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Floating Icon noob needs help

Posted: Thu Feb 18, 2010 9:52 pm
by genaral_mitch
I am still working on that Felucia, and it's almost done. I just need to finish Localization, a few props, and.... FLOATING ICONS OF D00M! :runaway:

I have done this before, in Novemeber I did it on a test map (my ZE had Runtime Error.) and I fixed every Floating Icon I had. Now, when I did it on Felucia, I did it the way I had before. The only difference was nothing happened. But I was able to get DC-15s carbine working. I was then puzzled and I compared the files of the test map to Felucia. They were the same. So from then I've been living with this disease until I though my carbine model wasn't the best one released(Remember, the carbine didn't have a floating icon). So I changed the line in it's odf "GeometryName = "rep_weap_inf_dc15carbine"" to "GeometryName = "rep_weap_dc15carbine"" (this doesn't have "inf".) and got the mshs and tgas. I tested it and still no floating icon! :runaway: Anyone know what caused this to have no floating icon?

Okay, so remember. I compared the files of test to Felucia. They were the same. So now DC-15s carbine's fixed, but the rifle and pistol still have Floating icons. How is this possible? :?

Re: Floating Icon noob needs help

Posted: Thu Feb 18, 2010 9:53 pm
by Deviss
well i am idiot explaining so i make fast, you want my files and i say you how use them for no floating icons creating dc:ingame.lvl ?? :D

Re: Floating Icon noob needs help

Posted: Thu Feb 18, 2010 9:54 pm
by genaral_mitch
Sure.

Re: Floating Icon noob needs help

Posted: Thu Feb 18, 2010 9:58 pm
by Deviss
genaral_mitch wrote:Sure.
mission lua add 2 lines

ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:ingame.lvl")

your ingame.req (if you want only floating icons)
Hidden/Spoiler:
ucft
{
REQN
{
"model"
"com_inv_mesh"
}

REQN
{
"config"
"5playerhud"
}
}
and put in C:\BF2_ModTools\data_xxx\Common\hud\PC the file called 5playerhud
like this on him
Hidden/Spoiler:
Code:

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

// First Weapons Section

TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("rep_weap_dc17launcher", "com_inv_mesh")
NameMesh("rep_weap_dc17blast", "com_inv_mesh")
NameMesh("rep_weap_dc17sniper", "com_inv_mesh")
NameMesh("rep_weap_dc17pistol", "com_inv_mesh")
NameMesh("rep_weap_dc15carbine", "com_inv_mesh")
NameMesh("rep_weap_dc15caster", "com_inv_mesh")
NameMesh("rep_weap_dc15blaster", "com_inv_mesh")
NameMesh("rep_weap_dc15rifle", "com_inv_mesh")
NameMesh("rep_weap_dc15a", "com_inv_mesh")
NameMesh("rep_weap_dc15st", "com_inv_mesh")
NameMesh("rep_weap_dc14shotgun", "com_inv_mesh")
NameMesh("rep_weap_ICE_chaingun", "com_inv_mesh")
NameMesh("rep_weap_WeStar_M5a", "com_inv_mesh")
NameMesh("rep_weap_WeStar_M5s", "com_inv_mesh")
NameMesh("imp_weap_E-11_Carbine", "com_inv_mesh")
NameMesh("imp_weap_esm_r37", "com_inv_mesh")
NameMesh("com_weap_EE-3", "com_inv_mesh")
NameMesh("com_weap_StarFox_sniperrifle", "com_inv_mesh")
NameMesh("com_weap_SWG_missile_launcher", "com_inv_mesh")
NameMesh("cis_weap_inf_shotgun", "com_inv_mesh")
NameMesh("com_weap_e11s", "com_inv_mesh")
NameMesh("com_weap_DT57_grievous", "com_inv_mesh")
NameMesh("com_weap_flechette", "com_inv_mesh")
NameMesh("cis_weap_acp_array_gun", "com_inv_mesh")
NameMesh("cis_weap_cap_rifle", "com_inv_mesh")
NameMesh("com_weap_VF5_chaingun", "com_inv_mesh")
NameMesh("com_weap_T-21_Blaster_Cannon", "com_inv_mesh")
NameMesh("com_weap_fordo_pistol", "com_inv_mesh")
NameMesh("com_weap_morita_carbine", "com_inv_mesh")
NameMesh("com_weap_morita_rifle", "com_inv_mesh")
NameMesh("com_weap_SFOR_carbine", "com_inv_mesh")
NameMesh("com_weap_dh17", "com_inv_mesh")
NameMesh("com_weap_guardrifle", "com_inv_mesh")
NameMesh("com_weap_silas_rifle", "com_inv_mesh")
NameMesh("com_weap_silas_pistol", "com_inv_mesh")
NameMesh("com_weap_inf_decee18", "com_inv_mesh")
NameMesh("com_weap_mando_rifle", "com_inv_mesh")
NameMesh("com_weap_mando_sniper_rifle", "com_inv_mesh")
NameMesh("com_weap_mando_pistol", "com_inv_mesh")
NameMesh("cis_weap_inf_sniperrifle", "com_inv_mesh")
NameMesh("rep_weap_inf_launcher", "com_inv_mesh")
NameMesh("rep_weap_inf_sniperrifle", "com_inv_mesh")
NameMesh("com_weap_inf_frag", "com_inv_mesh")
NameMesh("com_weap_fusioncutter", "com_inv_mesh")
NameMesh("hud_haywiredetonator", "com_inv_mesh")
NameMesh("", "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("gar_weap_inf_pistol")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}

MeshInfo("rep_weap_dc17launcher")
{
Position(-0.250000, 0.350000, 10.000000, "Viewport")
Rotation(0.804269, 90.747269, 360.000000)
Scale(0.900000, 0.900000, 0.900000)
}

MeshInfo("rep_weap_dc17blast")
{
Position(-0.250000, 0.355000, 5.000000, "Viewport")
Rotation(0.804269, 90.747269, 360.000000)
Scale(0.900000, 0.900000, 0.900000)
}

MeshInfo("rep_weap_dc17sniper")
{
Position(-0.250000, 0.355000, 5.000000, "Viewport")
Rotation(0.804269, 90.747269, 360.000000)
Scale(0.900000, 0.900000, 0.900000)
}

MeshInfo("rep_weap_dc17pistol")
{
Position(-0.256269, 0.356366, -0.002834, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}

MeshInfo("rep_weap_dc15carbine")
{
Position(-0.250000, 0.350000, 0.007261, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.900000, 0.900000, 0.900000)
}

MeshInfo("rep_weap_dc15blaster")
{
Position(-0.250000, 0.360000, 0.007261, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.000000, 1.000000, 1.000000)
}

MeshInfo("rep_weap_dc15rifle")
{
Position(-0.220000, 0.360000, 1.000000, "Viewport")
Rotation(0.804269, 90.747269, 360.000000)
Scale(0.800000, 0.800000, 0.800000)
}

MeshInfo("rep_weap_dc15a")
{
Position(-0.220000, 0.360000, 0.500000, "Viewport")
Rotation(1.540000, 90.000000, 5.000000)
Scale(0.800000, 0.800000, 0.800000)
}

MeshInfo("rep_weap_dc14shotgun")
{
Position(-0.230000, 0.360000, 10.000000, "Viewport")
Rotation(1.538445, 95.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}

MeshInfo("rep_weap_ICE_chaingun")
{
Position(-0.280000, 0.335000, 10.000000, "Viewport")
Rotation(1.538445, 95.690582, 4.455857)
Scale(0.650000, 0.650000, 0.650000)
}

MeshInfo("imp_weap_E-11_Carbine")
{
Position(-0.242922, 0.360546, 0.003365, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.900000, 0.900000, 0.900000)
}

MeshInfo("imp_weap_esm_r37")
{
Position(-0.230000, 0.360748, 0.009504, "Viewport")
Rotation(0.804269, 90.000000, 360.000000)
Scale(0.900000, 0.900000, 0.900000)
}

MeshInfo("com_weap_EE-3")
{
Position(-0.210000, 0.350000, 0.009504, "Viewport")
Rotation(0.804269, 90.000000, 360.000000)
Scale(0.750000, 0.750000, 0.750000)
}

MeshInfo("com_weap_arcgun")
{
Position(-0.230000, 0.360000, 0.007300, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.850000, 0.850000, 0.850000)
}

MeshInfo("com_weap_StarFox_sniperrifle")
{
Position(-0.240000, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.80000, 0.80000, 0.80000)
}

MeshInfo("com_weap_SWG_missile_launcher")
{
Position(-0.207665, 0.361767, 0.007124, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.600000, 0.600000, 0.600000)
}

MeshInfo("cis_weap_inf_shotgun")
{
Position(-0.205000, 0.350000, 0.007300, "Viewport")
Rotation(0.804269, 90.747269, 360.000000)
Scale(0.950000, 0.950000, 0.950000)
}

MeshInfo("rep_weap_WeStar_M5a")
{
Position(-0.230000, 0.360000, 0.007300, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.850000, 0.850000, 0.850000)
}

MeshInfo("rep_weap_WeStar_M5s")
{
Position(-0.230000, 0.360000, 0.007300, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.850000, 0.850000, 0.850000)
}

MeshInfo("rep_weap_dc15caster")
{
Position(-0.220000, 0.356366, -0.002834, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}

MeshInfo("com_weap_e11s")
{
Position(-0.206269, 0.360000, -0.002834, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}

MeshInfo("com_weap_DT57_grievous")
{
Position(-0.236938, 0.359879, 0.001903, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}

MeshInfo("com_weap_flechette")
{
Position(-0.300000, 0.370000, -0.002834, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.000000, 1.000000, 1.000000)
}

MeshInfo("cis_weap_acp_array_gun")
{
Position(-0.249442, 0.359076, 0.007261, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.900000, 0.900000, 0.900000)
}

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

MeshInfo("rep_weap_dc15st")
{
Position(-0.260316, 0.356366, -0.002834, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}

MeshInfo("com_weap_VF5_chaingun")
{
Position(-0.239334, 0.328393, 10.000000, "Viewport")
Rotation(1.538445, 95.690582, 4.455857)
Scale(0.650000, 0.650000, 0.650000)
}

MeshInfo("com_weap_T-21_Blaster_Cannon")
{
Position(-0.240000, 0.360748, 0.009504, "Viewport")
Rotation(0.804269, 90.000000, 360.000000)
Scale(0.800000, 0.800000, 0.800000)
}

MeshInfo("com_weap_fordo_pistol")
{
Position(-0.256269, 0.356366, -0.002834, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}

MeshInfo("com_weap_morita_carbine")
{
Position(-0.228348, 0.360000, 0.003365, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.800000, 0.800000, 0.800000)
}

MeshInfo("com_weap_morita_rifle")
{
Position(-0.228348, 0.360000, -0.007488, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.800000, 0.800000, 0.800000)
}

MeshInfo("com_weap_SFOR_carbine")
{
Position(-0.220000, 0.360748, 0.009504, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.000000, 1.000000, 1.000000)
}

MeshInfo("com_weap_dh17")
{
Position(-0.250000, 0.359076, 0.007261, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.750000, 0.750000, 0.750000)
}

MeshInfo("com_weap_guardrifle")
{
Position(-0.228348, 0.360000, -0.007488, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.800000, 0.800000, 0.800000)
}

MeshInfo("com_weap_mando_rifle")
{
Position(-0.250000, 0.360000, 0.007488, "Viewport")
Rotation(0.804269, 90.747269, 360.000000)
}

MeshInfo("com_weap_mando_sniper_rifle")
{
Position(-0.231335, 0.355448, 0.003653, "Viewport")
Rotation(0.804270, 90.573100, 360.000000)
Scale(0.80000, 0.80000, 0.80000)
}

MeshInfo("com_weap_mando_pistol")
{
Position(-0.250000, 0.360000, 0.002834, "Viewport")
Rotation(0.804269, 90.747269, 360.000000)
}

MeshInfo("com_weap_silas_rifle")
{
Position(-0.229000, 0.360000, -0.007488, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.800000, 0.800000, 0.800000)
}

MeshInfo("com_weap_silas_pistol")
{
Position(-0.260316, 0.360000, -0.002834, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.700000, 0.700000, 0.700000)
}

MeshInfo("com_weap_inf_decee18")
{
Position(-0.260000, 0.356000, 0.002834, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}

MeshInfo("cis_weap_inf_sniperrifle")
{
Position(-0.231000, 0.358000, -0.003271, "Viewport")
Rotation(359.802399, 90.747269, 359.999695)
Scale(0.900000, 0.900000, 0.900000)
}

MeshInfo("rep_weap_inf_launcher")
{
Position(-0.207665, 0.361767, 0.007124, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.600000, 0.600000, 0.600000)
}

MeshInfo("rep_weap_inf_sniperrifle")
{
Position(-0.228348, 0.360000, -0.007488, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.800000, 0.800000, 0.800000)
}

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")
NameMesh("com_weap_fusioncutter", "com_inv_mesh")
NameMesh("hud_haywiredetonator", "com_inv_mesh")
NameMesh("hud_yellow_grenade", "com_inv_mesh")
NameMesh("hud_stealt", "com_inv_mesh")
NameMesh("com_weap_inf_ecd", "com_inv_mesh")
NameMesh("com_weap_inf_sonicdetonator", "com_inv_mesh")
NameMesh("frag", "com_inv_mesh")
NameMesh("glop", "com_inv_mesh")
NameMesh("weap_inf_protoncharge", "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)
}

MeshInfo("com_weap_inf_ecd")
{
Position(-0.274201, 0.290000, 15.000000, "Viewport")
Rotation(0.000000, 0.000000, 360.000000)
Scale(1.700000, 1.700000, 1.700000)
}

MeshInfo("weap_inf_protoncharge")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(0.000000, 0.000000, 359.999695)
Scale(1.700000, 1.700000, 1.700000)
}

MeshInfo("com_weap_inf_sonicdetonator")
{
Position(-0.274000, 0.300000, 15.000000, "Viewport")
Rotation(0.000000, 0.000000, 360.000000)
Scale(1.400000, 1.400000, 1.400000)
}

MeshInfo("frag")
{
Position(-0.258918, 0.300000, 0.000000, "Viewport")
Rotation(0.000000, 0.000000, 360.000000)
Scale(1.700000, 1.700000, 1.700000)
}

MeshInfo("glop")
{
Position(-0.270000, 0.300000, 0.000000, "Viewport")
Rotation(0.000000, 0.000000, 360.000000)
Scale(1.700000, 1.700000, 1.700000)
}

MeshInfo("com_weap_fusioncutter")
{
Position(-0.225000, 0.270000, 25.000000, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
Scale(0.900000, 0.900000, 0.900000)
}

MeshInfo("hud_haywiredetonator")
{
Position(-0.280000, 0.290000, 0.006280, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.610000, 0.610000, 0.610000)
}

MeshInfo("hud_yellow_grenade")
{
Position(-0.280000, 0.290000, 0.006280, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.610000, 0.610000, 0.610000)
}

MeshInfo("hud_stealt")
{
Position(-0.251900, 0.280000, 0.000000, "Viewport")
Scale(0.250000, 0.250000, 0.250000)
}

MeshInfo("hud_haywiredetonator1")
{
Position(-0.278209, 0.310000, 0.006280, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.610000, 0.610000, 0.610000)
}
}
}
}
that no need explain the names and codes etc :P
and put the file com_inv_mesh on C:\BF2_ModTools\data_xxx\Common\mshs
ready :D all done man

note: of course after clean and new munge, put the new mission.lvl and ingame.lvl in your addon folder ;)

Re: Floating Icon noob needs help

Posted: Thu Feb 18, 2010 10:04 pm
by genaral_mitch
I can't seem to find 5playerhud. All I see is 1playerhud.

Re: Floating Icon noob needs help

Posted: Thu Feb 18, 2010 10:07 pm
by Deviss
genaral_mitch wrote:I can't seem to find 5playerhud. All I see is 1playerhud.
5playerhud

Re: Floating Icon noob needs help

Posted: Thu Feb 18, 2010 10:12 pm
by genaral_mitch
Couldn't give you more thanks, Dev.

Re: Floating Icon noob needs help

Posted: Thu Feb 18, 2010 10:14 pm
by Deviss
genaral_mitch wrote:Couldn't give you more thanks, Dev.
:wink:

Re: Floating Icon noob needs help

Posted: Sat Feb 20, 2010 3:18 pm
by genaral_mitch
Oh no, for some reason it didn't work.

Re: Floating Icon noob needs help

Posted: Sat Feb 20, 2010 3:28 pm
by Deviss
genaral_mitch wrote:Oh no, for some reason it didn't work.
a bit late no? lol, are you sure? you putted your weapon msh name into 5playerHUD file and munged and after put the new mission and ingame.lvl in your addon folder?

Re: Floating Icon noob needs help

Posted: Sat Feb 20, 2010 3:33 pm
by genaral_mitch
:runaway: :bowdown: :bowdown: Thanks Dev!!!! It works now, but the HUD is back to the stock one and looks kinda funny.

Re: Floating Icon noob needs help

Posted: Sat Feb 20, 2010 3:56 pm
by Deviss
genaral_mitch wrote::runaway: :bowdown: :bowdown: Thanks Dev!!!! It works now, but the HUD is back to the stock one and looks kinda funny.
:D :D :D screenie please xD

Re: Floating Icon noob needs help

Posted: Sat Feb 20, 2010 4:10 pm
by genaral_mitch
Image

Guess who's bly that is.

Re: Floating Icon noob needs help

Posted: Sat Feb 20, 2010 4:29 pm
by Fiodis
I thought 1playerhud was the one (both of them) used by BF2? In any case, did you look at the FAQ topic and do it that way?

Re: Floating Icon noob needs help

Posted: Sat Feb 20, 2010 4:36 pm
by genaral_mitch
No, but it's done.

Re: Floating Icon noob needs help

Posted: Sat Feb 20, 2010 4:41 pm
by Deviss
genaral_mitch wrote:No, but it's done.
well you only need icon more to right place :) that is easy or use my codes also XD