HUD Problem

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

HUD Problem

Post by JimmyAngler »

Here's the munge log:
Hidden/Spoiler:
ERROR[levelpack ingame.req]:Expecting bracket, but none was found.
File : {Unknown}(7)...
ERROR[levelpack ingame.req]:Expecting bracket, but none was found.
File : {Unknown}(7)...

2 Errors 0 Warnings
Heres the ingame .req:
Hidden/Spoiler:
ucft
{


REQN
{
"script"
"platform=pc"
"ifs_pc_spawnselect"
"ifs_pc_spectator"
}

REQN
{
"texture"
"binocular_reticule"
}


REQN
{
"texture"
"platform=pc"
"fx_ringbump"
}

////////////////FX////////////////////////


REQN
{
"config"
"SoldierAnimation"
}

REQN
{
"animbank"
"human"
"humanfp"
"humanlz"
}

////////////////////////MSH/HUDS/////////////////////


REQN
{
"model"

}

REQN
{
"class"
}

REQN
{
"config"
"hudtransforms"
"1playerhud"

}
}
What's the problem?
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: HUD Problem

Post by Anakin »

it's possible the problem is in some of the scripts you loaded in the ingame.

do you need all these things?? if not remove all you don't need.
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: HUD Problem

Post by JimmyAngler »

that's just it, I don't know what I don't need. :oops:
All I have edited ingame is the binocular_reticule.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: HUD Problem

Post by Anakin »

JimmyAngler wrote:
Hidden/Spoiler:
ucft
{


REQN
{
"script"
"platform=pc"
"ifs_pc_spawnselect"
"ifs_pc_spectator"
}


REQN
{
"texture"
"binocular_reticule"
}


REQN
{
"texture"
"platform=pc"
"fx_ringbump"
}


////////////////FX////////////////////////


REQN
{
"config"
"SoldierAnimation"
}


REQN
{
"animbank"
"human"
"humanfp"
"humanlz"
}


////////////////////////MSH/HUDS/////////////////////


REQN
{
"model"

}

REQN
{
"class"
}


REQN
{
"config"
"hudtransforms"
"1playerhud"

}
}
What's the problem?
so i think this you will not need. What do you want to change??
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: HUD Problem

Post by JimmyAngler »

I am just trying to get a scope on the binoculars when you zoom.

Edit: also, I didn't add anything to the player1hud, do I need too? it's just a texture.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: HUD Problem

Post by Anakin »

And you use an custom ingame for this????

ScopeTexture = "my_scope_name"

add this to your weapon odf and place the tga in the side's msh folder
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: HUD Problem

Post by JimmyAngler »

well, here's the odf for the binoculars.
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "binoculars"

[Properties]
// "Label" is the text displayed in the interface
// "IconTexture" is the icon displayed in the interface
GeometryName = "com_weap_inf_binoculars"
Label = "Binoculars"
IconTexture = "HUD_all_binoculars_icon"

// *WEAPON STATS*
// These stats determine the opperational characteristics of the weapon
//"RoundsPerClip" determines how many Ordnances can be fired from the weapon before it must be reloaded with a fresh clip
//"ShotDelay" is the minimum amount of time between ordnances being fired from the weapon
//"ReloadTime" is the set amount of time it takes to change to a frsh clip
//"FireStateTime" is the time that we fire for (if it's 2.0 then it'll take 2 seconds after you release the trigger for the binocular effect to stop)
RoundsPerClip = 1
ShotDelay = 1.0
ReloadTime = 0.0
LockOnRange = 100.0
FireStateTime = 0.0

// "ZoomMin" is the lowest zoom value in first-person aim mode
// "ZoomMax" is the highest zoom value in first-person aim mode
// "ZoomRate" is the rate of change in zoom
ZoomMin = "5.0"
ZoomMax = "75.0"
ZoomRate = "3.0"
ReticuleTexture = "binocular_reticule"

AnimationBank = "tool"
FirePointName = "hp_fire"

the mshs for it are in the Common/msh. I put the tga in Common/ interface
User avatar
Nedarb7
Lieutenant General
Lieutenant General
Posts: 676
Joined: Sat Sep 22, 2012 3:41 pm

Re: HUD Problem

Post by Nedarb7 »

Move the texture to sides/yourside/msh
You don't need a custom ingame for scope textures

Also it has to be ScopeTexture not ReticuleTexture, that line is from BF1 and doesn't make any changes in BF2
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: HUD Problem

Post by JimmyAngler »

k did that. no go. it zooms and everything, but just no texture.

Here is everything in the rep_weap_inf_binocular.odf
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "binoculars"

[Properties]
// "Label" is the text displayed in the interface
// "IconTexture" is the icon displayed in the interface
GeometryName = "com_weap_inf_binoculars"
Label = "Binoculars"
IconTexture = "HUD_all_binoculars_icon"

// *WEAPON STATS*
// These stats determine the opperational characteristics of the weapon
//"RoundsPerClip" determines how many Ordnances can be fired from the weapon before it must be reloaded with a fresh clip
//"ShotDelay" is the minimum amount of time between ordnances being fired from the weapon
//"ReloadTime" is the set amount of time it takes to change to a frsh clip
//"FireStateTime" is the time that we fire for (if it's 2.0 then it'll take 2 seconds after you release the trigger for the binocular effect to stop)
RoundsPerClip = 1
ShotDelay = 1.0
ReloadTime = 0.0
LockOnRange = 100.0
FireStateTime = 0.0

// "ZoomMin" is the lowest zoom value in first-person aim mode
// "ZoomMax" is the highest zoom value in first-person aim mode
// "ZoomRate" is the rate of change in zoom
ZoomMin = "5.0"
ZoomMax = "75.0"
ZoomRate = "3.0"

ScopeTexture = "binocular_reticule"

AnimationBank = "tool"
FirePointName = "hp_fire"
And the com_weap_inf_binocular.msh is in the correct msh folder as well as the scope texture.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: HUD Problem

Post by Anakin »

what do you see when you're zooming?? nothing, or something wrong??

so the weapon's odf is rep and the msh is common. where is the scope texture??

move everything to rep
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: HUD Problem

Post by JimmyAngler »

the aiming reticule moves up.
Post Reply