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Re: Center of reticule possibilities?

Posted: Wed Jan 01, 2014 1:25 pm
by Anakin
marth sayed
-vertexlighting


For custom color all the time you make a new tga for your reticule.
hud_white.tga isn't a good name, because it's allready used by BF2.
you can call it hud_new.tga, hud_halo.tga

whatever you like. and than you put the tga in the same folder your msh goes. (you can reexport the hud with the new tga name, or edit it with an simple hex edit)

than go in the ingame.req file and add the new tga name to texture and the msh name to model

Re: Center of reticule possibilities?

Posted: Wed Jan 01, 2014 3:49 pm
by JimmyAngler
a step by step process would be nice. you say to put it with the msh, Marth says otherwise. and it's not working. :(

Re: Center of reticule possibilities?

Posted: Wed Jan 01, 2014 5:24 pm
by Anakin
1. Give your tga file a new name.
2. Make sure your msh also knows the new tga name (hexedit or reexpprt from xsi with new texture.)
3. Make a new file with the same name of your msh file with .msh.option at the end.
4. Add marth code to the file.
5. All files go to data_XXX/common/msh
6. Edit your ingame.req file. Add the new msh and tga.
7. Copy the reticule shape part from the 1playerhud file and remove the color lines also the event color. Change the msh name to yours.

Re: Center of reticule possibilities?

Posted: Wed Jan 01, 2014 9:36 pm
by JimmyAngler
bingo, but now the original reticule is there again. :P :faint:

Edit: here is the part for my reticule in the in-game req if that's any help.
Hidden/Spoiler:
Group("player1reticule")
{
EventPosition("player1.weapon1.reticule.position")
Position(0.500000, 0.5000, 0.000000, "Viewport")
Scale(0.8000, 0.8000, 0.8000)
PropagateAlpha(1)
Alpha(1.0000)
EventEnable("player1.weapon1.reticule.position")
EventDisable("player1.weapon1.reticule.disable")
EventAlpha("player1.reticule.alpha")

Model3D("player1reticule_shape")
{
Mesh("hud_main_reticule_halo")
Scale(0.260000, 0.260000, 0.260000)
Alpha(0.520000)
ColorChangeRate(0.001000)
EventEnable("initialize")

}

Group("player1bullseye")
{
EventEnable("initialize")
PropagateAlpha(0)
Model3D("player1reticule_bullseye")
{
Mesh("hud_main_reticule_bullseye")
Scale(0.35, 0.35, 0.35)
Alpha(0.80000)
EventEnable("initialize")
ColorChangeRate(0.001000)
EventColor("player1.weapon1.target.teamColorBright")
}
}

Model3D("player1reticule_outline")
{
Mesh("hud_main_reticule_halo_outline")
Scale(0.260000, 0.260000, 0.260000)
Alpha(0.500000)
EventEnable("initialize")
}

Model3D("player1reticule_hit")
{
Mesh("hud_main_reticule_hit")
Lighting(0)
Scale(0.260000, 0.260000, 0.260000)
ZOrder(0)
Alpha(0.900000)
Color(1, 86, 213)
ColorChangeRate(0.010000)
FadeHoldTime(0.330000)
EventEnable("player1.weapon1.target.hit")
EventColor("player1.weapon1.target.hitColor")
}

Model3D("player1reticule_criticalhit")
{
Mesh("hud_main_reticule_criticalhit")
Scale(0.260000, 0.260000, 0.260000)
Alpha(0.900000)
Color(1, 86, 213)
ColorChangeRate(0.010000)
FadeHoldTime(0.600000)
FadeSustainTime(0.500000)
FadeOutTime(0.010000)
EventEnable("player1.weapon1.target.hitCritical")
EventColor("player1.weapon1.target.hitColor")
}

Re: Center of reticule possibilities?

Posted: Thu Jan 02, 2014 6:37 am
by Anakin
That looks really good. But i hope for you that is your 1playerhud.hud file and not your ingame.req file.

So i think it's easyer to explain on an example.
Here is the ingame.req file from my RC mod:
Hidden/Spoiler:
[code]
ucft
{

REQN
{
"texture"
"hud_clipbar_segment"
"hud_rc_clipbar_segment"
"hud_acp_rep"
"hud_acp_shot"
"hud_ammo_backdrop_icon"
"hud_autoturret"
"hud_dc15p"
"hud_dc17a"
"hud_dc17r"
"hud_dc17s"
"hud_detpack"
"hud_emp"
"hud_fusion"
"hud_infinite_ammo"
"hud_lj50"
"hud_mine"
"hud_plunger"
"hud_powerup"
"hud_proton"
"hud_shield"
"hud_simpleplane"
"hud_smoke"
"hud_sonic"
"hud_thermal"
"hud_tur_laser"
"hud_turret"
"hud_vibro"
"hud_z6"
"hud_weap1_bd"
}

REQN
{
"model"
"hud_main_reticule_bullseye"
"hud_main_reticule"
"hud_main_reticule_outline"
"hud_main_reticule_hit"
"hud_main_reticule_criticalhit"
"hud_rc_main_reticule"
"hud_rc_main_reticule_outline"
"hud_rc_main_reticule_hit"
"hud_rc_main_reticule_criticalhit"
"hud_weapon_backdrop"
"hud_weapon2_backdrop"
"hud_infinite_ammo_icon"
"hud_rc_infinite_ammo_icon"
"hud_ammo_backdrop_icon"
"hud_detpack_plunger"
"hud_rc_acp_repeater"
"hud_rc_acp_shotgun"
"hud_rc_autoturret"
"hud_rc_dc15p"
"hud_rc_dc17a"
"hud_rc_dc17r"
"hud_rc_dc17s"
"hud_rc_detpack"
"hud_rc_emp"
"hud_rc_fusion"
"hud_rc_lj50"
"hud_rc_mine"
"hud_rc_plunger"
"hud_rc_powerup"
"hud_rc_proton"
"hud_rc_shield"
"hud_rc_smoke"
"hud_rc_sonic"
"hud_rc_thermal"
"hud_rc_tur_laser"
"hud_rc_turret"
"hud_rc_vibro"
"hud_rc_weap1_bd"
"hud_rc_z6"
"RC_HUD"

}

REQN
{
"config"
"1playerhud"

}

}

[/code]
In the texture section you find all my hud icon's tga names and the clip segment, but this is experimentive :D
Than in the model section you find my hud icon's msh names and at the beginning these:

Code: Select all

"hud_main_reticule_bullseye"
"hud_main_reticule"
"hud_main_reticule_outline"
"hud_main_reticule_hit"
"hud_main_reticule_criticalhit"
"hud_rc_main_reticule"
"hud_rc_main_reticule_outline"
"hud_rc_main_reticule_hit"
"hud_rc_main_reticule_criticalhit"
So the first 5 msh names are from the stock reticule. The next 4 are my custom. Becaue i don't have an reticule yet, they are just copies of the others ;) But that will be the same.
Than you need to make option files for the old hud msh, or add an invisible msh and call it hud_main_reticule_bullseye, hud_main_reticule,.... I made the option thing.

So you need to have in your common/msh folder the old reticule's msh name, the new one, your new msh's tga name and an option file for the old msh with "-scale 0.0" in there. You remember the way to scale an msh file.

OK now the 1playerhud file:
Hidden/Spoiler:
FileInfo("republicHUD")
{
Viewports(1)

}


/////////////////////////////////////////////////////////////
/////////////////////HUD/////////////////////////////////////
/////////////////////////////////////////////////////////////

Group("player1huddisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.000000, 1.00000, 0.000000, "Viewport")
ZOrder(1)
EventEnable("player1.spawn")
EventDisable("player1.die")

Model3D("player1hud")
{
Mesh("RC_HUD")
Viewport(1)
Position(0.480000, 9.900000, 0.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.000000, "Viewport")
Scale(21.800000, 24.000000, 10.000000)
ZOrder(0)
EventEnable("player1.spawn")
EventDisable("player1.die")
}

}


/////////////////////////////////////////////////////////////
/////////////////////WAFFEN//////////////////////////////////
/////////////////////////////////////////////////////////////

Group("player1weaponinformation")
{
PropagateAlpha(1)
Viewport(1)
Position(0.000000, 1.00000, 0.000000, "Viewport")
ZOrder(0)
EventEnable("player1.spawn")
EventDisable("player1.die")

Model3D("player1weap1backdrop")
{
Mesh("hud_rc_weap1_bd")
Viewport(1)
Position(0.088000, -0.190000, 0.000000, "Viewport")
Scale(0.112500, 0.075000, 0.075000)
ZOrder(0)
EventEnable("player1.spawn")
EventDisable("player1.die")
}

Text("player1weapon1ammo")
{
TextBreak("Word")
TextFont("gamefont_large")
EventNumber("player1.weapon1.totalAmmoBullets")
InfiniteDashes(0)
Viewport(1)
Position(0.054323, -0.239000, 0.000000, "Viewport")
ZOrder(6)
Color(0, 0, 0)
EventEnable("player1.weapon1.totalAmmoBullets")
EventDisable("player1.weapon1.disable")
}

Model3D("player1weapon1ammoInfinite")
{
Mesh("hud_rc_infinite_ammo_icon")
Viewport(1)
Position(0.060323, -0.225000, 0.000000, "Viewport")
Scale(0.500000, 0.500000, 0.500000)
ZOrder(255)
EventEnable("player1.weapon1.ammoInfinite")
EventDisable("player1.weapon1.disable")
}

Text("player1weapon1name")
{
TextBox(0.328125, 0.000000)
TextBreak("Word")
TextFont("gamefont_small")
TextStyle("Shadow")
EventText("player1.weapon1.name")
Viewport(1)
Position(0.016095, -0.238389, 0.000000, "Viewport")
ZOrder(5)
Alpha(0.750000)
FadeInTime(0.250000)
FadeHoldTime(2.500000)
FadeOutTime(1.000000)
EventEnable("player1.weapon1.change")
EventDisable("player1.weapon1.disable")
}

Text("player1weapon2ammo")
{
TextBreak("Word")
TextFont("gamefont_large")
EventNumber("player1.weapon2.totalAmmoBullets")
InfiniteDashes(0)
Viewport(1)
Position(0.932000, -0.239000, 0.000000, "Viewport")
ZOrder(255)
Color(0, 0, 0)
EventEnable("player1.weapon2.totalAmmoBullets")
EventDisable("player1.weapon2.disable")
}

Model3D("player1weapon2ammoInfinite")
{
Mesh("hud_rc_infinite_ammo_icon")
Viewport(1)
Position(0.938000, -0.225000, 0.000000, "Viewport")
Scale(0.500000, 0.500000, 0.500000)
ZOrder(255)
EventEnable("player1.weapon2.ammoInfinite")
EventDisable("player1.weapon2.disable")
}

Text("player1weapon2name")
{
TextBox(0.400391, 0.000000)
TextBreak("Word")
TextFont("gamefont_medium")
TextStyle("Shadow")
Text("sdfgsfgsdfgdgdsgsdgdgsdgsdgTest")
//EventText("player1.weapon2.name")
Viewport(0)
Position(0.016095, -0.264822, 0.000000, "Viewport")
ZOrder(5)
Alpha(0.750000)
FadeInTime(0.250000)
FadeHoldTime(2.500000)
FadeOutTime(1.000000)
EventEnable("player1.weapon2.change")
EventDisable("player1.weapon2.disable")
}


}


/////////////////////////////////////////////////////////////
/////////////////////Energie/////////////////////////////////
/////////////////////////////////////////////////////////////

Group("player1energybar")
{
PropagateAlpha(1)
Viewport(1)
Position(0.011831, 0.985591, 0.000000, "Viewport")
ZOrder(0)
Alpha(0.600000)
EventEnable("player1.energyFraction")
EventDisable("player1.energyDisable")

BarBitmap("player1energy_fill")
{
FlashyScale(1.000000)
EventValue("player1.energyFraction")
Bitmap("hud_jetpack_and_energybar_fill")
BitmapRect(0.201996, 0.007658, "Left", "Top", "Viewport")
Viewport(1)
Position(0.000031, -0.000900, 0.000000, "Viewport")
ZOrder(253)
Alpha(0.920000)
Color(209, 168, 41)
EventEnable("player1.energyFraction")
EventDisable("player1.energyDisable")
EventColor("player1.energyColor")
EventPulseRate("player1.energyRegenPulseRate")
}

BarBitmap("player1energy_empty")
{
FlashyScale(1.000000)
Bitmap("hud_jetpack_and_energybar_fill")
BitmapRect(0.212315, 0.016690, "Left", "Top", "Viewport")
Viewport(1)
Position(-0.005518, -0.003194, 0.000000, "Viewport")
ZOrder(255)
Alpha(0.750000)
Color(0, 0, 0)
EventEnable("player1.energyFraction")
EventDisable("player1.energyDisable")
}

}


/////////////////////////////////////////////////////////////
/////////////////////Leben///////////////////////////////////
/////////////////////////////////////////////////////////////

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


TransformNumberColor("player1healthcolor")
{
NumberColor(0.000000, 200, 0, 0)
NumberColor(0.290000, 200, 0, 0)
NumberColor(0.300000, 150, 240, 26)
NumberColor(0.590000, 150, 240, 26)
NumberColor(0.600000, 0, 213, 6)
NumberColor(1.000000, 0, 213, 6)

EventInput("player1.healthFraction")
EventOutput("player1.healthColorNew")
}

}

Group("player1healthbar")
{
PropagateAlpha(1)
Viewport(1)
Position(0.010803, 0.952479, 0.000000, "Viewport")
ZOrder(0)
Alpha(0.600000)
Color(255, 231, 255)
FadeInTime(1.000000)
FadeOutTime(0.200000)
EventEnable("player1.health")
EventDisable("player1.healthDisable")

BarBitmap("player1health_fill")
{
FlashyIncFadeOutTime(1.000000)
FlashyDecFadeOutTime(1.000000)
Bitmap("hud_jetpack_and_energybar_fill")
BitmapRect(0.201996, 0.014658, "Left", "Top", "Viewport")
TexCoords(0.000000, 0.500000, 1.000000, 1.000000)
Viewport(1)
Position(0.000000, -0.940352, 0.000000, "Pixels")
ZOrder(2)
EventValue("player1.healthFraction")
EventColor("player1.healthColorNew")
EventPulseRate("player1.healthRegenPulseRate")
ColorChange(0, 0, 0)
ColorChangeRate(0.200000)
EventEnable("player1.healthFraction")
EventDisable("player1.healthDisable")
}

BarBitmap("player1health_empty")
{
Bitmap("hud_jetpack_and_energybar_fill")
BitmapRect(0.211292, 0.029295, "Left", "Top", "Viewport")
TexCoords(0.000000, 0.500000, 1.000000, 1.000000)
Viewport(1)
Position(-0.004992, -0.007543, 0.000000, "Viewport")
ZOrder(3)
Alpha(0.750000)
Color(0, 0, 0)
EventEnable("player1.health")
EventDisable("player1.healthDisable")
}

BarBitmap("player1bonushealth_fill")
{
EventValue("player1.bonusHealthFraction")
Bitmap("hud_jetpack_and_energybar_fill")
BitmapRect(0.201996, 0.014658, "Left", "Top", "Viewport")
TexCoords(0.000000, 0.500000, 1.000000, 1.000000)
Viewport(1)
ZOrder(1)
Color(0, 150, 240)
ColorChangeRate(0.400000)
ColorPulseRate(0.750000)
EventEnable("player1.bonusHealthFraction")
EventDisable("player1.healthDisable")
}

}


/////////////////////////////////////////////////////////////
/////////////////////Fahrzeug Leben//////////////////////////
/////////////////////////////////////////////////////////////

Group("player1vehiclehealthbar")
{
PropagateAlpha(1)
Viewport(1)
Position(0.010472, 0.953050, 0.000000, "Viewport")
ZOrder(0)
Alpha(0.500000)
ColorChangeRate(0.000000)
FadeInTime(0.500000)
FadeOutTime(0.500001)
EventEnable("player1.vehicle.health")
EventDisable("player1.vehicle.healthDisable")
BarBitmap("player1vehiclehealth_fill")
{
FlashyIncFadeOutTime(1.000000)
FlashyDecFadeOutTime(1.000000)
EventValue("player1.vehicle.healthFraction")
Bitmap("hud_jetpack_and_energybar_fill")
BitmapRect(0.200801, 0.014658, "Left", "Top", "Viewport")
TexCoords(0.000000, 0.500000, 1.000000, 1.000000)
Viewport(1)
ZOrder(1)
Color(0, 200, 0)
ColorChange(0, 0, 0)
ColorChangeRate(0.000000)
EventEnable("player1.vehicle.healthFraction")
EventDisable("player1.vehicle.healthDisable")
EventColor("player1.vehicle.healthColor")
}

BarBitmap("player1vehiclehealth_empty")
{
EventValue("player1.vehicle.health")
Bitmap("hud_jetpack_and_energybar_fill")
BitmapRect(0.211387, 0.029295, "Left", "Top", "Viewport")
TexCoords(0.000000, 0.500000, 1.000000, 1.000000)
Viewport(1)
Position(-0.004992, -0.007543, 0.000000, "Viewport")
ZOrder(1)
Alpha(0.750000)
Color(0, 0, 0)
EventEnable("player1.vehicle.health")
EventDisable("player1.vehicle.healthDisable")
}

}


/////////////////////////////////////////////////////////////
/////////////////////Ziel Name///////////////////////////////
/////////////////////////////////////////////////////////////

Group("player1targetnamegroup")
{
Viewport(1)
Position(0.499842, -0.051401, 0.000000, "Viewport")
ZOrder(0)
EventEnable("initialize")
Text("player1targetinfo_classNameNEW")
{
TextBreak("Word")
TextStyle("Shadow")
TextAlignment("Center", "Top")
TextFont("gamefont_tiny")
EventText("player1.weapon1.target.className")
Viewport(1)
Position(0.000000, 0.065248, 0.000000, "Viewport")
Alpha(0.600000)
FadeOutTime(1.000000)
EventEnable("player1.weapon1.target.className")
EventDisable("player1.weapon1.target.disable")
}

Text("player1targetinfo_shieldName")
{
TextBreak("Word")
TextAlignment("Center", "Top")
TextFont("gamefont_tiny")
TextStyle("Shadow")
EventText("player1.weapon1.target.shieldName")
Viewport(1)
Position(0.000000, 0.106972, 0.000000, "Viewport")
Alpha(0.600000)
Color(40, 255, 255)
FadeOutTime(1.000000)
EventEnable("player1.weapon1.target.shieldName")
EventDisable("player1.weapon1.target.disableShieldName")
}

}


/////////////////////////////////////////////////////////////
/////////////////////Ziel Leben//////////////////////////////
/////////////////////////////////////////////////////////////

Group("player1targethealthbar")
{
PropagateAlpha(1)
Viewport(1)
Position(0.500000, -0.011912, 0.000000, "Viewport")
ZOrder(0)
Scale(0.263237, 0.230000, 0.230000)
Alpha(0.800000)
Color(192, 224, 224)
EventEnable("initialize")
BarBitmap("player1targethealth_blankfill")
{
FlashyScale(1.000000)
Value(1.000000)
Bitmap("hud_jetpack_and_energybar_fill")
BitmapRect(1.189230, 0.181946, "Center", "Center", "Viewport")
TexCoords(0.000000, 0.500000, 1.000000, 1.000000)
Viewport(1)
Position(0.000000, 0.253896, 0.000000, "Viewport")
Scale(0.924622, 0.498552, 0.540316)
ZOrder(103)
Color(39, 40, 46)
ColorChange(0, 0, 0)
ColorChangeRate(0.000000)
FadeInTime(0.100000)
FadeOutTime(1.000000)
EventEnable("player1.weapon1.target.healthFraction")
EventDisable("player1.weapon1.target.disable")
}

BarBitmap("player1targethealth_fill")
{
FlashyScale(1.000000)
FlashyIncFadeOutTime(1.000000)
FlashyDecFadeOutTime(1.000000)
EventValue("player1.weapon1.target.healthFraction")
Bitmap("hud_jetpack_and_energybar_fill")
BitmapRect(1.189230, 0.181946, "Center", "Top", "Viewport")
TexCoords(0.000000, 0.500000, 1.000000, 1.000000)
Viewport(1)
Position(0.000000, 0.231774, 0.000000, "Viewport")
Scale(0.890714, 0.222995, 0.900000)
ZOrder(1)
ColorChange(0, 0, 0)
ColorChangeRate(0.010000)
FadeOutTime(1.000000)
EventEnable("player1.weapon1.target.healthFraction")
EventDisable("player1.weapon1.target.disable")
EventColor("player1.weapon1.target.teamColor")
}

}


/////////////////////////////////////////////////////////////
/////////////////////Fadenkreuz//////////////////////////////
/////////////////////////////////////////////////////////////


Group("player1nozoomreticule")
{
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("player1reticule")
{
EventPosition("player1.weapon1.reticule.position")
Position(0.500000, 0.5000, 0.000000, "Viewport")
Scale(0.8000, 0.8000, 0.8000)
PropagateAlpha(1)
Alpha(1.0000)
EventEnable("player1.weapon1.reticule.position")
EventDisable("player1.weapon1.reticule.disable")
EventAlpha("player1.reticule.alpha")

Model3D("player1reticule_shape")
{
Mesh("hud_rc_main_reticule")
Scale(0.260000, 0.260000, 0.260000)
Alpha(0.520000)
ColorChangeRate(0.001000)
EventEnable("initialize")
EventColor("player1.weapon1.target.teamColor")
}


Model3D("player1reticule_outline")
{
Mesh("hud_rc_main_reticule_outline")
Scale(0.260000, 0.260000, 0.260000)
Alpha(0.500000)
Color(0, 0, 0)
EventEnable("initialize")
}

Model3D("player1reticule_hit")
{
Mesh("hud_rc_main_reticule_hit")
Lighting(0)
Scale(0.260000, 0.260000, 0.260000)
ZOrder(0)
Alpha(0.900000)
Color(1, 86, 213)
ColorChangeRate(0.010000)
FadeHoldTime(0.330000)
EventEnable("player1.weapon1.target.hit")
EventColor("player1.weapon1.target.hitColor")
}

Model3D("player1reticule_criticalhit")
{
Mesh("hud_rc_main_reticule_criticalhit")
Scale(0.260000, 0.260000, 0.260000)
Alpha(0.900000)
Color(1, 86, 213)
ColorChangeRate(0.010000)
FadeHoldTime(0.600000)
FadeSustainTime(0.500000)
FadeOutTime(0.010000)
EventEnable("player1.weapon1.target.hitCritical")
EventColor("player1.weapon1.target.hitColor")
}

//BarSegmented("player1weapon1clipbar")
//{
// AngleStart(0.0)
// AngleEnd(0.0)
// NumSegments(30)
// Value(1.000000)
// EventValue("player1.weapon1.totalClipFraction")
// Rect(0.087831, 0.111404, "Center", "Center", "Viewport")
// PropagateAlpha(1)
// Position(-0.000581, -0.001564, 0.000000, "Viewport")
// ColorChangeRate(0.100000)
// FadeHoldTime(6.030002)
// FadeSustainTime(1.020000)
// FadeOutTime(0.500000)
// EventEnable("player1.weapon1.totalClipFraction")
// EventDisable("player1.weapon1.target.disable")
// Segment("Segment")
// {
// Bitmap("hud_rc_clipbar_segment")
// BitmapStyle("Shadow")
// BitmapRect(0.003122, 0.014606, "Center", "Center", "Viewport")
// Alpha(0.750000)
// Color(160, 160, 224)
// FadeInTime(0.100000)
// FadeOutTime(0.250000)
// }

//}

BarSegmented("player1weapon2refirebar")
{
AngleStart(-119.999985)
AngleEnd(240.095596)
NumSegments(3)
Value(1.000000)
EventValue("player1.weapon2.refire")
Rect(0.088454, 0.120721, "Center", "Center", "Viewport")
PropagateAlpha(1)
Position(-0.012124, -0.017216, 0.000000, "Viewport")
Scale(1.280000, 1.280000, 1.280000)
ZOrder(0)
Color(177, 50, 0)
ColorChangeRate(0.100000)
FadeHoldTime(0.600000)
FadeOutTime(0.320000)
EventEnable("player1.weapon2.refire")
EventDisable("player1.weapon2.disable")
Segment("Segment")
{
Bitmap("hud_secondary_refire_segment")
BitmapStyle("Shadow")
BitmapRect(0.006262, 0.008351, "Center", "Center", "Viewport")
FadeInTime(0.100000)
FadeOutTime(0.250000)
}

}

BarSegmented("player1weapon1heatbar")
{
AngleStart(-149.999832)
AngleEnd(149.999832)
NumSegments(30)
Value(1.000000)
EventValue("player1.weapon1.heat")
Rect(0.092845, 0.120721, "Center", "Center", "Viewport")
PropagateAlpha(1)
Alpha(0.600000)
Color(239, 255, 41)
EventEnable("player1.weapon1.heat")
EventDisable("player1.weapon1.disable")
EventColor("player1.weapon1.heatcolor")
Segment("Segment")
{
Bitmap("white")
BitmapStyle("Shadow")
BitmapRect(0.016252, 0.012504, "Center", "Center", "Viewport")
Alpha(0.750000)
FadeInTime(0.100000)
FadeOutTime(0.300000)
}

}

BarSegmented("player1weapon1refire_leftbit")
{
AngleStart(-179.999893)
AngleEnd(-139.999939)
NumSegments(3)
Value(1.000000)
EventValue("player1.weapon1.refire")
Rect(0.092845, 0.120721, "Center", "Center", "Viewport")
PropagateAlpha(1)
Alpha(0.600000)
Color(255, 0, 0)
EventEnable("player1.weapon1.refire")
EventDisable("player1.weapon1.disable")
Segment("Segment")
{
Bitmap("white")
BitmapStyle("Shadow")
BitmapRect(0.007862, 0.012504, "Center", "Center", "Viewport")
FadeInTime(0.050000)
FadeOutTime(0.100000)
}

}

BarSegmented("player1weapon1refire_rightbit")
{
AngleStart(-179.999893)
AngleEnd(-139.999939)
NumSegments(3)
Value(1.000000)
EventValue("player1.weapon1.refire")
Rect(0.092845, 0.120721, "Center", "Center", "Viewport")
PropagateAlpha(1)
Position(0.092858, 0.001168, 0.000000, "Viewport")
Rotation(0.000000, 180.000000, 0.000000)
Alpha(0.600000)
Color(255, 0, 0)
EventEnable("player1.weapon1.refire")
EventDisable("player1.weapon1.disable")
Segment("Segment")
{
Bitmap("white")
BitmapStyle("Shadow")
BitmapRect(0.007862, 0.012504, "Center", "Center", "Viewport")
FadeInTime(0.050000)
FadeOutTime(0.100000)
}

}

}
}
So here are things from my HUD, the weapon informations, healthbar,.... scroll down to the important part the reticule (green).
I added an new group around the old one to disable the reticule from zooming, you won't need that if you don't want the reticule to be removed. than the red part is simply copied from the original hud file. it does the same that the stock hud did but with my msh. Because you are not using the teamcolored reticule you wom't need the color lines.

And now comes the tricky thing. you add the ReadDataFile("dc:ingame.lvl") to your maps lua file and that just above the ReadDataFile("ingame.lvl") line.

So what does BF 2 now:
Battlefront loads your addme, missin,.... comes to your lua file. and than loads your custom ingame.lvl. Than BF allready knows all the things from the ingame.req file. After BF finished that it loads the stock ingame.lvl file and than there is again an hud_main_reticule.msh file and because BF allready knows one (your scaled to 0 one) it simply does nothing and only loads things it does not already know.
That's why you also can delete all things you will not modify from your ingame.req and 1playerhud file.
So infact BF2 has two reticules. your one and the stock one scaled to 0 so you cannot see it.
So when you want just and new reticule msh, but with the teamcolor and also at the same position,... you can also name your reticule just like the stock and only load the new msh with the old name. than you'll have one reticule at the stock position, but the new msh file in there ;)


I hope this was understandable

Re: Center of reticule possibilities?

Posted: Thu Jan 02, 2014 7:05 am
by AceMastermind
The '-vertexlighting' option switch doesn't do squat unless you lit the mesh in XSI and exported it with a Color At Vertices Map property.

Re: Center of reticule possibilities?

Posted: Thu Jan 02, 2014 1:47 pm
by JimmyAngler
Hidden/Spoiler:
ok so here's what I did. I made my reticule mesh and exported it once as hud_main_reticule_halo and another time as hud_main_reticule_halo_outline. I deleted the original hud_main_reticule and hud_main_reticule_outine from my msh folder. I added my texture to the msh folder as well and went into my in-game req to add it all. I deleted the hud_main_reticule and hud_main_reticule_outine and added hud_main_reticule_halo and hud_main_reticule_halo_outline under the model section. I added the tga file of hud_white_halo under the texture section. In the player1hud file found in Common/hud/PC/ I deleted the color (0,0,0) thingy and the Color event stuff for both of the two changed meshes. I also changed the msh name to mine as said in the tut above. finally I checked my LUA to make sure that the ReadDataFile (dc:ingame.lvl [+stuff_I_forgot] :) was above the original one without the dc:.
I munged the common and copied and pasted the ingame file into my folder's Lvl_pc folder. I have my reticule there colored white correctly, but also the original in front of it. The original changes colors along with the rolling over of friend/foe. I cannot find where It is getting the old reticule from. :(

Re: Center of reticule possibilities?

Posted: Thu Jan 02, 2014 2:31 pm
by Nedarb7
The game is most likely getting the original hud from the original ingame.lvl. If something doesn't exist in one lvl file and exists in the other it will appear. If you want to change the reticule and want to make a completely new one you will need to make the original meshes invisible, you can't just remove it from your custom hud file because the orginal ingame lvl file still has it. So what you need to do is export nulls named what the original reticule was called and load it in your ingame.req

Re: Center of reticule possibilities?

Posted: Thu Jan 02, 2014 3:17 pm
by JimmyAngler
that won't work:

Munge log:
Hidden/Spoiler:
hud_main_reticule has no polygons THIS IS VERY BAD
:funny2:
I'll just make a tiny 0.01 square or do the option file like Anakin said.

Re: Center of reticule possibilities?

Posted: Thu Jan 02, 2014 4:56 pm
by Anakin
JimmyAngler wrote:
Hidden/Spoiler:
ok so here's what I did. I made my reticule mesh and exported it once as hud_main_reticule_halo and another time as hud_main_reticule_halo_outline. I deleted the original hud_main_reticule and hud_main_reticule_outine from my msh folder. I added my texture to the msh folder as well and went into my in-game req to add it all. I deleted the hud_main_reticule and hud_main_reticule_outine and added hud_main_reticule_halo and hud_main_reticule_halo_outline under the model section. I added the tga file of hud_white_halo under the texture section. In the player1hud file found in Common/hud/PC/ I deleted the color (0,0,0) thingy and the Color event stuff for both of the two changed meshes. I also changed the msh name to mine as said in the tut above. finally I checked my LUA to make sure that the ReadDataFile (dc:ingame.lvl [+stuff_I_forgot] :) was above the original one without the dc:.
I munged the common and copied and pasted the ingame file into my folder's Lvl_pc folder. I have my reticule there colored white correctly, but also the original in front of it. The original changes colors along with the rolling over of friend/foe. I cannot find where It is getting the old reticule from. :(

So and this is exactly what you told bf to do.

I think you haven't read my post carfully.
Anakin wrote: [...]
So the first 5 msh names are from the stock reticule. The next 4 are my custom. Becaue i don't have an reticule yet, they are just copies of the others ;) But that will be the same.
Than you need to make option files for the old hud msh, or add an invisible msh and call it hud_main_reticule_bullseye, hud_main_reticule,.... I made the option thing.

So you need to have in your common/msh folder the old reticule's msh name, the new one, your new msh's tga name and an option file for the old msh with "-scale 0.0" in there. You remember the way to scale an msh file.

[...]

So what does BF 2 now:
Battlefront loads your addme, missin,.... comes to your lua file. and than loads your custom ingame.lvl. Than BF allready knows all the things from the ingame.req file. After BF finished that it loads the stock ingame.lvl file and than there is again an hud_main_reticule.msh file and because BF allready knows one (your scaled to 0 one) it simply does nothing and only loads things it does not already know.
That's why you also can delete all things you will not modify from your ingame.req and 1playerhud file.
So infact BF2 has two reticules. your one and the stock one scaled to 0 so you cannot see it.
So when you want just and new reticule msh, but with the teamcolor and also at the same position,... you can also name your reticule just like the stock and only load the new msh with the old name. than you'll have one reticule at the stock position, but the new msh file in there ;)


I hope this was understandable

Re: Center of reticule possibilities?

Posted: Thu Jan 02, 2014 5:59 pm
by Nedarb7
JimmyAngler wrote:that won't work
I'll just make a tiny 0.01 square or do the option file like Anakin said.
Yeah, that will do or an invisible mesh (another thing he suggested). I guess nulls don't work then.
Anakin wrote:I think you haven't read my post carfully...

BF2 loads your custom ingame.lvl. Than BF allready knows all the things from the ingame.req file. After BF finished that it loads the stock ingame.lvl file and than there is again an hud_main_reticule.msh file and because BF allready knows one (your scaled to 0 one) it simply does nothing and only loads things it does not already know.
That's why you also can delete all things you will not modify from your ingame.req and 1playerhud file.
Nedarb7 wrote:If something doesn't exist in one lvl file and exists in the other it will appear.
What Anakin and I were trying to tell you was this:
If you have two lvl files loaded in your LUA that contain the same contents this is what will happen, the second can do nothing but add any content that does not exist in the second (besides textures). That is why in all the tutorials on the FAQ that have to do with overriding anything besides textures in the LUA the custom one is loaded first, so we can override the original. The first is dominant. That's the reason why it didn't work to simply remove a few chunks from the hud to remove the stock reticule, because the stock ingame was adding it again since it didn't exist in the custom.

Anyways, hope you find this helpful for future modifications. :wink:

Re: Center of reticule possibilities?

Posted: Fri Jan 03, 2014 5:42 pm
by JimmyAngler
OHMYGOOSHNESS!!!

back again *sigh*

I have created everything right I thought. now It is loading the original without my custom.
Here is everything I have.

All of these files are in the mshs folder.
Hidden/Spoiler:
hud_white_halo.tge
hud_main_reticule.msh
hud_main_reticule_outline.msh
hud_main_reticule_halo.msh
hud_main_reticule_halo_outline.msh
hud_main_reticule.msh.option
hud_main_reticule_outline.msh.option
my in-game req:
Hidden/Spoiler:
ucft
{


REQN
{
"texture"
"hud_white_halo"

}



REQN
{


"hud_main_reticule"
"hud_main_reticule_halo"
"hud_main_reticule_outline"
"hud_main_reticule_halo_outline"

}

REQN
{
"config"
"hudtransforms"
"1playerhud"
"2playerhud"
"3playerhud"
"4playerhud"
}

}
my 1playerhud:
Hidden/Spoiler:
Group("player1reticule")
{
EventPosition("player1.weapon1.reticule.position")
Position(0.500000, 0.5000, 0.000000, "Viewport")
Scale(0.8000, 0.8000, 0.8000)
PropagateAlpha(1)
Alpha(1.0000)
EventEnable("player1.weapon1.reticule.position")
EventDisable("player1.weapon1.reticule.disable")
EventAlpha("player1.reticule.alpha")

Model3D("player1reticule_shape")
{
Mesh("hud_main_reticule_halo")
Scale(0.260000, 0.260000, 0.260000)
Alpha(0.520000)
EventEnable("initialize")

}

Group("player1bullseye")
{
EventEnable("initialize")
PropagateAlpha(0)
Model3D("player1reticule_bullseye")
{
Mesh("hud_main_reticule_bullseye")
Scale(0.35, 0.35, 0.35)
Alpha(0.80000)
EventEnable("initialize")
}
}

Model3D("player1reticule_outline")
{
Mesh("hud_main_reticule_halo_outline")
Scale(0.260000, 0.260000, 0.260000)
Alpha(0.500000)
EventEnable("initialize")
}

Model3D("player1reticule_hit")
{
Mesh("hud_main_reticule_hit")
Lighting(0)
Scale(0.260000, 0.260000, 0.260000)
ZOrder(0)
Alpha(0.900000)
Color(1, 86, 213)
ColorChangeRate(0.010000)
FadeHoldTime(0.330000)
EventEnable("player1.weapon1.target.hit")
EventColor("player1.weapon1.target.hitColor")
}

Model3D("player1reticule_criticalhit")
{
Mesh("hud_main_reticule_criticalhit")
Scale(0.260000, 0.260000, 0.260000)
Alpha(0.900000)
Color(1, 86, 213)
ColorChangeRate(0.010000)
FadeHoldTime(0.600000)
FadeSustainTime(0.500000)
FadeOutTime(0.010000)
EventEnable("player1.weapon1.target.hitCritical")
EventColor("player1.weapon1.target.hitColor")
}


}

Re: Center of reticule possibilities?

Posted: Fri Jan 03, 2014 5:51 pm
by Anakin
Mh that's strange.

So you can remove 2playerhud, 3playerhud, 4playerhud and hudtransforms if you changed nothing.

Than there are two 1playerhud.hud files. On in the hud folder and one in the hud/pc folder. What did you change??

There are some differences between both and i really haven't found out what bf toke to munge. In my view everytime an other. So i copyed the one from the pc folder in the hud folder, override, and deleted the whole pc folder.
Try this and do an complete clean.

Also you should scale to 0.0 not 0.1 after the 1playerhud also scales it would be still shown. Just 0.0 will make it invisible.

Re: Center of reticule possibilities?

Posted: Fri Jan 03, 2014 6:00 pm
by JimmyAngler
not quite sure I understand this:
Also you should scale to 0.0 not 0.1 after the 1playerhud also scales it would be still shown. Just 0.0 will make it invisible.
I changed the 1playerhud in the pc folder and that's the one I posted.
I think I changed a little in the other so It looks like this:
Hidden/Spoiler:
Group("player1reticule")
{
EventPosition("player1.weapon1.reticule.position")
Position(0.500000, 0.315481, 0.000000, "Viewport")
Alpha(0.650000)
EventEnable("player1.weapon1.reticule.position")
EventDisable("player1.weapon1.reticule.disable")
Model3D("player1reticule_shape")
{
Mesh("hud_main_reticule_halo")
Scale(0.260000, 0.260000, 0.260000)
Alpha(0.520000)
ColorChangeRate(0.001000)
EventEnable("initialize")

}

Model3D("player1reticule_bullseye")
{
Mesh("hud_main_reticule_bullseye")
Scale(0.260000, 0.260000, 0.260000)
Alpha(0.520000)
EventEnable("initialize")
}

Model3D("player1reticule_outline")
{
Mesh("hud_main_reticule_halo_outline")
Scale(0.260000, 0.260000, 0.260000)
Alpha(0.500000)
EventEnable("initialize")
}

Model3D("player1reticule_hit")
{
Mesh("hud_main_reticule_hit")
Lighting(0)
Scale(0.260000, 0.260000, 0.260000)
ZOrder(0)
Alpha(0.500000)
Color(1, 86, 213)
ColorChangeRate(0.010000)
FadeHoldTime(0.330000)
EventEnable("player1.weapon1.target.hit")
EventColor("player1.weapon1.target.hitColor")
}

Model3D("player1reticule_criticalhit")
{
Mesh("hud_main_reticule_criticalhit")
Scale(0.260000, 0.260000, 0.260000)
Alpha(0.600000)
Color(1, 86, 213)
ColorChangeRate(0.010000)
FadeHoldTime(0.600000)
FadeSustainTime(0.500000)
FadeOutTime(0.010000)
EventEnable("player1.weapon1.target.hitCritical")
EventColor("player1.weapon1.target.hitColor")
}

Re: Center of reticule possibilities?

Posted: Fri Jan 03, 2014 6:29 pm
by Nedarb7
Your models wont do you any good if you get rid of this (highlighted red):
JimmyAngler wrote:ucft
{


REQN
{
"texture"
"hud_white_halo"

}



REQN
{

"model"
"hud_main_reticule"
"hud_main_reticule_halo"
"hud_main_reticule_outline"
"hud_main_reticule_halo_outline"

}

REQN
{
"config"
"hudtransforms"
"1playerhud"
"2playerhud"
"3playerhud"
"4playerhud"
}

}

Re: Center of reticule possibilities?[Solved]

Posted: Fri Jan 03, 2014 7:01 pm
by JimmyAngler
*facepalm* :oops:
Thanks to all (Anakin + Nedarb7) I have now the knowledge of the reticule!

Re: Center of reticule possibilities?[Solved]

Posted: Sat Jan 04, 2014 7:19 am
by Anakin
:funny2:

nice error. Haven't seen it :D