Cannot get floating icons to work

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
Loopy53
1st Lieutenant
1st Lieutenant
Posts: 456
Joined: Thu Nov 01, 2012 2:27 am
Projects :: Earth Apocalypse
Games I'm Playing :: swbf2 bf3 cod
xbox live or psn: Dont have one
Location: On earth, I guess.

Cannot get floating icons to work

Post by Loopy53 »

How do you fix floating icons? I read the tutorial but it still does not work. Here is the .hud file and req

extraweapons.hud:
Hidden/Spoiler:
Code:

ViewPort("Transforms")
{
EventNameFilter("player%")

// First Weapons Section

TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("usa_weap_inf_p90", "com_inv_mesh")
NameMesh("ter_weap_inf_ak47", "com_inv_mesh")
NameMesh("usa_weap_inf_m9", "com_inv_mesh")
NameMesh("ter_weap_inf_xm8", "com_inf_mesh")
NameMesh("ter_weap_inf_dragunov", "com_inf_mesh")
NameMesh("usa_weap_inf_m40", "com_inf_mesh")
NameMesh("usa_weap_inf_MP5", "com_inf_mesh")
NameMesh("ter_weap_inf_mac10", "com_inf_mesh")

EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}

Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")

Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)

//change position, rotation and scale of first weapon here, remove unused lines

MeshInfo("usa_weap_inf_m9")
{
Position(-0.246157, 0.356163, -0.003873, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.000000, 1.000000, 1.000000)
}

MeshInfo("ter_weap_inf_ak47")
{
Position(-0.200247, 0.354485, 0.902263, "Viewport")
Rotation(1.338445, 87.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}

MeshInfo("usa_weap_inf_p90")
{
Position(-0.231578, 0.359076, 0.007261, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.000000, 1.000000, 1.000000)
}

MeshInfo("ter_weap_inf_xm8")
{
Position(-0.250247, 0.354485, 1.302263, "Viewport")
Rotation(5.000000, 87.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("ter_weap_inf_dragunov")
{
Position(-0.250247, 0.354485, 1.302263, "Viewport")
Rotation(5.000000, 87.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("usa_weap_inf_m40")
{
Position(-0.250247, 0.354485, 1.302263, "Viewport")
Rotation(0.000000, 90.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("usa_weap_inf_MP5")
{
Position(-0.250247, 0.354485, 1.302263, "Viewport")
Rotation(0.000000, 90.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("ter_weap_inf_mac10")
{
Position(-0.250247, 0.354485, 1.302263, "Viewport")
Rotation(5.000000, 90.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}
}
}
}

// Second Weapons Section

TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("usa_weap_inf_fraggrenade", "com_inv_mesh")
NameMesh("ter_weap_inf_molotov", "com_inv_mesh")
NameMesh("all_weap_inf_chemicalgrenade", "com_inv_mesh")

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

Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")

Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)

// adjust position, rotation and scale of second weapon here

MeshInfo("usa_weap_inf_fraggrenade")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(45.000000, 45.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
MeshInfo("all_weap_inf_chemicalgrenade")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(45.000000, 45.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
MeshInfo("ter_weap_inf_molotov")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(45.000000, 45.000000, 300.999695)
Scale(1.0, 1.0, 1.0)
}
MeshInfo("all_weap_inf_chemicalgrenade")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(45.000000, 45.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
}
}
}
USA.req:
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"usa_inf_rifleman"
"usa_inf_engineer"
"usa_inf_sniper"
"usa_inf_rocketeer"
}
REQN
{
"model"
"com_inv_mesh"
}
REQN
{
"config"
"extraweapons"
}
}
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Cannot get floating icons to work

Post by Marth8880 »

You have to put HUDTag = "icongeometryname" in each weapon's ODF. ;)
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Cannot get floating icons to work

Post by AQT »

Loopy53 wrote:I read the tutorial but it still does not work.
Please walkthrough the steps you took while following the tutorial. There are other steps needed other than having a functioning extraweapons.hud file and side REQ file.
Dreadnot9
Chief Warrant Officer
Chief Warrant Officer
Posts: 341
Joined: Wed Jun 06, 2012 2:05 pm
Projects :: Rising Conflict CW v2.0
Games I'm Playing :: Skyrim TF2 FTL
xbox live or psn: Steam is Dreadnot9

Re: Cannot get floating icons to work

Post by Dreadnot9 »

My guess would be the munge.bat for sides wasn't edited correctly, that's the problem I encountered when I first attempted to fix floating icons.
Loopy53
1st Lieutenant
1st Lieutenant
Posts: 456
Joined: Thu Nov 01, 2012 2:27 am
Projects :: Earth Apocalypse
Games I'm Playing :: swbf2 bf3 cod
xbox live or psn: Dont have one
Location: On earth, I guess.

Re: Cannot get floating icons to work

Post by Loopy53 »

I coppied com_inv_mesh to both sides mesh folders. I made the extraweapons.hud file. I editted the .bat for the windows vista fix. Hud tags are in the weapons odf (ie all_weap_inf_rifle) directly under properties. I munged, and nothing happened. will look at the .bat again and see if that is the problem, and will clean.

EDIT: Nope. still floating icons. cleaning and the .bat didnt fix the problem :(
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Cannot get floating icons to work

Post by Marth8880 »

Post the contents of your side's REQ, extraweapons.hud, the .bat file, and the ODF for one of the weapons whose icon you're trying to fix.
Loopy53
1st Lieutenant
1st Lieutenant
Posts: 456
Joined: Thu Nov 01, 2012 2:27 am
Projects :: Earth Apocalypse
Games I'm Playing :: swbf2 bf3 cod
xbox live or psn: Dont have one
Location: On earth, I guess.

Re: Cannot get floating icons to work

Post by Loopy53 »

fixed, but im getting 2 icons. The extraweapons.hud is only referenced in my USA side folder. odd....will look into it. I was using the ODF name in the extraweapons.hud as opposed to the .msh name (slaps self) :oops:
Post Reply