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How do I alter the Thermal Det. that appears on the HUD?
Posted: Mon Dec 12, 2016 1:53 am
by SkinnyODST
I have 3 different kinds of grenades in my map and I want to make it easier to find sort through them in your inventory by colour coding the pictures that show up on the HUD. So for example the normal Thermal Det will have the stock red light on its picture, the EMP grenade will have a BLUE light and so on.
How is this done?
Re: How do I alter the Thermal Det. that appears on the HUD?
Posted: Mon Dec 12, 2016 2:04 am
by AnthonyBF2
In the game engine, a texture with a name that matches the name of a texture already loaded replaces the first texture. This is a cool trick to replace any default texture with a new one. In this tutorial it is written for maps but works with any other textures.
viewtopic.php?f=27&t=28536
Basically, you find the hud grenade textures, color them how you want, then load them in your map Lua.
Re: How do I alter the Thermal Det. that appears on the HUD?
Posted: Mon Dec 12, 2016 2:49 am
by SkinnyODST
I think I found the texture I`m looking for, it`s in data_***, Common, mshs. But I don`t see how I`d change the light on it, the texture has no light
Re: How do I alter the Thermal Det. that appears on the HUD?
Posted: Mon Dec 12, 2016 6:27 am
by Anakin
The texture is located in common/interface and called hud_thermaldetonator.msh
So best way, copy the mesh and texture to your side's folder, change it, and add it to the odf file.
Re: How do I alter the Thermal Det. that appears on the HUD?
Posted: Tue Dec 13, 2016 1:13 am
by SkinnyODST
I copied hud_thermaldetonator.tga, renamed it to hud_thermalemponator and placed it in my rep folder as well as my interface folder. I changed the hudtag to - HUDTag = "hud_thermalemponator", but nothing shows up. You said to copy 2 files, the mesh and texture file, but it only had a tga file
Re: How do I alter the Thermal Det. that appears on the HUD?
Posted: Tue Dec 13, 2016 6:00 am
by Anakin
there is always a mesh and tga file. But the mesh file isn't located in interface. Just go to data folder and search for thermal. You'll find everything you need.
Re: How do I alter the Thermal Det. that appears on the HUD?
Posted: Wed Dec 14, 2016 12:33 pm
by Teancum
If I might, it seems you're going all UBER-EPIC-MEGA-MOD on your first rodeo. Maybe slow down some and just work on refining what's there. All the cool additions in the world won't be cool unless you have all the basics down and totally polished. My advice: work on a map -- no sides, no other crazy stuff -- then when that plays super smooth and people like it go for something bigger. There's no point in adding all sorts of herbs and spices when the meat they go on is still raw.
It's super tempting to go all out, but I've spent 15 years modding video games -- over 10 here at Gametoast, and I can tell you things will turn out much better if you focus on what's most important first.
Re: How do I alter the Thermal Det. that appears on the HUD?
Posted: Thu Dec 15, 2016 1:15 am
by SkinnyODST
Teancum wrote:If I might, it seems you're going all UBER-EPIC-MEGA-MOD on your first rodeo. Maybe slow down some and just work on refining what's there. All the cool additions in the world won't be cool unless you have all the basics down and totally polished. My advice: work on a map -- no sides, no other crazy stuff -- then when that plays super smooth and people like it go for something bigger. There's no point in adding all sorts of herbs and spices when the meat they go on is still raw.
It's super tempting to go all out, but I've spent 15 years modding video games -- over 10 here at Gametoast, and I can tell you things will turn out much better if you focus on what's most important first.
Very inspirational. I suppose I will just kind of leave a few minor things. But I`ve played the map, many times, so I`ve polished it up a lot overtime. To me at least, custom sides are a must have for a map, they show that the modder has put in extra effort. Again, this is just my opinion. However I feel my map needs some custom sides and other things to it because it`s a Yavin map. And you know how many Yavin maps there are out there. I`m trying to make my Yavin map as unique, well done and as polished as I can, so it just doesn`t end up like one of those maps that people play for a day and never come back to. But I will tone down the polished factor, this is after all my first map
