Page 1 of 1

Hud EMP Icon

Posted: Thu Jun 25, 2009 10:09 pm
by philomen
Ok this is probably very simple but i just can't figure it out ...

I am using the thermal detonator hud model for my emp grenade but i needed a blue one so copied and pasted the msh, the option and the tga of the hud_thermaldetonator and renamed all the files to hud_thermaldetonato2 ... I also opened the msh file with notepad and changed this
Hidden/Spoiler:
[code]HEDR, MSH2 SINFh NAME hud_thermaldetonator FRAM d ŸÂïABBOX, €? hÁ< TÃl>Ðr‚>TÃì$ù'°>CAMR@ NAME Camera DATA( @  A )¨o?ÍÌÌ= GMATLŒ MATD€ NAME Material0 DATA4 333?333?333? €? €? €? €? €?š™™>š™™>š™™> €? HBATRB TX0D hud_thermaldetonator.tga MODLÈ MTYP MNDX NAME hud_thermaldetonator1 TRAN( €? €? €? € € € €? GEOMX BBOX, € €u.¼Mü?ç5:üÀ< ðÁn>lqƒ>o;ِ±>SEGM MATI POSLH ’±¤TÃl¾TÃì$wu=²d¾TÃì$wu½²d¾TÃì$TÃì=ó
M¾TÃì$TÃì½ó
M¾TÃì$¯j'>¯j'¾ ¯j'¾¯j'¾ ó
M>TÃì½ ó
M¾TÃì½ ²d>wu½ ²d¾wu½ TÃl>;¼œ% TÃl¾Å÷% ²d¾wu= ²d>wu= ó
M>TÃì=TÃl¤ó
M¾TÃì=TÃl¤¯j'>¯j'>TÃl¤¯j'¾¯j'>TÃl¤<H¾#+9>TÃl¤TÃì=ó
M>TÃl¤ËŒ
¾cPa>TÃl¤wu=²d>TÃl¤TÃ콝èt>TÃl¤wu=Âêˆ>TÃl¤wu½ Ù‰>TÃl¤÷]%÷ƒŽ>TÃì¤NRMLH €? €? €?º
e\É& €?º
e\É& €?º
e\É& €?º
e\É& €? €? €? €? €? [/code]
to this
Hidden/Spoiler:
[code]HEDR, MSH2 SINFh NAME hud_thermaldetonato2 FRAM d ŸÂïABBOX, €? hÁ< TÃl>Ðr‚>TÃì$ù'°>CAMR@ NAME Camera DATA( @  A )¨o?ÍÌÌ= GMATLŒ MATD€ NAME Material0 DATA4 333?333?333? €? €? €? €? €?š™™>š™™>š™™> €? HBATRB TX0D hud_thermaldetonato2.tga MODLÈ MTYP MNDX NAME hud_thermaldetonato2 TRAN( €? €? €? € € € €? GEOMX BBOX, € €u.¼Mü?ç5:üÀ< ðÁn>lqƒ>o;ِ±>SEGM MATI POSLH ’±¤TÃl¾TÃì$wu=²d¾TÃì$wu½²d¾TÃì$TÃì=ó
M¾TÃì$TÃì½ó
M¾TÃì$¯j'>¯j'¾ ¯j'¾¯j'¾ ó
M>TÃì½ ó
e\É& €? €? €? €? €? €?[/code]
( i just incorporated the important parts ) ... anyways ... so all the msh files are ok and this is my weapons odf ...
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_thermaldetonator"
GeometryName = "rep_weap_inf_grenadethermal.msh"

[Properties]
OrdnanceName = "rep_weap_inf_empgrenade_ord"

HUDTag = "hud_thermaldetonato2"

//************************************************
//******************* SOUND *****************
//************************************************

FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_sm"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"[/code]
So ... then i created the req file and added it to my req folder

Code: Select all

ucft
{    
	REQN
	{
		"model"
		"hud_thermaldetonato2"
	}
}
so then i added the name of the model in the model section of my req.file in my sides folder

... i suppose thats what i would have to do but the model doesn't appear anywhere ... can someone plz help me ...

Re: Hud EMP Icon

Posted: Thu Jun 25, 2009 10:13 pm
by Maveritchell
Why did you create a .req file? That should be added to your side's .req file, not a new one.

Did you follow FragMe!'s tutorial on setting up custom HUD icons? You will need to.

Re: Hud EMP Icon

Posted: Thu Jun 25, 2009 10:27 pm
by AQT
Also, you can't just edit .msh files the way you did there with notepad. You have to use a hex editor. Notepad would only corrupt the file.

Re: Hud EMP Icon

Posted: Thu Jun 25, 2009 10:31 pm
by philomen
oh ... kk ... i always used notepad for texture tweaks like that :P

is the tutorial ure talking about the one to fix floating icons ?

OK i removed the req file i had created for the msh and did everything the custom floating weapon tutorial told me an changed the texture the hud model should be looking for in the hex-editor ... sadly it still doesn't work ... any ideas ?