Making your own Weapon HUD Icons?

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Making your own Weapon HUD Icons?

Post 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.
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Post by Taivyx »

I believe you just edit the TGA that the hud icon calls for. :wink:
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Post by theITfactor »

Taivyx wrote:I believe you just edit the TGA that the hud icon calls for. :wink:
Where is my custom weapon supposed to call for the hud anyway
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Post by Taivyx »

Oh thaat's your question.
Look in the odf's of other weapons and see what it says for the hud icon
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Post 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
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Post by Taivyx »

Oh, I dunno then.
Guess I'll have to back out of this discussion.
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Post by The_Emperor »

HudTag= "inserthudname"
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Post 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.
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Post 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
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Post 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. :)
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Post 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?
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Post 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.
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Post by phazon_elite »

FragMe!'s tut has worked for my custom icons, so it's basically foolproof.

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Post by theITfactor »

FragMe! wrote: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.
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?
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Post by phazon_elite »

The thermal detonator uses an image called hud_thermaldetonator. Find that in the data_***\Common\interface folder.

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Post 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?
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Post by phazon_elite »

No, just edit the image that's there and munge with the Common box checked. It's worked for me before.

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Post 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?
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Post by Penguin »

use FragMes custom hug icons tutorial to make multiple icons for the grenades then use the hudtag for each grenade.
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Post 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
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