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Re: How do I get rid of aimer and also how to modify a scope?
Posted: Sun Dec 13, 2009 1:14 pm
by swado95
Ok where do I find the aimer.tga so I can skin it transparent? What files do I look under and did any one remap the scope yet?
Iron sights
Posted: Sun Dec 20, 2009 9:23 pm
by bobfinkl
Hello there GT, I've been working to add iron sights to my map, but I'm having some issues.
But I have absolutely no idea how to edit/munge HUD files. I have a HUD file from another topic, a remapped scope model, and an iron sights texture. So far the iron sights haven't at all appeared ingame, I am using com_1st_scope_universal (remapped model).
Any help appreciated, thanks.
Topics merged -Staff
Re: How do I remove the aimer and modify a scope?
Posted: Mon Dec 21, 2009 6:11 pm
by Fiodis
If you haven't already, look over the last few pages of this thread, they cover just about everything you'd need to know. As for how to munge hud files, you need to make and read a custom ingame.lvl. Check out
this FAQ thread.
Re: How do I remove the aimer and modify a scope?
Posted: Mon Dec 21, 2009 8:56 pm
by bobfinkl
Ok well, I've gotten my iron sights on-screen without the 4 duplicates on each corner of the screen. A few problems though, the sights are semi-transparent, and unchangable (I have the same iron sights for EVERY different gun).
Re: How do I remove the aimer and modify a scope?
Posted: Mon Dec 21, 2009 9:49 pm
by swado95
First of all do you have a screen of the sights?
Also when you mean it comes up on every gun do you mean that every gun has that sight. Because I think I can fix that easily.
Re: How do I remove the aimer and modify a scope?
Posted: Mon Dec 21, 2009 10:27 pm
by Fiodis
The line ScopeTexture = "name_of_scope_tga" in a weapon's odf defines its scope texture (in this case the ironsight texture to use). As for the alpha, check the HUD's alpha values.
Re: How do I remove the aimer and modify a scope?
Posted: Mon Dec 21, 2009 10:53 pm
by bobfinkl
This doesn't quite work, as I'm replacing the reticule (actually just creating one above the regular one), which from Trainmaster611's HUD file looks like that was what he was doing also.
And for the alpha channel, raising it above 1.0 makes it disappear, putting it at 0 does the same.
Re: How do I remove the aimer and modify a scope?
Posted: Mon Dec 21, 2009 11:35 pm
by swado95
Idk know much about what your talking about right now but couldn't u make it like .5
Re: How do I remove the aimer and modify a scope?
Posted: Tue Dec 22, 2009 12:41 am
by Fiodis
Try replacing the scope msh. It's a lot easier.
Re: How do I remove the aimer and modify a scope?
Posted: Tue Dec 22, 2009 5:50 am
by DarthD.U.C.K.
you cant modify the shipped hud - im 99% shure
(the only way it could work would MAYBE reskinning but if you tried and it didnt work....)
Re: How do I remove the aimer and modify a scope?
Posted: Tue Dec 22, 2009 1:06 pm
by bobfinkl
DarthD.U.C.K. wrote:you cant modify the shipped hud - im 99% shure
(the only way it could work would MAYBE reskinning but if you tried and it didnt work....)
You can modify it, and I have been.
Fiodis wrote:Try replacing the scope msh. It's a lot easier.
I tried that, but it never replaces it. I reskin it and get the default 4 iron sights per side (and yes I did load it in the ingame.lvl).
Re: How do I remove the aimer and modify a scope?
Posted: Tue Dec 22, 2009 8:11 pm
by trainmaster611
bobfinkl wrote:This doesn't quite work, as I'm replacing the reticule (actually just creating one above the regular one), which from Trainmaster611's HUD file looks like that was what he was doing also.
And for the alpha channel, raising it above 1.0 makes it disappear, putting it at 0 does the same.
I was just thinking about that this very morning. The problem is that they would all have the same ironsights.
I was having largely the same results with modifying the sniper scope msh. I have a hunch it may be hardcoded. Just a matter of curiosity, did you add the dc: thing to the side that you were modifying the texture for?
Re: How do I remove the aimer and modify a scope?
Posted: Tue Dec 22, 2009 10:32 pm
by swado95
Could you just start from scratch it seems like it would be easier?
Re: How do I remove the aimer and modify a scope?
Posted: Wed Dec 23, 2009 9:50 am
by myers73
what do you think they are doing?
Re: How do I remove the aimer and modify a scope?
Posted: Wed Dec 23, 2009 11:35 am
by bobfinkl
trainmaster611 wrote: did you add the dc: thing to the side that you were modifying the texture for?
Yes I have, I am also using a custom scope texture already for the sniper rifle weapon.
Perhaps there is a odf line that we can use for it to call a different model for the scope? If not is there anyway we can add on a changing depending on weapon part of the HUD file for the iron sights?
Re: How do I remove the aimer and modify a scope?
Posted: Wed Dec 23, 2009 2:15 pm
by trainmaster611
bobfinkl wrote:trainmaster611 wrote: did you add the dc: thing to the side that you were modifying the texture for?
Yes I have, I am also using a custom scope texture already for the sniper rifle weapon.
Perhaps there is a odf line that we can use for it to call a different model for the scope? If not is there anyway we can add on a changing depending on weapon part of the HUD file for the iron sights?
Searching through psych0's documents, I didn't see anything relating to any kind of scope mesh. What do you mean "add on a changing"?
Re: How do I remove the aimer and modify a scope?
Posted: Wed Dec 23, 2009 2:21 pm
by bobfinkl
trainmaster611 wrote:What do you mean "add on a changing"?
Sorry about that, didn't quite finish what I meant to say. I meant if we could add on a bit to the HUD that acts similar to the reticule (turns on/off depending on whether you are zoomed in or not, yes it's possible and I already have it working), it also changes depending on what weapon you are using (similar to weapon icons).
Re: How do I remove the aimer and modify a scope?
Posted: Wed Dec 23, 2009 5:39 pm
by trainmaster611
bobfinkl wrote:trainmaster611 wrote:What do you mean "add on a changing"?
Sorry about that, didn't quite finish what I meant to say. I meant if we could add on a bit to the HUD that acts similar to the reticule (turns on/off depending on whether you are zoomed in or not, yes it's possible and I already have it working), it also changes depending on what weapon you are using (similar to weapon icons).
I don't think you can turn on and off a component of the HUD other than the reticule through zooming (unless that is what you meant when you said you have it working).
As far as weapon unique HUD groups, this is all that I can find.
Code: Select all
MeshInfo("cis_weap_inf_pistol")
{
Position(-0.260316, 0.356366, -0.002834, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.800000, 0.800000, 0.800000)
}
I don't know how it assigns a specific icon to a specific weapon, but this at least seems to suggest that you can only have one unique HUD component per weapon -- in other words, you may have to sacrifice the weapon icon for the iron sights.
Here's a thought. You know how if you add a new weapon msh, it has a floating miniaturized version of the weapon msh? Supposing you were to rotate, position, and scale it so that the miniaturized version actually creates the iron sights? I don't really know anything about weapon icons (haven't even looked at the floating weapon icon tut yet) but its just an idea.
Re: How do I remove the aimer and modify a scope?
Posted: Wed Dec 23, 2009 6:15 pm
by bobfinkl
trainmaster611 wrote:I don't think you can turn on and off a component of the HUD other than the reticule through zooming (unless that is what you meant when you said you have it working).
Yes that is what I meant.
trainmaster611 wrote:Here's a thought. You know how if you add a new weapon msh, it has a floating miniaturized version of the weapon msh? Supposing you were to rotate, position, and scale it so that the miniaturized version actually creates the iron sights? I don't really know anything about weapon icons (haven't even looked at the floating weapon icon tut yet) but its just an idea.
It is possible to have 2 icons at a time, so why not set one up for the iron sights? Although I'm sure having it disappear when not zoomed would be a bit of an issue, unless we can set it to activate as the reticule does. From what I've seen, it is possible, how to do it though is beyond my limited knowledge of HUDs.
Re: How do I remove the aimer and modify a scope?
Posted: Thu Dec 24, 2009 10:08 pm
by swado95
This sounds like your working too hard on something that shouldn't be to hard. So how hard is it to just make a new scope?
Yaaa! 80 post most ever =) small victory.