“As a species we're fundamentally insane. Put more than two of us in a room, we pick sides and start dreaming up reasons to kill one another. Why do you think we invented politics and religion?” - Steven King
but they must be original images or images u have the license too. anything from a game is a big NO NO
You don't have to use original images at all, dunno where you got that idea, as long as you give credit to the image creators then there is no problem especially since this is a MOD and not tied to any type of income.
But if somebody wants to post the image for a Halo H.U.D. that would be fine as well as create a tutorial on how to make it yourself.
I personally would want to create something from scratch because I want to make a sci fi map and plan to make mostly Sci Fi maps. Hence why I want a Sci-Fi H.U.D. like the one used in Halo. Double Post Merge: March 30, 2016, 05:31:19 pmMy only question now is how to add the image to the hud, aka where to place it.
Last Edit: March 30, 2016, 05:31:19 pm by Wolf MacDowell
One way to make a hud in gsc is to: After converting the 2d image, using assman, you'll need to precache the shader in gsc, include the material in csv, and add the image to your mods/mapname/images folder, and then use something like this in gsc, thread on each player:
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MakeMyHud(){ //don't forget to precache shader. I find it easiest and most organized to do so in _zombiemode.gsc shader = "materialname"; self.myhud["full"] = NewClientHudelem( self ); self.myhud["full"].horzAlign = "fullscreen"; self.myhud["full"].vertAlign = "fullscreen"; self.myhud["full"] SetShader( shader, 640, 480 ); }
One way to make a hud in gsc is to: After converting the 2d image, using assman, you'll need to precache the shader in gsc, include the material in csv, and add the image to your mods/mapname/images folder, and then use something like this in gsc, thread on each player:
Code Snippet
Plaintext
MakeMyHud(){ //don't forget to precache shader. I find it easiest and most organized to do so in _zombiemode.gsc shader = "materialname"; self.myhud["full"] = NewClientHudelem( self ); self.myhud["full"].horzAlign = "fullscreen"; self.myhud["full"].vertAlign = "fullscreen"; self.myhud["full"] SetShader( shader, 640, 480 ); }
i was going to mention that, but with inexperienced people, they may keep adding more and more hud elements without accounting for the perks that they already have. That is why i only gave a tutorial for the .menu script. As far as I know, (i havent tested this yet) there doesnt seem to be a limit to images in a .menu or if there is, it seems to b high.
If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
i was going to mention that, but with inexperienced people, they may keep adding more and more hud elements without accounting for the perks that they already have. That is why i only gave a tutorial for the .menu script. As far as I know, (i havent tested this yet) there doesnt seem to be a limit to images in a .menu or if there is, it seems to b high.
i was told the only limit in menus is itemdefs and the person told me it's crazy high, like 5000
i was going to mention that, but with inexperienced people, they may keep adding more and more hud elements without accounting for the perks that they already have. That is why i only gave a tutorial for the .menu script. As far as I know, (i havent tested this yet) there doesnt seem to be a limit to images in a .menu or if there is, it seems to b high.
Yeah, I do everything else in menu except this. (Even perk icons)
i wanted to do that, but wasnt sure if i can still make them fade in, rescale and fade out etc - is it possible?
Well anything is possible really. To rescale constantly could be a matter of dvar and itemdefs, and maybe also at worse case more materials. To fade could be a matter of dvar and item defs, or adjusting the alpha for the forecolor using exp. (mentioned in a previous post, but I haven't tried)
But if all you want to do is fade in at beginning and fade out when you lose them, you should just use gsc for that functionality. If you want it constantly fading in an out, then what I said before would work. I shown you the spinning atom hud I made right? It was all menu.
If you want one specific one to fade in and out, it could get more difficult, but still possible. Double Post Merge: March 31, 2016, 12:35:50 amHere's my space one as it stands now. Have a few ideas yet. Not like yours, but pretty much same things to make it, like I was saying. Just different images.