HUDtag Questions.
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Caleb1117
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HUDtag Questions.
Ok I have a few questions about HUD tags.
First, one custom weapon, a pistol, has a properly fixed tag, right where I want it, but it also has a floating doppleganger.
I think Syth had such a problem, was it fixed? and how?
Second, all gun models are (essentially) made the same way, facing along the Z axis, hp_active a 0, 0, 0, etc.
So shouldn't the same coordinates work (on most models) very well?
You see in one side, I have one weapon the is sitting perfect on the HUD, but none of the others do, and the others all use the same, or very similar coordinates.
I think the others aren't even being affected by the extraweapons.hud file.
Any help here too?
If needed, I'd be glad to post the .hud files for these sides.
First, one custom weapon, a pistol, has a properly fixed tag, right where I want it, but it also has a floating doppleganger.
I think Syth had such a problem, was it fixed? and how?
Second, all gun models are (essentially) made the same way, facing along the Z axis, hp_active a 0, 0, 0, etc.
So shouldn't the same coordinates work (on most models) very well?
You see in one side, I have one weapon the is sitting perfect on the HUD, but none of the others do, and the others all use the same, or very similar coordinates.
I think the others aren't even being affected by the extraweapons.hud file.
Any help here too?
If needed, I'd be glad to post the .hud files for these sides.
- Maveritchell
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Re: HUDtag Questions.
How many custom sides do you have?
I had almost the exact same problem you described, reason being I used extraweapons.hud for two distinct sides. You need to make sure with multiple sides to rename the .hud file (and make sure you call the changed name in the .req).
No, not all weapons are going to work the same way in terms of HUD positioning. I use a template for setting up custom HUDs, but sometimes new models won't fit the template and the only thing that can be done is tweaking the positioning and checking it ingame.
I had almost the exact same problem you described, reason being I used extraweapons.hud for two distinct sides. You need to make sure with multiple sides to rename the .hud file (and make sure you call the changed name in the .req).
No, not all weapons are going to work the same way in terms of HUD positioning. I use a template for setting up custom HUDs, but sometimes new models won't fit the template and the only thing that can be done is tweaking the positioning and checking it ingame.
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Caleb1117
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Re: HUDtag Questions.
I have 4 sides.
KOR: KotOR hero assault
MAN: Mandalorians
SITH: Sith Empire
OREP: Old Republic
Ok, so ech side needs a different name for it's hud file, so:
korweapons.hud
manweapons.hud
sithweapons.hud
etc.
And then call it in the side's req? How so?
KOR: KotOR hero assault
MAN: Mandalorians
SITH: Sith Empire
OREP: Old Republic
Ok, so ech side needs a different name for it's hud file, so:
korweapons.hud
manweapons.hud
sithweapons.hud
etc.
And then call it in the side's req? How so?
- Teancum
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Re: HUDtag Questions.
What's the setup in the req / directories for this? I'll use it on current sides so I don't have to replace ingame.lvl
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FragMe!
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Re: HUDtag Questions.
Ah so that's why, makes sense really if there are two or more files named extraweapon.hud last one wins maybe.Maveritchell wrote:How many custom sides do you have?
I had almost the exact same problem you described, reason being I used extraweapons.hud for two distinct sides. You need to make sure with multiple sides to rename the .hud file (and make sure you call the changed name in the .req).
No, not all weapons are going to work the same way in terms of HUD positioning. I use a template for setting up custom HUDs, but sometimes new models won't fit the template and the only thing that can be done is tweaking the positioning and checking it ingame.
@Caleb you would change the name in the sides req under the config section
REQN
{
"config"
"extraweapons"
}
would become korweapons.hud for the kor side etc. Just remember each side directory would require the modified munge_side.bat file and whatever else is in the tutorial that I can't remember right now.
@Teancum
All the extraweapon icon things reside in each particular sides folder and you are just adding a couple of lines to the sides.req file so it would be very easy to add to your current sides.
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Re: HUDtag Questions.
Yeah, that'll be awesome too as it'll save download/install size. So the config goes in /[sidename]?
*edit*
Looks like that's it, I found that in a side download.
*edit*
Looks like that's it, I found that in a side download.
- Maveritchell
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Re: HUDtag Questions.
If they're all in the same map, you don't need multiple modified munge_side.bat files, since that goes in the _BUILD/Sides and not _BUILD/Sides/sidename.FragMe! wrote:would become korweapons.hud for the kor side etc. Just remember each side directory would require the modified munge_side.bat file and whatever else is in the tutorial that I can't remember right now.
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Caleb1117
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Re: HUDtag Questions.
So to clarify:
ucft
{
REQN
{
"lvl"
"sith_inf_dark_trooper"
"sith_inf_engineer"
"sith_inf_officer"
"sith_inf_rifleman"
"sith_inf_rocketeer"
"sith_inf_sniper"
"sith_inf_Sithap"
}
REQN
{
"config"
"sithweapons"
}
}
- Maveritchell
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Re: HUDtag Questions.
Except for one thing:
Make sure you call for the com_inv_mesh (which should be in your msh folder).
Code: Select all
ucft
{
REQN
{
"lvl"
"rvs_inf_rbasic"
"rvs_inf_sbasic"
"rvs_inf_rheavy"
"rvs_inf_sheavy"
"rvs_inf_rmelee"
"rvs_inf_smelee"
"rvs_inf_rsupport"
"rvs_inf_ssupport"
"rvs_inf_rstealth"
"rvs_inf_sstealth"
"rvs_inf_sadept"
"rvs_inf_radept"
"rvs_inf_rofficer"
"rvs_inf_sofficer"
"rvs_inf_rdroid"
"rvs_inf_sdroid"
}
REQN
{
"model"
"com_inv_mesh"
}
REQN
{
"config"
"extraweapons"
}
}
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FragMe!
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Re: HUDtag Questions.
*goes off to reread tutorialMaveritchell wrote:If they're all in the same map, you don't need multiple modified munge_side.bat files, since that goes in the _BUILD/Sides and not _BUILD/Sides/sidename.FragMe! wrote:would become korweapons.hud for the kor side etc. Just remember each side directory would require the modified munge_side.bat file and whatever else is in the tutorial that I can't remember right now.
You are of course correct Mav.
I should make more custom weapons so I can remember this stuff.
- Maveritchell
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Re: HUDtag Questions.
And by "me" you should mean your tutorial.FragMe! wrote:You are of course correct Mav.
It's just fresher in my mind since I've just had the exact same issue as Caleb.
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Caleb1117
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Re: HUDtag Questions.
Theres an idea.Syth wrote:com_inv_mesh file in each side.
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Syth
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Re: HUDtag Questions.
I got it working now. Just used one universal hud file for all 4 of my sides. Each side calls it in it's req and i have the file located in the Common side folder.
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Caleb1117
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Re: HUDtag Questions.
And it fixed the floating doubles?
I'll get to work, right away.
I'll get to work, right away.
- Maveritchell
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Re: HUDtag Questions.
No reason why the multiple .huds shouldn't work (you need to clean before you use these), but neat to hear that you can use a common .hud.
