Double Floating Icons

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KnightsFan
Second Lance Corporal
Second Lance Corporal
Posts: 108
Joined: Fri Mar 06, 2009 9:34 pm

Double Floating Icons

Post by KnightsFan »

After following the tutorial, I got the weapon icon in the right place but I still have the old one floating there. I looked at old topics on this for at least an hour but I still haven't figured it out. (Probably I'm just really dumb :D ).

My 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("dc15marine", "com_inv_mesh")
NameMesh("rep_weap_dc17blast", "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("dc15marine")
{
Position(-0.236938, 0.359879, 0.001903, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}

MeshInfo("rep_weap_dc17blast")
{
Position(-0.236938, 0.359879, 0.001903, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
}
}
}

// 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)
}
}
}
}
I'm getting these errors that appear to be related:
Hidden/Spoiler:
Message Severity: 3
.\Source\HUDManager.cpp(619)
HUD unable to find HUD element type 0x16ce484a

Message Severity: 2
.\Source\GameModel.cpp(221)
Model "com_inv_mesh" already loaded in ather level file
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Double Floating Icons

Post by AQT »

This error says
Hidden/Spoiler:
Message Severity: 2
.\Source\GameModel.cpp(221)
Model "com_inv_mesh" already loaded in ather level file
that you are using Fragme!'s floating HUD icon fix with two or more of your sides which would result in your double icon problem. I personally do not have this problem because I munge one .lvl file for all my sides. In your case however, what I would do is, just with one of you sides set up an extraweapons.hud file. Copy all of your coordinates/postions into that one extraweapons.hud file alone. Then remove the references to extraweapons and com_inv_mesh in your other sides' REQs. Alternately you can munge a custom ingame.lvl and fix all of your icons that way via a custom .hud file. I hope all this makes sense to you.
User avatar
KnightsFan
Second Lance Corporal
Second Lance Corporal
Posts: 108
Joined: Fri Mar 06, 2009 9:34 pm

Re: Double Floating Icons

Post by KnightsFan »

It makes sense, yes.

But I've only tried fixing one side. I only have one com_inv_mesh and one extraweapons.hud.

When I tried a custom ingame.lvl, I had the same problem of two icons.
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