Anakins RC HUD (plunger, Ammo clip, teamcolor, ZOrder)

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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)

Anakins RC HUD (plunger, Ammo clip, teamcolor, ZOrder)

Post by Anakin »

Hi,

after i get more and more problems i decided to make an thread for all my HUD problems. So i really hope you look at it even there seams nothing new, because i'm sure i'll edit this thread many many times :D


1. Detpack plunger
Where is the detpack plunger hud icon called?? I made my own plunger icon and so i want this to be ingame. i would replace the stock one, but i also need to move it around. So i need a new hud msh loaded. But therefore i need to know in what odf file the HUDTag = "my_new_plunger" is missing.

2. BFII Text fonts
Where are text fonts called?? i want to move the weapon names and the reinforcements somewhere else. My idea is to change the gamefont size to 0 in the gamefont_small.fff.option file. It's munging in that moment and it takes a long time since now. Is that normal??
After the stock font has size 0 it will not be shown. Now i can copie the font file with an new name and the original font size. And this font i take for the weapon names in my 1playerhud file. But i need to know where i tell the munge.bat what font it should include.

3. Reticule clip
I want to move the clips somewhere else and if possible in a row. i know this thread but i don't know if lucasfart got it working. So the idea is again i load something you can not see in my
1playerhud file the only thing i know that would go is the hud_clipbar_segment.tga. I tryed to make replace it with an 100% transparent file, but it doesn't work because the color is called in the hud file. So i need an other good idea. I thougt there is maybe something possible in the .tga.option file.

4. Multiple Reticules
Ok i know this is a really often discused thema. And everyone things it doesn't work. But they also say it's not possible to have the reticule only on unzoomed view and i got it working to disable the reticule when zooming, so the iron sight became sense.
My idea how it could work. When using for one weapon two HUD icons. I thougt of something like you have the HUD icon code two times in the hud file but one time you cange the the msh file via NameMesh() function. But i don't know how this function works.

5. teamColor
So i got the eventcolor for the health working and i think the teamcolor works simular, but i don't know how exactly. So if someone has an idea please tell me

6. ZOrder
The other Problem is the weapon and hands are previous to the HUD. The HUD is previous to the old HUD things (healthbar, ammo,..). But now comes the curiosity. when jumping or rolling the old HUD things are previous to the weapon and hands :runaway: So when jumping they are show while the hands are at it's position.
And after that is not enought i simply wanted to move the HUD in z direction. Because it became bigger when coming neare to the camera i made a temp tga file that was complete colored. So when moving the HUD i could see if it's still behind the hands and if it's still previous to the camera without scaleing the hud. But when using the other texture without transparent the hands are behind the HUD. I just changed the color!!!!




So i thougt this is it for the moment. I really hope you can help me with these problems. The result will be a full working SWRC Head Up display
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