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Extraweapons.hud headaches

Posted: Mon Apr 28, 2008 5:57 pm
by Teancum
Okay, this is new territory for me, so be gentile. Here's the current setup:
Hidden/Spoiler:
ViewPort("Transforms")
{
EventNameFilter("player%")

// First Weapons Section

TransformNameMesh("player1weapon2")
// add msh names of first weapons here and remove unused lines
{
NameMesh("crackgrenade", "hud_crackgrenade") //"com_inv_mesh")
NameMesh("haywiredetonator", "com_inv_mesh")
NameMesh("com_weap_inf_fusioncutter", "com_inv_mesh")

EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}
}


Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.000000, 1.00000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)
Position(0.353928, -0.414382, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1weapon2mesh")
{
EventMesh("player1.weapon2.mesh")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")

// change position, rotation and scale of first weapon here, remove unused lines
// Now, for our new weapons only, reposition this icon and display it.
MeshInfo("hud_crackgrenade")
{
Position(-0.284209, 0.250243, 0.006280, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.610000, 0.610000, 0.610000)
}
MeshInfo("hud_haywiredetonator")
{
Position(-0.284209, 0.250243, 0.006280, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.610000, 0.610000, 0.610000)
}
MeshInfo("com_weap_inf_fusioncutter")
{
Position(-0.236938, 0.359879, 0.001903, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
}
}
}
}
*Note that these are all secondary weapons

Anyways, on to the msh folder, which contains hud_crackgrenade.msh, hud_haywiredetonator.msh (which are different than the weapon model, like hud_thermaldetonator.msh) as well as com_weap_inf_fusioncutter.msh and com_inv_mesh.msh.

Lastly, in the odfs:

com_weap_inf_crackgrenade.odf
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "grenade"

[Properties]
GeometryName = "com_weap_inf_grenadethermal"
HighResGeometry = "com_1st_weap_inf_grenadethermal"
OffhandWeapon = 1

//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "1"
TargetBuilding = "1"

MinRange = "8"
OptimalRange = "16"
MaxRange = "24"

LockOnRange = "30.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "1"
ReloadTime = "0.0"
ShotDelay = "1.4"
ShotElevate = "0.05"
MaxPressedTime = "0.0"

InitialSalvoDelay = "0.3"

OrdnanceName = "com_weap_inf_crackgrenade_ord"

//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
HUDTag = "hud_crackgrenade"
ModeTexture = "HUD_weap_bounce"
ReticuleTexture = "reticule_00"
IconTexture = "HUD_crack_grenade_icon"

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.25"
ChargeDelayHeavy = "1.45"

RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "0"
RecoilStrengthHeavy = "0"

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

FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
com_weap_inf_fusioncutter.odf
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "repair"

[Properties]
HUDTag = "com_weap_inf_fusioncutter"

MuzzleFlashEffect = "com_sfx_repair"
Discharge = "small_smoke_effect"

GeometryName = "com_weap_inf_fusioncutter"
HighResGeometry = "all_1st_weap_inf_fusioncutter"

RoundsPerClip = "-1"
ReloadTime = "0.0"
HeatRecoverRate = "0.16"
HeatThreshold = "0.7"

AnimationBank = "tool"
FirePointName = "hp_fire"

ModeTexture = "HUD_weap_repair"

ShotDelay = 0.5
TriggerSingle = "0"
HeatPerShot = "0.060"

TargetEnemy = "0"
TargetNeutral = "1"
TargetFriendly = "1"

TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"

LockOnRange = 3.0
LockOnAngle = 30.0

VehicleHealth = 60
BuildingHealth = 60
BuildingBuild = 30
BuildingRebuild = 20
DroidHealth = 0

FireSound = ""
FireEmptySound = "com_weap_inf_weapon_empty"
FireLoopSound = "com_weap_inf_fusioncutter_fire"
ReloadSound = "all_weap_inf_reload_med"
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
WeaponChangeSound = "all_weap_inf_equip_sm"
com_weap_inf_haywiredetonator.odf
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "grenade"

[Properties]
OffhandWeapon = 1
IconTexture = "HUD_all_detonator_icon"

GeometryName = "com_weap_inf_grenadethermal"

RoundsPerClip = "1"
ReloadTime = "0.0"

LockOnRange = "30.0"

HUDTag = "hud_haywiredetonator"
ModeTexture = "HUD_weap_detonate"
ReticuleTexture = "reticule_00"
OrdnanceName = "com_weap_inf_haywiredetonator_ord"

ShotDelay = "1.4"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "0"

MinRange = "8"
OptimalRange = "16"
MaxRange = "24"

InitialSalvoDelay = "0.3"

FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
So basically the two grenade odfs remove the floating icon, but don't display the new one, the fusion cutter one does neither. Help. :runaway:

Re: Extraweapons.hud headaches

Posted: Mon Apr 28, 2008 6:05 pm
by Master Fionwë
So they aren't showing up ingame?
Did you replace the original munge-side in data_***/_Build/Sides with the one provided for the extraweapons.hud?

As for grenades, I have never been able to get the correct hud to show up for those. If you've noticed in all my Republic side mods the grenade hud is a white orb.
I noticed somewhere in the conversion pack that one grenade hud has a blue button on it instead of the red one. I don't know who made it though.

Re: Extraweapons.hud headaches

Posted: Mon Apr 28, 2008 6:14 pm
by Teancum
I did, but that was replacing ingame.lvl

Re: Extraweapons.hud headaches

Posted: Mon Apr 28, 2008 6:16 pm
by Maveritchell
Pretty sure that the grenade HUD is a 2d mesh; I haven't been able to get any 2d mesh to ever work for custom HUDs.

Re: Extraweapons.hud headaches

Posted: Mon Apr 28, 2008 6:23 pm
by Teancum
I'll just load the thermal hud for that then.

Re: Extraweapons.hud headaches

Posted: Mon Apr 28, 2008 9:53 pm
by FragMe!
Teancum
What are you wanting these to look like? I might be able to whip together a quick msh for the icon. That would work then cause I was playing around with it and put the explorer in as the icon for the light grenade, it was in the right place, a little big, but it was in the right place.

Re: Extraweapons.hud headaches

Posted: Mon Apr 28, 2008 10:26 pm
by Teancum
It's just a 2D-plane msh file that's the same as the Thermal Detonator's icon, but reskinned per icon. The bigger issue is that I can't get any custom huds to work at all. Not even the fusion cutter in the secondary slot (for the Pilot class)

Re: Extraweapons.hud headaches

Posted: Mon Apr 28, 2008 10:48 pm
by FragMe!
By not working at all, as in they don't show up in game? Just to make sure they are munging correctly do you have an extraweapons.config and extraweaponsconfig.req showing up in the _build/sides/nameofside/munged/PC folder.

Re: Extraweapons.hud headaches

Posted: Mon Apr 28, 2008 10:55 pm
by Teancum
Heh, I should've thought of that. No, I don't. Right now I have extraweapons.hud in the root folder of the side along with the side req. Wrong place?

Re: Extraweapons.hud headaches

Posted: Mon Apr 28, 2008 11:08 pm
by FragMe!
That is the correct location.
and did you add this:

Code: Select all

   REQN
    {
    "model"
    "com_inv_mesh"
    }
    
    REQN
    {
    "config"
    "extraweapons"
    }
to the sides req

and copy the munge_side.bat to the _build/sides folder

Re: Extraweapons.hud headaches

Posted: Mon Apr 28, 2008 11:17 pm
by Teancum
Okay, it's building now, but the effect is the opposite of what I'm wanting. Anything in extraweapons.hud gets rid of the floating icon but doesn't appear in the right spot. HOWEVER, anything not in there shows up in the HUD and as a floating icon (stuff that already has HUDs)

Re: Extraweapons.hud headaches

Posted: Mon Apr 28, 2008 11:43 pm
by Teancum
FragMe! wrote:Teancum
What are you wanting these to look like? I might be able to whip together a quick msh for the icon. That would work then cause I was playing around with it and put the explorer in as the icon for the light grenade, it was in the right place, a little big, but it was in the right place.
If you could, that'd be great. I've got everything else working now, but I need the Concussion/Haywire grenade HUDs. If you can just map something 3D to hud_thermaldetonator.tga I can go from there.

Re: Extraweapons.hud headaches

Posted: Tue Apr 29, 2008 1:07 am
by Master Fionwë
I've tried reskinning the grenade hud before, but that doesn't work either. I don't know if mapping something to the hud_thermaldetonator.tga will work. I guess it's worth a try though. Good luck and I hope you get it working Teancum.

Re: Extraweapons.hud headaches

Posted: Tue Apr 29, 2008 3:29 am
by MandeRek

Code: Select all

NameMesh("crackgrenade", "hud_crackgrenade") //"com_inv_mesh")
NameMesh("haywiredetonator", "com_inv_mesh")
NameMesh("com_weap_inf_fusioncutter", "com_inv_mesh")

Code: Select all

MeshInfo("hud_crackgrenade")
{
Position(-0.284209, 0.250243, 0.006280, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.610000, 0.610000, 0.610000)
}
MeshInfo("hud_haywiredetonator")
{
Position(-0.284209, 0.250243, 0.006280, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.610000, 0.610000, 0.610000)
}
MeshInfo("com_weap_inf_fusioncutter")
{
Position(-0.236938, 0.359879, 0.001903, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
I think this is a mistake as well. In one place, you're refering to haywiredetonator, and then to hud_haywiredetonator These should have the same name both, since they're talking about the same thing..

Excuse me if this is totally wrong; I just follow my instincts :yodaful:

Re: Extraweapons.hud headaches

Posted: Tue Apr 29, 2008 7:21 am
by Teancum
Yeah, it's actually correct in my newer file (same issues though). I noticed that and was like Doh! Then I said it again when fixing the names didn't work.

Re: Extraweapons.hud headaches

Posted: Tue Apr 29, 2008 9:31 am
by MandeRek
Okay, sorray! :P

Best thing is to let Frag do it, and check the differences.. ;)

Re: Extraweapons.hud headaches

Posted: Tue Apr 29, 2008 8:44 pm
by FragMe!
Okay so I am not the greatest artist but so far on the haywire icon
Hidden/Spoiler:
Image
It is a newly recreated msh and a quickly edited thermaldetontator texture.
Will have it ready soon.

Re: Extraweapons.hud headaches

Posted: Tue Apr 29, 2008 10:04 pm
by Teancum
Yep, that's pretty much the skin I have. So long as it runs on the thermaldetonator texture I can hex edit it to read the new ones. (I gotta do the Conc. Grenades too).

Nice work, that's 100% exactly what I need. :thumbs:

Re: Extraweapons.hud headaches

Posted: Wed Apr 30, 2008 8:42 pm
by FragMe!
Okay here it is, it is a huge download of 9k, if the add file thing worked I would have just put it here but...

Anyway it is the msh the tga a copy of the extraweapons file I used, which is pretty much a basic file but the numbers for position will put it in the location shown in the picture above.

The only other thing I did was add this to the haywire odf.

Code: Select all

//***********************************************
//***********  HUD & CONTROLLER VALUES  *********
//***********************************************
HUDTag = "hud_haywiredetonator"
hud_haywiredetonator here

Re: Extraweapons.hud headaches

Posted: Wed Apr 30, 2008 9:07 pm
by Teancum
Dude, you rock. :thumbs: