Page 2 of 2

Re: Some Shell Questions

Posted: Fri Aug 07, 2015 8:38 am
by thelegend
Thank you but..I followed your steps and now it looks pretty messed up:
Hidden/Spoiler:
Image
Don't worry about the text sizes. I am going to work over it and make them smaller.


What I did:
-I recreated an ingame.lvl file and renamed it to txtKill.lvl.
Here's the .req file:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"font"
"gamefont_large"
"gamefont_medium"
"gamefont_small"
"gamefont_super_tiny"
"gamefont_tiny"
}
}[/code]
-I added this into my .lua file:

Code: Select all

ReadDataFile("dc:txtKill.lvl")
-Right then I copied the munged files into my map's addon folder. And now it looks like in the screenshot above.

Re: Some Shell Questions

Posted: Fri Aug 07, 2015 8:51 am
by Anakin
Not sure what happend to the first picture, but the 2nd looks fine. Sometime that happens. I don't know why, but i have that problem as well. It should be only temporal.

But i think you only want to replace the ingame textes and not the menus. So try to remove only gamefont_large and gamefont_small.

Re: Some Shell Questions

Posted: Fri Aug 07, 2015 9:59 am
by thelegend
If I remove gamefont_small, large, medium or any other from the .req file, then in-game they still would be there. And if I let them in my .req it looks like the original fonts have been replaced with a near East language:
Hidden/Spoiler:
Image
Is there an other way to disable the default fonts in my map. For example scaling them down to 0.0, or making them invible (alpha number from 255 to 0) or...
Edit: Also the loadscreen tip fonts have been changed to non-existing letters.
Edit2: One good thing I found were that possibly removed fonts are replaced with squares. They have the same size as the actual letters. Like effects with missing textures.

Re: Some Shell Questions

Posted: Fri Aug 07, 2015 4:43 pm
by Anakin
Normally the two fonts should remove everything from the HUD (I just removed these two as well)

About the other problem with the font replacement. What font are you loading instead of the stock font?? I remember I had some problems when I deleted all letter from the font. I pasted in every letter a space. But some letters are still displayed (e.g. ß)

Re: Some Shell Questions

Posted: Fri Aug 07, 2015 9:24 pm
by thelegend
The same would happen if I add these to my core.req. All text fonts (even in menu, on stock maps..) would look like this unknown language. It's probably not a language. I still believe it's a bug or something else.

I made custom fonts and looked for fonts that looked pretty old (as seen in the images).

I am going to look back to the fonts sooner.
I got the menu music working, succefully changed the textures I wanted and now, before I can start with the actual mod, I still wanted to create a custom HUD. Also modifying the current colors. I succefully added a mesh to the HUD and it looks pretty neat in my opinion. I just realized changing the colors of the Health and Energy Bar is a bit different than adding a new mesh. I changed the colors and saved both HUD files (1playerhud.hud). I munged my ingame.lvl and I throught it would work. But the colors are unchanged. The custom mesh works fine, but modifying the exiscting colors seem to be hard coded, eh? I hope not.

Re: Some Shell Questions

Posted: Sat Aug 08, 2015 4:34 am
by Anakin
Have you played the RC mode?? they are not hard coded. The blue and red Color for the reinforcements maybe. I haven't changed them, but health and energy bar are Event Colors.

Re: Some Shell Questions

Posted: Sun Aug 09, 2015 3:29 pm
by thelegend
Here is the part of my .hud file, wehre I edited the colors of the Health and Energy Bars:
Hidden/Spoiler:
[code]Group("player1healthbar")
{
PropagateAlpha(1)
Viewport(1)
Position(0.082181, 0.830954, 0.000000, "Viewport")
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)
EventValue("player1.healthFraction")
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, -0.462329, 0.000000, "Pixels")
ZOrder(2)
Color(220, 220, 220)
ColorChange(0, 0, 0)
ColorChangeRate(0.200000)
EventEnable("player1.healthFraction")
EventDisable("player1.healthDisable")
EventColor("player1.healthColor")
EventPulseRate("player1.healthRegenPulseRate")
}

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(0.600000)
Color(0, 0, 0)
EventEnable("player1.health")
EventDisable("player1.healthDisable")
}
[/code]
Hidden/Spoiler:
[code]Group("player1energybar")
{
PropagateAlpha(1)
Viewport(1)
Position(0.082305, 0.854368, 0.000000, "Viewport")
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, 0.000026, 0.000000, "Viewport")
ZOrder(253)
Alpha(0.750000)
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")
}

}
[/code]
I only edited the 1playerhud.hud file and not the one in the PC folder too.

Re: Some Shell Questions

Posted: Mon Aug 10, 2015 5:02 am
by Anakin
do you want a static color, or a changing color??

If you want to have a static color, remove the eventcolor line.
If you want a changing color, remove the color line and add a custom color transformation.

Re: Some Shell Questions

Posted: Mon Aug 10, 2015 8:57 am
by thelegend
Thank you very much. Now the colors are changed (I wanted to keep them static).

Re: Some Shell Questions

Posted: Sun Aug 16, 2015 6:49 pm
by [RDH]Zerted
Did you still have user script questions? You can check if your script is being loaded by putting a print statement in it and checking the debug output to see if you see what you printed.

You also probably don't want to make changes as soon as the user script is run. You'll want to wrap a function around ScriptPostLoad or similar and run your custom changes when that function is called. Checkout the example user script for an example.