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Making your own Weapon HUD Icons?
Posted: Wed Jun 13, 2007 4:33 pm
by theITfactor
I read the tutorials on how to get rid of floating weapon hud icons, but I can't find anything that explains how to add your own ones in the first place. I took the thermal detonator one and changed its color, but have no idea where to save it and what else needs to be done to get my custom weapon to use it.
Posted: Wed Jun 13, 2007 4:46 pm
by Taivyx
I believe you just edit the TGA that the hud icon calls for.

Posted: Wed Jun 13, 2007 4:49 pm
by theITfactor
Taivyx wrote:I believe you just edit the TGA that the hud icon calls for.

Where is my custom weapon supposed to call for the hud anyway
Posted: Wed Jun 13, 2007 4:57 pm
by Taivyx
Oh thaat's your question.
Look in the odf's of other weapons and see what it says for the hud icon
Posted: Wed Jun 13, 2007 5:04 pm
by theITfactor
Taivyx wrote:Oh thaat's your question.
Look in the odf's of other weapons and see what it says for the hud icon
I don't see it mention HUD anywhere for a normal thermal detonator
Posted: Wed Jun 13, 2007 5:23 pm
by Taivyx
Oh, I dunno then.
Guess I'll have to back out of this discussion.
Posted: Thu Jun 14, 2007 4:34 am
by The_Emperor
HudTag= "inserthudname"
Posted: Thu Jun 14, 2007 5:05 am
by Maveritchell
The_Emperor wrote:HudTag= "inserthudname"
Don't bet on that working, or anything that relates to making custom HUD tags. For some reason, BF2 is quite fickle about HUD tags. I don't think you can really do custom tags. Either modify a weapon with the tag you want, or be stuck with no tag.
Posted: Fri Jun 15, 2007 10:30 pm
by FragMe!
It actually uses the mesh file of the weapon itself. In the extraweapons.hud file just add the name of the weapon msh there
Below is the section of the file
Code: Select all
ViewPort("Transforms")
{
EventNameFilter("player%")
// First Weapons Section
TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("put weapon msh name here", "com_inv_mesh")
NameMesh("gar_weap_inf_fusioncutter", "com_inv_mesh")
NameMesh("gar_weap_inf_pistol", "com_inv_mesh")
NameMesh("gar_weap_inf_rifle", "com_inv_mesh")
EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
it will find the msh from the side folder don't forget to do the scaling and positioning part lower down in the file. Also follow step 4 in the instructions
Posted: Fri Jun 15, 2007 11:29 pm
by authraw
FragMe! wrote:It actually uses the mesh file of the weapon itself. In the extraweapons.hud file just add the name of the weapon msh there
Correct me if I'm wrong, but doesn't that force you to overwrite some of the game files to get it to work? Like, you can't just do that and include it in a map, can you?
Cuz it sounds really complicated, according to
this topic. Or is that out-of-date? Has a solution been reached? The funny thing is, I was just looking into this topic earlier today.

Posted: Fri Jun 15, 2007 11:30 pm
by theITfactor
FragMe! wrote:It actually uses the mesh file of the weapon itself. In the extraweapons.hud file just add the name of the weapon msh there
Below is the section of the file
Code: Select all
ViewPort("Transforms")
{
EventNameFilter("player%")
// First Weapons Section
TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("put weapon msh name here", "com_inv_mesh")
NameMesh("gar_weap_inf_fusioncutter", "com_inv_mesh")
NameMesh("gar_weap_inf_pistol", "com_inv_mesh")
NameMesh("gar_weap_inf_rifle", "com_inv_mesh")
EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
it will find the msh from the side folder don't forget to do the scaling and positioning part lower down in the file. Also follow step 4 in the instructions
Interesting, but how will it know to use a custom image? Does it take the .tga of the custom weapon itself and use it as the image?
Posted: Fri Jun 15, 2007 11:38 pm
by FragMe!
Check this topic the picture near the bottom is a custom weapon I made.
http://www.gametoast.com/index.php?name ... pic&t=9618
Yes they do get shipped with the map when done this way.
Posted: Sat Jun 16, 2007 12:26 am
by phazon_elite
FragMe!'s tut has worked for my custom icons, so it's basically foolproof.
- EP-782
Posted: Sat Jun 16, 2007 12:26 am
by theITfactor
Ok, so say I want a image for a custom purple thermal detonator. It has three odf files, but its msh is the default thermal detonator found in common. What do I have to do to get a custom image for it?
Posted: Sat Jun 16, 2007 12:34 am
by phazon_elite
The thermal detonator uses an image called hud_thermaldetonator. Find that in the data_***\Common\interface folder.
- EP-782
Posted: Sat Jun 16, 2007 12:39 am
by theITfactor
phazon_elite wrote:The thermal detonator uses an image called hud_thermaldetonator. Find that in the data_***\Common\interface folder.
- EP-782
But how do I make it use my own custom image instead? Do I put my custom .tga image in my sides msh folder and then somehow make it look there for the image?
Posted: Sat Jun 16, 2007 12:41 am
by phazon_elite
No, just edit the image that's there and munge with the Common box checked. It's worked for me before.
- EP-782
Posted: Sat Jun 16, 2007 12:52 am
by theITfactor
phazon_elite wrote:No, just edit the image that's there and munge with the Common box checked. It's worked for me before.
- EP-782
My problem is I have like 10 different color thermal detonators that I all want to have a unique picture for. What do I do for that?
Posted: Sat Jun 16, 2007 1:31 am
by Penguin
use FragMes custom hug icons tutorial to make multiple icons for the grenades then use the hudtag for each grenade.
Posted: Sat Jun 16, 2007 1:57 am
by theITfactor
Penguin wrote:use FragMes custom hug icons tutorial to make multiple icons for the grenades then use the hudtag for each grenade.
This one?
http://www.gametoast.com/index.php?name ... pic&t=9703