx/hud/health_tic2.tga" forecolor 1 1 1 1 rect -40 -20 300 150 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name "health_tic4" background "gfx/hud/health_tic1.tga" forecolor 1 1 1 1 rect -40 -20 300 150 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } // Scan line // itemDef // { // name scanline // group none // background "gfx/hud/hudleft_scanline" // forecolor 1 1 1 1 // rect 5 -22 360 180 // (these positions are relative to the initial position of the menu) // // X pos, Y pos, char size, char height // visible 1 // } // Vehicle HUD (Swoop bike) itemDef { name vehicleHUD group none rect 0 -145 60 120 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } // Vehicle HUD (Swoop bike) itemDef { name vehicleHUDbackground group none rect 20 -135 30 90 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } // Vehicle HUD (Swoop bike) itemDef { name vehicleHUDhealthbar group none rect 20 15 30 74 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } } // RIGHT SIDE HUD - contains force and ammo amounts // menuDef { name "righthud" fullScreen 0 // MENU_FALSE rect 5 -22 512 256 // Size and position of the menu visible 1 // Visible on open focusColor 1 1 1 1 // Focus color for text and items appearanceIncrement 75 // In miliseconds descX 320 descY 434 descColor .96 .933 .40 1 // Focus color for text and items // Scan line // itemDef // { // name scanline // group none // background "gfx/hud/hudleft_scanline" // forecolor 1 1 1 1 // rect 5 -22 360 180 // (these positions are relative to the initial position of the menu) // // X pos, Y pos, char size, char height // } // Right Metal Frame itemDef { name "frame" forecolor 1 1 1 1 background "gfx/hud/hudright.png" rect -40 -20 300 150 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } // Ammo tics itemDef { name ammo_tic1 background "gfx/hud/ammo_tic1" forecolor 1 1 1 1 rect -40 -20 300 150 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name ammo_tic2 background "gfx/hud/ammo_tic1" forecolor 1 1 1 1 rect -40 -20 300 150 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name ammo_tic3 background "gfx/hud/ammo_tic1" forecolor 1 1 1 1 rect -40 -20 300 150 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name ammo_tic4 background "gfx/hud/ammo_tic1" forecolor 1 1 1 1 rect -40 -20 300 150 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } // Force tics itemDef { name force_tic1 background "gfx/hud/force_tic4" forecolor 1 1 1 1 rect -40 -20 300 150 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name force_tic2 background "gfx/hud/force_tic3" forecolor 1 1 1 1 rect -40 -20 300 150 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name force_tic3 background "gfx/hud/force_tic2" forecolor 1 1 1 1 rect -40 -20 300 150 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } itemDef { name force_tic4 background "gfx/hud/force_tic1" forecolor 1 1 1 1 rect -40 -20 300 150 // (these positions are relative to the initial position of the menu) // X pos, Y pos, graphic size, graphic height } // Numeric counter for force itemDef { name forceamount group none rect -77 69 4 7 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height forecolor .359 .3 .9 1 } // Numeric counter for ammo itemDef { name ammoamount group none rect 530 470 10 10 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height forecolor 0 0 0 1 } // When ammo is infinite (used in MP) itemDef { name ammoinfinite group none rect 548 459 10 10 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height forecolor 5 -22 360 180 } // Saber style graphics itemDef { name saberstyle_strong background "gfx/hud/saber_strong" forecolor 1 1 1 1 rect 5 -22 360 180 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } itemDef { name saberstyle_medium background "gfx/hud/saber_med" forecolor 1 1 1 1 rect 5 -22 360 180 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } itemDef { name saberstyle_fast background "gfx/hud/saber_fast" forecolor 1 1 1 1 rect 5 -22 360 180 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } //[SaberSys] itemDef { name saberstyle_desann background "gfx/hud/saber_desann" forecolor 1 1 1 1 rect 5 -22 360 180 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } itemDef { name saberstyle_tavion background "gfx/hud/saber_tavion" forecolor 1 1 1 1 rect 5 -22 360 180 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } //[/SaberSys] // Tells current score of game itemDef { name score_line forecolor 1 1 1 1 rect -150 92 6 12 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height } } //[/NewHud] menuDef { name "weaponselecthud" fullScreen 0 // MENU_FALSE rect 30 410 0 0 // Size and position of the menu visible 1 // Visible on open focusColor 1 1 1 1 // Focus color for text and items } menuDef { name "forceselecthud" fullScreen 0 // MENU_FALSE rect 30 410 0 0 // Size and position of the menu visible 1 // Visible on open focusColor 1 1 1 1 // Focus color for text and items } menuDef { name "inventoryselecthud" fullScreen 0 // MENU_FALSE rect 30 410 0 0 // Size and position of the menu visible 1 // Visible on open focusColor 1 1 1 1 // Focus color for text and items } // Used as background for the Weapon, Force Powers, and Inventory HUDs menuDef { name "iconbackground" fullScreen 0 // MENU_FALSE rect 90 440 460 60 // Size and position of the menu visible 1 // Visible on open focusColor 1 1 1 1 // Focus color for text and items } ////////////////////////////////////////// // Taun Taun ////////////////////////////////////////// menuDef { name "tauntaunhud" rect 70 400 640 80 focusColor 1 1 1 1 ////////////////////////////////////////// // Vehicle Speed meter ////////////////////////////////////////// itemDef { name "speedbackground" forecolor 1 1 1 1 background "gfx/hud/vehicle_grid2" rect 215 55 115 16 } itemDef { name "speed_tic1" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 216 55 14 16 } itemDef { name "speed_tic2" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 228 55 14 16 } itemDef { name "speed_tic3" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 240 55 14 16 } itemDef { name "speed_tic4" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 252 55 14 16 } itemDef { name "speed_tic5" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 264 55 14 16 } } ////////////////////////////////////////// // ATST Specific ////////////////////////////////////////// menuDef { name "atsthud" fullScreen 0 // MENU_FALSE rect 0 368 112 112 // Size and position of the menu ////////////////////////////////////////// // Vehicle Speed meter ////////////////////////////////////////// itemDef { name "background" forecolor 1 1 1 1 background "gfx/menus/radar/circle_base" rect 5 10 100 100 } itemDef { name "outer_frame" forecolor 1 1 1 1 background "gfx/menus/radar/circle_base_frame" rect 5 10 100 100 } itemDef { name "left_pic" forecolor 1 1 1 1 background "gfx/menus/radar/atst_dam" rect 10 20 90 80 } } menuDef { name "swoopvehiclehud" rect 0 400 640 80 focusColor 1 1 1 1 itemDef { name "leftframe" forecolor 1 1 1 1 background "gfx/hud/vehicle_frame" rect 200 30 16 64 } itemDef { name "rightframe" forecolor 1 1 1 1 background "gfx/hud/vehicle_frame" rect 436 30 -16 64 } ////////////////////////////////////////// // Vehicle Shield meter ////////////////////////////////////////// itemDef { name "shieldbackground" forecolor 1 1 1 1 background "gfx/hud/vehicle_grid" rect 190 32 256 16 } itemDef { name "shield_tic1" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 203 32 31 16 } itemDef { name "shield_tic2" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 221 32 31 16 } itemDef { name "shield_tic3" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 239 32 31 16 } itemDef { name "shield_tic4" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 257 32 31 16 } itemDef { name "shield_tic5" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 275 32 31 16 } itemDef { name "shield_tic6" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 293 32 31 16 } itemDef { name "shield_tic7" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 311 32 31 16 } itemDef { name "shield_tic8" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 329 32 31 16 } itemDef { name "shield_tic9" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 347 32 31 16 } itemDef { name "shield_tic10" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 365 32 31 16 } itemDef { name "shield_tic11" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 383 32 31 16 } itemDef { name "shield_tic12" forecolor 1 1 1 1 background "gfx/hud/vehicle_health_tick" rect 401 32 31 16 } ////////////////////////////////////////// // Vehicle Linked Weapons Indicator ////////////////////////////////////////// itemDef { name "weaponslinked" forecolor 1 1 1 1 background "gfx/hud/vehicle_grid2" rect 426 56 3 14 } ////////////////////////////////////////// // Vehicle Turbo Recharge meter ////////////////////////////////////////// itemDef { name "turborecharge" forecolor 1 1 1 1 background "gfx/hud/vehicle_grid2" rect 207 70 3 -14 } ////////////////////////////////////////// // Vehicle Speed meter ////////////////////////////////////////// itemDef { name "speedbackground" forecolor 1 1 1 1 background "gfx/hud/vehicle_grid2" rect 215 55 115 16 } itemDef { name "speed_tic1" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 216 55 14 16 } itemDef { name "speed_tic2" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 228 55 14 16 } itemDef { name "speed_tic3" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 240 55 14 16 } itemDef { name "speed_tic4" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 252 55 14 16 } itemDef { name "speed_tic5" forecolor 1 1 1 1 background "gfx/hud/vehicle_turbo_tick" rect 264 55 14 16 } ////////////////////////////////////////// // Vehicle Armor meter ////////////////////////////////////////// itemDef { name "armorbackground" forecolor 1 1 1 1 background "gfx/hud/vehicle_grid2" rect 286 55 115 16 } itemDef { name "armor_tic1" forecolor 1 1 1 1 background "gfx/hud/vehicle_armor_tick" rect 287 55 14 16 } itemDef { name "armor_tic2" forecolor 1 1 1 1 background "gfx/hud/vehicle_armor_tick" rect 299 55 14 16 } itemDef { name "armor_tic3" forecolor 1 1 1 1 background "gfx/hud/vehicle_armor_tick" rect 311 55 14 16 } itemDef { name "armor_tic4" forecolor 1 1 1 1 background "gfx/hud/vehicle_armor_tick" rect 323 55 14 16 } itemDef { name "armor_tic5" forecolor 1 1 1 1 background "gfx/hud/vehicle_armor_tick" rect 335 55 14 16 } ////////////////////////////////////////// // Vehicle Ammo meter (normal) ////////////////////////////////////////// itemDef { name "ammobackground" forecolor 1 1 1 1 background "gfx/hud/vehicle_grid2" rect 357 55 115 16 } itemDef { name "ammo_tic1" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 358 55 14 16 } itemDef { name "ammo_tic2" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 370 55 14 16 } itemDef { name "ammo_tic3" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 382 55 14 16 } itemDef { name "ammo_tic4" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 394 55 14 16 } itemDef { name "ammo_tic5" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 406 55 14 16 } ////////////////////////////////////////// // Vehicle Ammo Upper meter (for vehicles with two type of ammo) ////////////////////////////////////////// itemDef { name "ammoupperbackground" forecolor 1 1 1 1 background "gfx/hud/vehicle_grid2" rect 357 55 115 10 } itemDef { name "ammoupper_tic1" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 358 55 14 10 } itemDef { name "ammoupper_tic2" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 370 55 14 10 } itemDef { name "ammoupper_tic3" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 382 55 14 10 } itemDef { name "ammoupper_tic4" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 394 55 14 10 } itemDef { name "ammoupper_tic5" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 406 55 14 10 } ////////////////////////////////////////// // Vehicle Ammo Lower meter (for vehicles with two type of ammo) ////////////////////////////////////////// itemDef { name "ammolowerbackground" forecolor 1 1 1 1 background "gfx/hud/vehicle_grid2" rect 357 67 115 10 } itemDef { name "ammolower_tic1" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 358 67 14 10 } itemDef { name "ammolower_tic2" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 370 67 14 10 } itemDef { name "ammolower_tic3" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 382 67 14 10 } itemDef { name "ammolower_tic4" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 394 67 14 10 } itemDef { name "ammolower_tic5" forecolor 1 1 1 1 background "gfx/hud/vehicle_ammo_tick" rect 406 67 14 10 } } menuDef { name "mp_timer" rect 560 160 60 30 focusColor 1 1 1 1 itemDef { name "frame" forecolor 1 1 1 1 background "gfx/mp/count" rect 0 15 80 40 } itemDef { name "deathtimer" forecolor 0 .6 0 1 rect 15 22 64 32 } itemDef { name "timer" forecolor 0 .6 0 1 rect 15 22 64 32 } } menuDef { name "vehicledamagehud" fullScreen 0 // MENU_FALSE rect 0 368 112 112 // Size and position of the menu visible 1 // Visible on open itemDef { name "background" forecolor 1 1 1 1 background "gfx/menus/radar/circle_base" rect 5 10 100 100 } itemDef { name "outer_frame" forecolor 1 1 1 1 background "gfx/menus/radar/circle_base_frame" rect 5 10 100 100 } itemDef { name "shields" forecolor 1 1 1 1 background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } itemDef { name "vehicle_front" forecolor 1 1 1 1 // background is determined by vehicle background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } itemDef { name "vehicle_back" forecolor 1 1 1 1 // background is determined by vehicle background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } itemDef { name "vehicle_left" forecolor 1 1 1 1 // background is determined by vehicle background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } itemDef { name "vehicle_right" forecolor 1 1 1 1 // background is determined by vehicle background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } } menuDef { name "enemyvehicledamagehud" fullScreen 0 // MENU_FALSE rect 530 368 112 112 // Size and position of the menu visible 1 // Visible on open itemDef { name "background" forecolor 1 1 1 1 background "gfx/menus/radar/circle_base" rect 5 10 100 100 } itemDef { name "outer_frame" forecolor 1 1 1 1 background "gfx/menus/radar/circle_base_frame" rect 5 10 100 100 } itemDef { name "shields" forecolor 1 1 1 1 background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } itemDef { name "vehicle_front" forecolor 1 1 1 1 // background is determined by vehicle background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } itemDef { name "vehicle_back" forecolor 1 1 1 1 // background is determined by vehicle background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } itemDef { name "vehicle_left" forecolor 1 1 1 1 // background is determined by vehicle background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } itemDef { name "vehicle_right" forecolor 1 1 1 1 // background is determined by vehicle background "gfx/menus/radar/circle_base_shield" rect 5 10 100 100 } } }
dark_apprentice Posted August 21, 2014 Author Posted August 21, 2014 doesn't anyone here knows how to help with making a new HUD for Jedi Academy ?!? o.O
therfiles Posted August 21, 2014 Posted August 21, 2014 At this point, there is nothing wrong with the .ui, and it looks fine. I'd check to make sure that your files have the right dementions/shaders, etc. Were there any errors in the console? That would really help us figure out what specifically is going wrong, here.
dark_apprentice Posted August 21, 2014 Author Posted August 21, 2014 @@therfiles No, as far as I know, there is nothing out of order with the console. As I said above, I used the HUD from Force Unleashed made by Rogueboy. Than I have based on the same files he used inside the "GFX / HUD" folders, as PNGs. Even I have sized them the same as the old ones from TFU, than at first I tried to test it as just put all of the new files with it's folders in the new .pk3 file with the name "TFU-2 HUD", but when I started the game it showed me the bug as you can see in my pot above with the link from the bug-screenshot and it even doesn't seems symmetric at all. I can upload on my dropbox and give you link to the file I have as it is at the moment, if you want to test it? Also I am guessing, that the .ui file will maybe need more options added, so that it could allow the option and design from Version 04 of the HUD I've posted here (with the JKA Logo as an icon for the saber position, when the player wants to change the saber positions during the game)
dark_apprentice Posted August 21, 2014 Author Posted August 21, 2014 Ok, I have a little bit of "progress" with the TFU-2 HUD for Jedi Academy, BUT it is just an Alpha version at the moment, so it is frankenstein-ish. Here are 2 screenshots of what it looks like as for the moment:Alpha Ver.0 http://postimg.org/image/bth4eai85/Alpha Ver.0 (Zoom-In): http://postimg.org/image/6j9cfce8v/As for now I will need to "remove" those little lines between each force/health tic's, so that it can look a bit clean-ish (?) but not sure how to manage this.And also the saber position, I really want to use the JKA logo as on this design I've already show you: http://postimg.org/image/ss44gbrej/ But I think it must be a bit longer, it is too short and "fat" at the moment??
therfiles Posted August 21, 2014 Posted August 21, 2014 Sure, I can test it really quick. Strange that there is nothing in console. I'll dig into it, if you'd like!
dark_apprentice Posted August 21, 2014 Author Posted August 21, 2014 @@therfiles Here is the dropbox link, with the latest progress update on the TFU-2 HUD:https://www.dropbox.com/s/n6dfx7fyxnykti4/DarkApprentice_-_TFU-2%20HUD%20for%20JKA.zip?dl=0P.S. I have added 2 new screenshots, one is from game play and the other is with the HUD from inside the game with some infos on it, what is left to be made/changed/edited.
dark_apprentice Posted August 22, 2014 Author Posted August 22, 2014 so far as it looks from yesterday: http://postimg.org/image/x7pzba6of/
therfiles Posted August 22, 2014 Posted August 22, 2014 I haven't had a chance to really dig deep into the PK3 you sent, but I can comment on one thing realyl quick. I think you can fix that small gap in the health bar, but you might wanna keep it there. There is no way to make a real, fully animated bar graph of the player's health (what you want). You can just make four sections of the health bar that fade sequentially, which really sucks. So, you COULD play with it until all four bars line up, but in reality, they won't do what you want anyway, so maybe breaking the bar into fourths may help hide this inability. Just a thought. dark_apprentice likes this
dark_apprentice Posted August 23, 2014 Author Posted August 23, 2014 Ok, and what about the "saber position" and is it possible anyway, to make the JKA-saber-logo into moving logo, when the player wants to change it's saber positions and the logo goes in 3 or 4 ways (vertical, half way, horizontal). Or do you have any other ideas/suggestions what to make for the changing saber positions? Also is there a chance for a better resolution of the HUD, because I used Adobe Photoshop (cs6), but I am not good with it and since it is a raster program it won't give me the good quality, but I am not sure if illustrator can be used for this and I'm don't now how to use Adobe:IL
dark_apprentice Posted August 23, 2014 Author Posted August 23, 2014 Here is the first "BETA" version...my first try to modify something on the JKA game. As I have said I really like the idea and design of the HUD from SW Force Unleashed-2,so here is my version of the TFU-2 HUD for Jedi Academy: http://postimg.org/image/qs3kru1dn/Only problem left now is/are:* the "Saber style" is still visible, from the old HUD by Rogue - so is there any chance to make it invisible?or** if you really want to help me out, I need someone who is good with scripts/coding for this game, so that my idea comes in real use (for the saber style)Idea: to make the JKA-saber-logo into moving logo, when the player wants to change it's saber positions and the logo goes in 3 or 4 ways (vertical, half way, horizontal)if that is not possible, than I really would be thankful if someone helps me to make the old saber styles (strong; med; fast) to be invisible. Thanks to @@therfiles for the help and also thanks in advance to anyone else, who can help
AshuraDX Posted August 23, 2014 Posted August 23, 2014 you'll have to add your own saber style images to overwrite his old ones , I'd suggest maybe coloring the Jedi Knight logo saber in the matching coloryour suggestion would be possible aswell , just rotate the saber on your images and it should work dark_apprentice and therfiles like this
therfiles Posted August 23, 2014 Posted August 23, 2014 Yeah, instead of moving it's orientation (vertical, horizontal, etc) I would make it glow the color of the saber style. That'd be pretty neat.
mrwonko Posted August 23, 2014 Posted August 23, 2014 There is no way to make a real, fully animated bar graph of the player's health (what you want).Yes there is and I even posted it. therfiles likes this
dark_apprentice Posted August 23, 2014 Author Posted August 23, 2014 (edited) Ok, so for the "Saber style", after I change it as @@AshuraDX suggested, how can I make the image to move on the left side (because at the moment as you can see on the picture it is not on the quiet right place at all) and I need to move it on the left, just where the Jedi Knight logo is at the moment.@@therfiles oh, that would be really nice ^^just to show (I have put black background, so you can be able to see it):Saber_Fast: http://postimg.org/image/ftr5wvgkb/Saber_Med: http://postimg.org/image/4qn625njn/Saber_Strong: http://postimg.org/image/a14xenv9b/ Edited August 23, 2014 by dark_apprentice
AshuraDX Posted August 23, 2014 Posted August 23, 2014 @ dark_apprentice I dont really understand what you want, do you want to move the entire hud to the left or something else ?probably you could attach a screenshot and paint over it dark_apprentice likes this
therfiles Posted August 23, 2014 Posted August 23, 2014 Sorry for that stupid mistake, @@mrwonko! I missed that first post somehow!
dark_apprentice Posted August 23, 2014 Author Posted August 23, 2014 (edited) Here is what I am talking about, hope this GIF will work for you:http://postimg.org/image/ijoykm2o3/ Edited August 23, 2014 by dark_apprentice
AshuraDX Posted August 23, 2014 Posted August 23, 2014 it does not need to move at all , the game will just exchange the images whenever you change your saber stylejust as it does for the default menu , the only thing you will have to do now is replace the filepaths in your ui file dark_apprentice likes this
dark_apprentice Posted August 23, 2014 Author Posted August 23, 2014 I think I get it, but I am using the same file and ui. As I have made it know and if keep the all of the sabers like the red one from the GIF, above than it will appear in the "nowhere" position. I must move it on the left, so that it can fit inside the half circle of the HUDor it will look like this image, but instead of the white triangle, it will be a saber Logo (and we don't want this to happen don't we?):http://postimg.org/image/qs3kru1dn/
AshuraDX Posted August 23, 2014 Posted August 23, 2014 If I'm not mistaking it should be placed correctlyjust try it for now if it doesn't you'll have to alter the "rect x1 y1 x2 y2" in the .menu file I think some time ago somebody was working on programming a visual editor for .menu files, don't know what happened to that guy and his project though dark_apprentice likes this
dark_apprentice Posted August 23, 2014 Author Posted August 23, 2014 doesn't work, now I'll must play around with the "rect x1 y1 x2 y2" in the .menu as you suggested. Thank you for helping up!!at the moment it is like this: itemDef { name saberstyle_fast background "gfx/hud/saber_fast" forecolor 1 1 1 1 rect 5 -22 360 180 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now