Making HUD's

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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Fluffy_the_ic
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Making HUD's

Post by Fluffy_the_ic »

Is it possible to make an HUD in XSI? I read somewhere you can make ship interiors in XSI, so I figured you could make HUd's. Just wondering.
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Re: Making HUD's

Post by Caleb1117 »

Yes, you can.
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Fluffy_the_ic
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Re: Making HUD's

Post by Fluffy_the_ic »

How?
RepSharpshooter
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Re: Making HUD's

Post by RepSharpshooter »

It's the same as any other model. Just export it as a msh, put it in common mshs, call for it in the .hud, and munge an ingame lvl. You may want to do Zerted's two ingame.lvl trick as well, if that worked out.
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Re: Making HUD's

Post by Fluffy_the_ic »

RepSharpshooter wrote:It's the same as any other model. Just export it as a msh, put it in common mshs, call for it in the .hud, and munge an ingame lvl. You may want to do Zerted's two ingame.lvl trick as well, if that worked out.
Can you describe that so a not-very-good-modder can understand that easier?
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Re: Making HUD's

Post by Maveritchell »

Fluffy_the_ic wrote:
RepSharpshooter wrote:It's the same as any other model. Just export it as a msh, put it in common mshs, call for it in the .hud, and munge an ingame lvl. You may want to do Zerted's two ingame.lvl trick as well, if that worked out.
Can you describe that so a not-very-good-modder can understand that easier?
1) It's the same as any other model.

2) Create and export your .msh.

3) Put it in "common" .mshs.

4) Call for it in the .hud file.

5) Munge a new ingame .lvl (There are threads about this in the modding forum, search for them).

Note: If this made more sense, you weren't paying enough attention to Rep's post. It's pretty hard to simplify it further, you just need to search for how to add custom HUD files.
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Re: Making HUD's

Post by Fluffy_the_ic »

Does it nees to be a certain size?
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