Center of reticule possibilities? [Solved]

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JimmyAngler
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Center of reticule possibilities? [Solved]

Post by JimmyAngler »

Is there a way to change the square in the middle of the reticule? I have never seen this done so I am a bit worried. It looks terrible with my custom huds.
Last edited by JimmyAngler on Fri Jan 03, 2014 7:02 pm, edited 1 time in total.
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Re: Center of reticule possibilities?

Post by Marth8880 »

I believe it's something along the lines of hud_reticule_bullseye.msh, just replace the msh with a blank msh.
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Re: Center of reticule possibilities?

Post by JimmyAngler »

I have this odd thing happening:
Hidden/Spoiler:
Image
The actual one I made looks like this:
Hidden/Spoiler:
Image
Anyone know what the problem is?
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Re: Center of reticule possibilities?

Post by Anakin »

From two pics??

What does it look like in the swbf viewer?

Just an idea do you have just added polygons or also lines, circels,...??
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Re: Center of reticule possibilities?

Post by Marth8880 »

Select all of your objects, click Transform, Freeze All Transforms..., and then freeze the operator stack by going into I think Edit, Operator, Freeze Operator Stack.
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Re: Center of reticule possibilities?

Post by JimmyAngler »

looks like this in the viewer.
Hidden/Spoiler:
Image
@Marth8880: nope that didn't work

@Anakin: Some of the lines are blue and some are white. I just took a cylinder and cut out the middle and a few polygons to make the circle part.

Edit:
so I made a new one and some parts are working while the little triangles are still causing problems. any ideas?
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Re: Center of reticule possibilities?

Post by Anakin »

So i don't understand the problem. The reticule is just the way it's in the mesh viewer.

Have you tryed to remove the triangles and made some new maybe with thin cylinders??

for the color you need an tga file. it looks for me like you just colored the lines. Also for a mesh file you can ONLY use Poly Mesh. You can modfiy these by moving/deleting edges, knots or interfacial with the select options. But your object looks for me to be just lines or strips. Can you show us an textured decal pic??
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Re: Center of reticule possibilities?

Post by JimmyAngler »

All of my objects are poly-meshes the rings are poly mesh disks and the strips are poly mesh cubes. I do have a dummyroot null too. here is the textured decal. I haven't added any tga pics to it.
Hidden/Spoiler:
Image
Edit: Ok got it working. The only problem is where do I put the tga file for the reticule to be textured in-game?
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Re: Center of reticule possibilities?

Post by Marth8880 »

Hmm. Try scaling the mesh by a factor of something like 5.0 in XSI, then see what happens. If this works, then keep that scaling - create a .option file for your msh, and in it, put:

Code: Select all

-scale 0.2
(The reason behind this issue seems to be the fact that very small triangles are sort of automatically welded together in Zero Engine - though I thought this happened during the munge process, but meh, whaaatever. :p)
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Re: Center of reticule possibilities?

Post by JimmyAngler »

Edit: Ok got it working. :D
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Re: Center of reticule possibilities?

Post by Marth8880 »

Well then. :o

Regarding your next question, typically textures should be in the same folder as their msh, but in the case of ingame.lvl (and really any files in the Common directory), you'll need to add the texture('s/s') name(s) under the "texture" header in ingame.req (or the REQ of whichever LVL file into which you are compiling these assets). Do note, however, that reticules might not support textures, being unique HUD elements.
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Re: Center of reticule possibilities?

Post by JimmyAngler »

well there's two I think:
Hidden/Spoiler:
REQN
{
"texture"
"platform=pc"
"fx_ringbump"
}
Hidden/Spoiler:
REQN
{
"texture"
"leaf"
"lightglow"
"lightsabreglow"
"statsscreens_bg"
"ambush_icon"
"blank_icon"
"bluelaser_l"
"blurmask"
"com_icon_ctfflag_all_imp"
"com_icon_ctfflag_rep_cis"
"com_sfx_laser_blue"
"com_sfx_laser_green"
"com_sfx_laser_orange"
"com_sfx_laser_purple"
"com_sfx_laser_red"
"com_sfx_laser_yellow"
"combatspeeder_icon"
"flag_team_carried"
"flag_carried"
"flag_dropped"
"flag_icon"
"fluffy"
"fx_godray"
"fx_snow"
"fx_splash"
"fxrippl1"
"greenlaser_l"
"hud_active_repair_icon"
"hud_blockaderunner_icon"
"hud_clipbar_segment"
"hud_dest_icon"
"hud_detpack_plunger"
"hud_flag_icon"
"hud_flag_timer"
"hud_herobar_saberhilt"
"hud_jetpack_and_energybar_blankfill"
"hud_jetpack_and_energybar_fill"
"hud_map_northpointer"
"hud_map_raster"
"hud_ministardestroyer_icon"
"hud_notallowed"
"hud_objective_icon"
"hud_objective_icon_circle"
"hud_objective_icon_hidden"
"hud_objective_icon_offscreen"
"hud_target_hidden"
"hud_target_hint_hidden"
"hud_target_hint_onscreen"
"hud_target_flag_onscreen"
"hud_target_onscreen"
"hud_target_pointer"
"hud_target_pointer_solid"
"hud_herobar_saberglow"
"hud_reinforcement_icon"
"hud_secondary_refire_segment"
"hud_threshold_tickmark"
"hud_infinite_ammo_icon"
"hud_player_captured_flag"
"hud_poison"
"hud_player_captured_flag"
"hud_proton_bomb"
"hud_black"
"hud_white"
"hud_vehicle_beam_cannon"
"hud_rep_weap_defense_buff_icon"
"map_mask"
"noise"
"player_icon"
"player_shadow"
"qos_veryverybad"
"redlaser_1"
"spacedust1"
"spray"
"tauntaun_kaadu_icon"
"Tooltips_BorderBox"
"troop_icon"
"turret_icon"
"walker_icon"
"weapon_scope"
"weapon_scope2"
"weapon_scope3"
"weapon_scope4"
"whitecircle"
}
And the second one already has the original (mine too) texture file in it : "hud_white"
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Re: Center of reticule possibilities?

Post by Marth8880 »

Wait, you're using hud_white.tga? That texture is literally just white and nothing else. Regardless, you'd ideally put the texture name under the header that doesn't contain "platform=pc", though it technically won't matter which you use as long as you don't put it under "platform=xbox" or "platform=ps2".

(The "platform=" parameter simply specifies assets that are to be used exclusively for specific consoles, which also coincides with the "PC" folder in many assets folders.)
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Re: Center of reticule possibilities?

Post by JimmyAngler »

so, what do I do? The req already has that texture loaded.
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Re: Center of reticule possibilities?

Post by Marth8880 »

What does it currently look like in-game?
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Re: Center of reticule possibilities?

Post by JimmyAngler »

looks like this:
Hidden/Spoiler:
Image
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Re: Center of reticule possibilities?

Post by Marth8880 »

Hmm... How dark red/blue does the reticule get when it targets an enemy/friendly unit?

Also, go into the mesh's material settings and change the ambient color to all-white instead of that dark-ish shade of grey it default to. If that doesn't work, I guess create an .option file for the msh and inside the file, insert the following:

Code: Select all

-nocollision -vertexlighting
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Re: Center of reticule possibilities?

Post by JimmyAngler »

uhh normal red/blue. Only the inside-is part though.
as for mesh's material settings, I have no clue where that is. :(
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Re: Center of reticule possibilities?

Post by Anakin »

make a file called my_reticule_name.msh.option and write it in there.

Do you want an custom color on the reticule or do you want it to be like BF2 with the team color??
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Re: Center of reticule possibilities?

Post by JimmyAngler »

custom color. The -vertxlighting thing didn't work. :(
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