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Floating and fixed icon

Posted: Thu Jul 19, 2012 2:24 pm
by ARCTroopaNate
So, here I am working on my mod and then :o floating pistol icon, so I go and fix it, now my problem is twofold, first of all, I can't find a good spot for the pistol, I'm using DarthD.U.C.Ks DC-17 Hand Blaster a no matter what I try, it's always a wee bit out of place. Does anyone who has used this model before have the code they used to fix it's icon? If they could share that snippet with me that'd be great.

Secondly, I've run into the problem of having the icon fixed and also floating, I read the double weapon icon fix and my problem is not the same, I have only used the fix in one side.

Does anyone know how to fix this?

Help would be greatly appreciated! :)

Re: Floating and fixed icon

Posted: Thu Jul 19, 2012 3:25 pm
by AQT
ARCTroopaNate wrote:I can't find a good spot for the pistol
You're not doing this by randomly pulling out coordinates from Uranus or something, right? Choose a stock coordinate (for the stock Republic pistol, for instance), and start adjusting the values from there. It'll be a lot easier. Same goes for any floating weapon icons you might encounter in the future.
ARCTroopaNate wrote:I read the double weapon icon fix and my problem is not the same, I have only used the fix in one side.
Can you please post your extraweapons.hud file?

Re: Floating and fixed icon

Posted: Thu Jul 19, 2012 5:47 pm
by ARCTroopaNate
I didn't do it randomly. :? I took the naboo pistol coordinates from the example and tried editing them, whenever I raised the number the pistol went down, then I raised it again and it went way up. :runaway:

Extraweapons.hud
Hidden/Spoiler:
Code:

ViewPort("Transforms")
{
EventNameFilter("player%")

// First Weapons Section

TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("gar_weap_inf_launcher", "com_inv_mesh")
NameMesh("gar_weap_inf_fusioncutter", "com_inv_mesh")
NameMesh("weap_inf_dc17pistol", "com_inv_mesh")
NameMesh("gar_weap_inf_rifle", "com_inv_mesh")


EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}

Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")

Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)

//change position, rotation and scale of first weapon here, remove unused lines

MeshInfo("weap_inf_dc17pistol")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}

MeshInfo("gar_weap_inf_rifle")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}

MeshInfo("gar_weap_inf_launcher")
{
Position(-0.204363, 0.367216, 0.000847, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.560000, 0.560000, 0.560000)
}

MeshInfo("gar_weap_inf_fusioncutter")
{
Position(-0.240446, 0.358461, 0.001095, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
}
}
}
}

// Second Weapons Section

TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("gar_weap_inf_thermaldetonator", "com_inv_mesh")


EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}

Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")

Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)

// adjust position, rotation and scale of second weapon here

MeshInfo("gar_weap_inf_thermaldetonator")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(0.000000, 0.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
}
}
}

Re: Floating and fixed icon

Posted: Thu Jul 19, 2012 6:02 pm
by AQT
ARCTroopaNate wrote:then I raised it again and it went way up.
Which decimal place/digit of the Y position coordinate did you adjust when this happened? In my experience, lowering/raising the Y position coordinate will cause the HUD icon to translate up/down. As for your double icon problem, I'm not exactly sure what is going on, but you can start by removing those unused lines for the GAR weapons.

Re: Floating and fixed icon

Posted: Thu Jul 19, 2012 6:06 pm
by ARCTroopaNate
Roger, roger, I left them in as reference for when I start adding in more weapons, but I can take them out.

Yes, I have been editing the Y coordinates, the icon was originally a bit low, so I raised the Y so it would go up, it ended up going down.

Re: Floating and fixed icon

Posted: Thu Jul 19, 2012 9:20 pm
by AQT
ARCTroopaNate wrote:Yes, I have been editing the Y coordinates, the icon was originally a bit low, so I raised the Y so it would go up, it ended up going down.
I know that. That's why I suggested to you:
AQT wrote:In my experience, lowering/raising the Y position coordinate will cause the HUD icon to translate up/down.
I also asked:
AQT wrote:Which decimal place/digit of the Y position coordinate did you adjust when this happened?
Which you did not answer. It was in regards to this:
ARCTroopaNate wrote:then I raised it again and it went way up.

Re: Floating and fixed icon

Posted: Thu Jul 19, 2012 9:37 pm
by ARCTroopaNate
Ah, I see. It's inverted, I'll try again, this time raising it slightly.

I was originally editing 3rd and 4th decimal places and nothing was really happening, I edited 1st decimal place and it went way up.

Re: Floating and fixed icon

Posted: Fri Jul 20, 2012 4:47 am
by Anakin
mh i have the same problem with my HUD and now its not moving anymore, even when i cahnge the cords from 200 to 300.
The weapon worked for me without problems. i had the Dc17 weapons and the dc15 pistol. do the changes in the 4 digget, and do the changes for 2 or 3 vluaes. so if there is a 5 change it to 8 or 2. its easyer, if you have an other weapon, where you did not the changes, so you see how the other one is moving

Re: Floating and fixed icon

Posted: Fri Jul 20, 2012 4:54 am
by Marth8880
What.