how the hack do i get rid of double icons?! (solved)

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666rulerofclones
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how the hack do i get rid of double icons?! (solved)

Post by 666rulerofclones »

i am cursed by satan with the infamous double weapon HUD icon. i downloaded fragmes tutorial and found it useful for fixing the icons, but there is still a floating one! i checked all the other topics here and i have NO clue how to fix it. any help?
Last edited by 666rulerofclones on Thu Jan 29, 2009 11:14 pm, edited 1 time in total.
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Re: how the hack do i get rid of double icons?!

Post by Aman/Pinguin »

Are you using multiple hud files? Or just one for all sides?
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Re: how the hack do i get rid of double icons?!

Post by 666rulerofclones »

im using the extraweapons.hud file. this file is for the republic only. when i tried it the first time, it worked fine, but then my mod crashed, i started over, and used a new extraweapons.hud and i got this problem.
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Re: how the hack do i get rid of double icons?!

Post by Maveritchell »

Please post:
the .odf of one of your weapons with a double hud
your extraweapons.hud file (the one you're trying to use)
your side.req
a screenshot of the inside of your side folder (the folders inside)

And do a manual clean and remunge.
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666rulerofclones
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Re: how the hack do i get rid of double icons?!

Post by 666rulerofclones »

these are some of the files:
Hidden/Spoiler:
extraweapons.hud:

Code:

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

// First Weapons Section

TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("rep_weap_inf_dc15carbine", "com_inv_mesh")
NameMesh("rep_weap_dc17sniper", "com_inv_mesh")
NameMesh("trigun", "com_inv_mesh")
NameMesh("rep_weap_dc17antia", "com_inv_mesh")
NameMesh("rep_weap_dc17blast", "com_inv_mesh")
NameMesh("rep_weap_dc15st", "com_inv_mesh")
NameMesh("com_weap_inf_binoculars", "com_inv_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("rep_weap_inf_dc15carbine")
{
Position(-0.249442, 0.359076, 0.007261, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.100000, 1.100000, 1.100000)

}

MeshInfo("rep_weap_dc17sniper")
{
Position(-0.230193, 0.361898, -0.003271, "Viewport")
Rotation(359.802399, 90.747269, 359.999695)
}

MeshInfo("rep_weap_dc17blast")
{
Position(-0.249442, 0.359076, 0.007261, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.100000, 1.100000, 1.100000)

}

MeshInfo("trigun")
{
Position(-0.204363, 0.367216, 0.000847, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.560000, 0.560000, 0.560000)
}

MeshInfo("rep_weap_dc17antia")
{
Position(-0.236938, 0.359879, 0.001903, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}

MeshInfo("rep_weap_dc15st")
{
Position(-0.260316, 0.356366, -0.002834, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}

MeshInfo("com_weap_inf_binoculars")
{
Position(-0.260316, 0.356366, -0.002834, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
}
}
}

// Second Weapons Section

TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("rep_weap_inf_fusioncutter", "com_inv_mesh")
NameMesh("hud_stealth", "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("rep_weap_inf_fusioncutter")
{
Position(-0.276081, 0.242515, 0.039169, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.440000, 0.440000, 0.440000)
}

MeshInfo("hud_stealth")
{
Position(-0.276081, 0.242515, 0.039169, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.440000, 0.440000, 0.440000)
}

}
}
}
Hidden/Spoiler:
this is one of the .odf files:

[WeaponClass]
ClassLabel = "cannon"
GeometryName = "trigun"

[Properties]
AnimationBank = "rifle"
GeometryName = "trigun"
HighResGeometry = "trigun"


//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "0"
AITargetBuilding = "0"

MinRange = "0"
OptimalRange = "48"
MaxRange = "80"

LockOnRange = "48.0"
LockTime = "0.1"
lockOnAngle = "1.0"

ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"

KickStrength = "1.5"

YawSpread = "0.25"
PitchSpread = "0.25"

SpreadPerShot = "0.125"
SpreadRecoverRate = "1.0"
SpreadThreshold = "1.5"
SpreadLimit = "2.5"

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "80"
ShotDelay = "0.1"
ReloadTime = "1.0"
HeatRecoverRate = "100.25"
HeatThreshold = "0.2"
HeatPerShot = "0.020"

WarmUpTime = 0.0
CoolDownTime = 0.0

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

DisplayRefire = "0"

OrdnanceName = "rep_weap_inf_rifle_ord2"

//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = "0.025"
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "1"
RecoilStrengthHeavy = "1"
RecoilDecayLight = "0.0"
RecoilDecayHeavy = "0.0"

//**********************************************
//***************** SOUND *********************
//**********************************************

FireSound = "cis_weap_inf_wrist_trishot_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
Hidden/Spoiler:
and this is my rep.req:

ucft
{
REQN
{
"lvl"
"rep_bldg_forwardcenter"
"rep_fly_anakinstarfighter_sc"
"rep_fly_arc170fighter_dome"
"rep_fly_arc170fighter_sc"
"rep_fly_assault_dome"
"rep_fly_cat_dome"
"rep_fly_gunship"
"kam_fly_ride_gunship"
"rep_fly_gunship_sc"
"rep_fly_gunship_dome"
"rep_fly_ride_gunship"
"rep_fly_vwing"
"rep_hero_aalya"
"rep_hero_anakin"
"rep_hero_cloakedanakin"
"rep_hero_kiyadimundi"
"rep_hero_macewindu"
"rep_hero_obiwan"
"rep_hero_yoda"
"rep_hover_fightertank"
"rep_hover_barcspeeder"
"rep_inf_ep2_engineer"
"rep_inf_ep2_comtrooper"
"rep_inf_ep2_jettrooper_training"
"rep_inf_ep2_jettrooper_rifleman"
"rep_inf_ep2_jettrooper_sniper"
"rep_inf_ep2_officer"
"rep_inf_ep2_officer_training"
"rep_inf_ep2_pilot"
"rep_inf_ep2_rifleman"
"rep_inf_ep2_rocketeer"
"rep_inf_ep2_rocketeer_chaingun"
"rep_inf_ep2_sniper"
"rep_inf_ep2_marine"
"rep_inf_ep3_engineer"
"rep_inf_ep3_comtrooper"
"rep_inf_ep3_officer"
"rep_inf_ep3_pilot"
"rep_inf_ep3_rifleman"
"rep_inf_ep3_marine"
"rep_inf_ep3_rocketeer"
"rep_inf_ep3_sniper"
"rep_inf_ep3_sniper_felucia"
"rep_walk_atte"
"rep_walk_atte_nospawn"
"rep_walk_oneman_atst"
"rep_veh_remote_terminal"
"uta1_prop_gunship"
"uta_fly_ride_gunship"
"uta_fly_ride_gunshipmyg"

}

REQN
{
"model"
"con_inv_mesh"
}

REQN
{
"config"
"extraweapons"
}
}
and i put the file in the games side folder.
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Re: how the hack do i get rid of double icons?!

Post by computergeek »

Wait you put them in the C:\Program Files\Lucasarts\Battlefront II\ etc. folder or in your mod map's side folder
(like C:\BF2_Modtools\Data_***\Sides)
And you munged your side right?
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666rulerofclones
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Re: how the hack do i get rid of double icons?!

Post by 666rulerofclones »

ya i did do it right, and the first time i tried the extraweapons, it worked like a charm. and i put them in the SIDE folder in _LVL_PC, not in an addon map folder.
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Re: how the hack do i get rid of double icons?!

Post by computergeek »

You have to add the Hud tag under properties

Code: Select all

[Properties]
AnimationBank = "rifle"
GeometryName = "trigun"
HighResGeometry = "trigun"
HUDTag = "odf name here"
Then it should work
Don't worry I made the same mistake
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666rulerofclones
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Posts: 281
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Location: The Badger State!

Re: how the hack do i get rid of double icons?!

Post by 666rulerofclones »

computergeek wrote:You have to add the Hud tag under properties

Code: Select all

[Properties]
AnimationBank = "rifle"
GeometryName = "trigun"
HighResGeometry = "trigun"
HUDTag = "odf name here"
Then it should work
Don't worry I made the same mistake
ok ill try that thanks.

EDIT: didnt work completely, the icon disapeared, what i want is to have an icon in the correct place (i am useing Fragme's tutorial.)
computergeek
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Re: how the hack do i get rid of double icons?!

Post by computergeek »

You have to mess with the values in the extraweapons.hud file
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666rulerofclones
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Re: how the hack do i get rid of double icons?!

Post by 666rulerofclones »

666rulerofclones wrote:
computergeek wrote:You have to add the Hud tag under properties

Code: Select all

[Properties]
AnimationBank = "rifle"
GeometryName = "trigun"
HighResGeometry = "trigun"
HUDTag = "odf name here"
Then it should work
Don't worry I made the same mistake
ok ill try that thanks.

EDIT: didnt work completely, the icon disapeared, what i want is to have an icon in the correct place (i am useing Fragme's tutorial.)
its msh name not odf name. i got it fixed. MAV: you can lock this topic now.
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