Making your own Weapon HUD Icons?
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theITfactor
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Making your own Weapon HUD Icons?
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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FragMe!
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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
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
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")- authraw
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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?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
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 Or is that out-of-date?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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theITfactor
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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?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
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 instructionsCode: 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")
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FragMe!
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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.
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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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?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.
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theITfactor
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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?phazon_elite wrote:The thermal detonator uses an image called hud_thermaldetonator. Find that in the data_***\Common\interface folder.
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theITfactor
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theITfactor
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This one? http://www.gametoast.com/index.php?name ... pic&t=9703Penguin wrote:use FragMes custom hug icons tutorial to make multiple icons for the grenades then use the hudtag for each grenade.
