Tutorial: how get the HUD's icon correct position

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Deviss
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Tutorial: how get the HUD's icon correct position

Post by Deviss »

well i had problems with icon of the weapons, and today i am very bored i get result of how move down, up, left, right the HUD icon so i will want to make this tutorial for than nobody have my same problem lol.

well for example i have this:
Position(-0.200000, 0.300000, 0.007124, "Viewport")
Rotation(1.538445, 95.690582, 4.455857)
Scale(0.700000, 0.700000, 0.700000)

MOVE UP: to diminish the numbers of the green's sector, for example
Position(-0.200000, 0.300000, 0.007124, "Viewport") TO
Position(-0.200000, 0.100000, 0.007124, "Viewport")

MOVE DOWN:
to augment the numers of the green's sector, for example
Position(-0.200000, 0.300000, 0.007124, "Viewport") TO
Position(-0.200000, 0.500000, 0.007124, "Viewport")

MOVE LEFT: to diminish the numbers of the blue's sector, for example
Position(-0.200000, 0.300000, 0.007124, "Viewport") TO
Position(-0.400000, 0.300000, 0.007124, "Viewport")
OR
Position(0.800000, 0.300000, 0.007124, "Viewport") TO
Position(0.600000, 0.300000, 0.007124, "Viewport")

MOVE RIGHT: to augment the numers of the blue's sector, for example
Position(-0.200000, 0.300000, 0.007124, "Viewport") TO
Position(0.100000, 0.300000, 0.007124, "Viewport")
OR
Position(0.300000, 0.300000, 0.007124, "Viewport") TO
Position(0.500000, 0.300000, 0.007124, "Viewport")

SCALE: simplely is the scale of the HUD icon for bigger augment this, and for smaller dminish this

and here someone positions tested by me :)

FLECHETTE
Position(-0.300000, 0.370000, -0.002834, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.000000, 1.000000, 1.000000)

WAZMOL'S SHOTGUN(DC-14s Shotgun
Position(-0.230000, 0.364485, 0.003263, "Viewport")
Rotation(1.538445, 95.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)

DC-17 PISTOL
Position(-0.256269, 0.356366, -0.002834, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)

DC-15 CARBINE
Position(-0.249442, 0.359076, 0.007261, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.100000, 1.100000, 1.100000)

VF501'S DC-17 BLAST
Position(-0.249442, 0.359076, 0.007261, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.100000, 1.100000, 1.100000)

VF501'S DC-17 SNIPER RIFLE
Position(-0.242922, 0.360546, 0.003365, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)

DC-15 SIDE ARM
Position(-0.260316, 0.356366, -0.002834, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)

for more help or information contact me, good lucky to all :D
Last edited by Deviss on Sat Dec 06, 2008 10:28 pm, edited 1 time in total.
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Maveritchell
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Re: (FAQ) Tutorial: how get the HUD's icon correct position

Post by Maveritchell »

This information is already in FragMe!'s HUD icon tutorial (the one you probably downloaded to figure this out in the first place):
Edit the extraweapons.hud file to include the weapons required for your side.
There are two locations for weapons in this file called weapon1, normally rifle,
pistols etc and weapon2 normally grenades mines etc. The shipped extraweapons file is
from the GAR side remove any GAR references you don't require.


This is Naboo Guard (gar) pistol as an example

TransformNameMesh("player1weapon1")
{
NameMesh("gar_weap_inf_pistol", "com_inv_mesh")



and

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)
}

Refer to included extraweapons.hud file for better example of location of the lines


For positioning, rotation and scale you can copy numbers from a similar weapon from the common/hud/1playerhud.hud file and
just play with them until you get the position and scale correct. For postion the numbers are as such
(X,Y,Z) X= left/right Y = up/down and Z = in/out (this last one is for if the icon appears to be behind the
icon bar) you should only have to make small changes to the numbers ie the second or third digit.
For rotation it is a similar format.
For scale same thing it scales in the X,Y,Z dimensions

Unfortunately you will have to munge everytime you want to see the changes but if you just have the side box
checked in the munge window it is fairly quick.
Do the final munge and enjoy your new icons.
...and it's reiterated in a tutorial by RepSharpshooter:
http://www.gametoast.com/forums/viewtop ... &sk=t&sd=a

I understand you want to help, and having a list of specific coordinates could be handy I guess, but this is already covered.
Deviss
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Re: (FAQ) Tutorial: how get the HUD's icon correct position

Post by Deviss »

Maveritchell wrote:
Hidden/Spoiler:
This information is already in FragMe!'s HUD icon tutorial (the one you probably downloaded to figure this out in the first place):

[quote]Edit the extraweapons.hud file to include the weapons required for your side.
There are two locations for weapons in this file called weapon1, normally rifle,
pistols etc and weapon2 normally grenades mines etc. The shipped extraweapons file is
from the GAR side remove any GAR references you don't require.


This is Naboo Guard (gar) pistol as an example

TransformNameMesh("player1weapon1")
{
NameMesh("gar_weap_inf_pistol", "com_inv_mesh")



and

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)
}

Refer to included extraweapons.hud file for better example of location of the lines


For positioning, rotation and scale you can copy numbers from a similar weapon from the common/hud/1playerhud.hud file and
just play with them until you get the position and scale correct. For postion the numbers are as such
(X,Y,Z) X= left/right Y = up/down and Z = in/out (this last one is for if the icon appears to be behind the
icon bar) you should only have to make small changes to the numbers ie the second or third digit.
For rotation it is a similar format.
For scale same thing it scales in the X,Y,Z dimensions

Unfortunately you will have to munge everytime you want to see the changes but if you just have the side box
checked in the munge window it is fairly quick.
Do the final munge and enjoy your new icons.
...and it's reiterated in a tutorial by RepSharpshooter:
http://www.gametoast.com/forums/viewtop ... &sk=t&sd=a

I understand you want to help, and having a list of specific coordinates could be handy I guess, but this is already covered.[/quote][/hide]
wow i never can to find a tutorial for this, very thanks so if there is a tutorial for this , my tutorial is obsolete, so do you want to lock this post??
Last edited by Deviss on Sat Dec 06, 2008 10:29 pm, edited 1 time in total.
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666rulerofclones
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Re: Tutorial: how get the HUD's icon correct position

Post by 666rulerofclones »

hey,man, thanks alot for this, i figured i might as well try it, but thanks a bunch!

EDIT: sweet! it actually worked too! thanks a ton more!!!!!!!!!!! now i can forget the "floating icon of death"
Last edited by 666rulerofclones on Sat Dec 06, 2008 8:54 pm, edited 1 time in total.
Deviss
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Re: Tutorial: how get the HUD's icon correct position

Post by Deviss »

666rulerofclones wrote:hey,man, thanks alot for this, i figured i might as well try it, but thanks a bunch!
you are welcome sir :wink: , if you need i can post more weapon's positions :wink:
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666rulerofclones
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Re: Tutorial: how get the HUD's icon correct position

Post by 666rulerofclones »

i just released a new mod which has new hudtags, so like i said, thanks a ton!
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: Tutorial: how get the HUD's icon correct position

Post by Deviss »

666rulerofclones wrote:i just released a new mod which has new hudtags, so like i said, thanks a ton!
:D thanks sir, these HUD locations are for the ingame.lvl file for the extraweapons file are differents
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