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HUD Problem

Posted: Sat Feb 01, 2014 12:38 pm
by JimmyAngler
Here's the munge log:
Hidden/Spoiler:
ERROR[levelpack ingame.req]:Expecting bracket, but none was found.
File : {Unknown}(7)...
ERROR[levelpack ingame.req]:Expecting bracket, but none was found.
File : {Unknown}(7)...

2 Errors 0 Warnings
Heres the ingame .req:
Hidden/Spoiler:
ucft
{


REQN
{
"script"
"platform=pc"
"ifs_pc_spawnselect"
"ifs_pc_spectator"
}

REQN
{
"texture"
"binocular_reticule"
}


REQN
{
"texture"
"platform=pc"
"fx_ringbump"
}

////////////////FX////////////////////////


REQN
{
"config"
"SoldierAnimation"
}

REQN
{
"animbank"
"human"
"humanfp"
"humanlz"
}

////////////////////////MSH/HUDS/////////////////////


REQN
{
"model"

}

REQN
{
"class"
}

REQN
{
"config"
"hudtransforms"
"1playerhud"

}
}
What's the problem?

Re: HUD Problem

Posted: Sat Feb 01, 2014 1:37 pm
by Anakin
it's possible the problem is in some of the scripts you loaded in the ingame.

do you need all these things?? if not remove all you don't need.

Re: HUD Problem

Posted: Sat Feb 01, 2014 2:33 pm
by JimmyAngler
that's just it, I don't know what I don't need. :oops:
All I have edited ingame is the binocular_reticule.

Re: HUD Problem

Posted: Sat Feb 01, 2014 2:37 pm
by Anakin
JimmyAngler wrote:
Hidden/Spoiler:
ucft
{


REQN
{
"script"
"platform=pc"
"ifs_pc_spawnselect"
"ifs_pc_spectator"
}


REQN
{
"texture"
"binocular_reticule"
}


REQN
{
"texture"
"platform=pc"
"fx_ringbump"
}


////////////////FX////////////////////////


REQN
{
"config"
"SoldierAnimation"
}


REQN
{
"animbank"
"human"
"humanfp"
"humanlz"
}


////////////////////////MSH/HUDS/////////////////////


REQN
{
"model"

}

REQN
{
"class"
}


REQN
{
"config"
"hudtransforms"
"1playerhud"

}
}
What's the problem?
so i think this you will not need. What do you want to change??

Re: HUD Problem

Posted: Sat Feb 01, 2014 2:40 pm
by JimmyAngler
I am just trying to get a scope on the binoculars when you zoom.

Edit: also, I didn't add anything to the player1hud, do I need too? it's just a texture.

Re: HUD Problem

Posted: Sat Feb 01, 2014 2:42 pm
by Anakin
And you use an custom ingame for this????

ScopeTexture = "my_scope_name"

add this to your weapon odf and place the tga in the side's msh folder

Re: HUD Problem

Posted: Sat Feb 01, 2014 2:48 pm
by JimmyAngler
well, here's the odf for the binoculars.
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "binoculars"

[Properties]
// "Label" is the text displayed in the interface
// "IconTexture" is the icon displayed in the interface
GeometryName = "com_weap_inf_binoculars"
Label = "Binoculars"
IconTexture = "HUD_all_binoculars_icon"

// *WEAPON STATS*
// These stats determine the opperational characteristics of the weapon
//"RoundsPerClip" determines how many Ordnances can be fired from the weapon before it must be reloaded with a fresh clip
//"ShotDelay" is the minimum amount of time between ordnances being fired from the weapon
//"ReloadTime" is the set amount of time it takes to change to a frsh clip
//"FireStateTime" is the time that we fire for (if it's 2.0 then it'll take 2 seconds after you release the trigger for the binocular effect to stop)
RoundsPerClip = 1
ShotDelay = 1.0
ReloadTime = 0.0
LockOnRange = 100.0
FireStateTime = 0.0

// "ZoomMin" is the lowest zoom value in first-person aim mode
// "ZoomMax" is the highest zoom value in first-person aim mode
// "ZoomRate" is the rate of change in zoom
ZoomMin = "5.0"
ZoomMax = "75.0"
ZoomRate = "3.0"
ReticuleTexture = "binocular_reticule"

AnimationBank = "tool"
FirePointName = "hp_fire"

the mshs for it are in the Common/msh. I put the tga in Common/ interface

Re: HUD Problem

Posted: Sat Feb 01, 2014 2:52 pm
by Nedarb7
Move the texture to sides/yourside/msh
You don't need a custom ingame for scope textures

Also it has to be ScopeTexture not ReticuleTexture, that line is from BF1 and doesn't make any changes in BF2

Re: HUD Problem

Posted: Sat Feb 01, 2014 2:58 pm
by JimmyAngler
k did that. no go. it zooms and everything, but just no texture.

Here is everything in the rep_weap_inf_binocular.odf
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "binoculars"

[Properties]
// "Label" is the text displayed in the interface
// "IconTexture" is the icon displayed in the interface
GeometryName = "com_weap_inf_binoculars"
Label = "Binoculars"
IconTexture = "HUD_all_binoculars_icon"

// *WEAPON STATS*
// These stats determine the opperational characteristics of the weapon
//"RoundsPerClip" determines how many Ordnances can be fired from the weapon before it must be reloaded with a fresh clip
//"ShotDelay" is the minimum amount of time between ordnances being fired from the weapon
//"ReloadTime" is the set amount of time it takes to change to a frsh clip
//"FireStateTime" is the time that we fire for (if it's 2.0 then it'll take 2 seconds after you release the trigger for the binocular effect to stop)
RoundsPerClip = 1
ShotDelay = 1.0
ReloadTime = 0.0
LockOnRange = 100.0
FireStateTime = 0.0

// "ZoomMin" is the lowest zoom value in first-person aim mode
// "ZoomMax" is the highest zoom value in first-person aim mode
// "ZoomRate" is the rate of change in zoom
ZoomMin = "5.0"
ZoomMax = "75.0"
ZoomRate = "3.0"

ScopeTexture = "binocular_reticule"

AnimationBank = "tool"
FirePointName = "hp_fire"
And the com_weap_inf_binocular.msh is in the correct msh folder as well as the scope texture.

Re: HUD Problem

Posted: Sat Feb 01, 2014 3:01 pm
by Anakin
what do you see when you're zooming?? nothing, or something wrong??

so the weapon's odf is rep and the msh is common. where is the scope texture??

move everything to rep

Re: HUD Problem

Posted: Sat Feb 01, 2014 3:01 pm
by JimmyAngler
the aiming reticule moves up.