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2018-04-11, 08:48 | #1 | |
Join Date: Sep 2017
Posts: 99
Yugoslavia
Location: Pec
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BTR-80 HUD improvements
Quote:
https://goo.gl/images/T51YYX | |
2018-04-11, 14:23 | #2 |
PR:BF2 Developer
Join Date: Sep 2015
Posts: 798
Korea (North)
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Re: Change Russian AA rockets from HATO to russian names
groho got me some good references too, I made a concept, no idea how to add it ingame, first time dealing with hud textures for pr at least.
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2018-04-11, 16:30 | #3 | |
Join Date: Sep 2017
Posts: 99
Yugoslavia
Location: Pec
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Re: Change Russian AA rockets from HATO to russian names
Quote:
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2018-04-11, 17:53 | #4 |
PR:BF2 Lead Developer
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Re: BTR-80 HUD improvements
Looking good
Steelbeasts has refs for commander and driver sights http://www.steelbeasts.com/sbwiki/in...p?title=BTR-80 |
Mineral: TIL that Wire-guided missiles actually use wire
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2018-04-11, 19:48 | #5 |
Join Date: Feb 2010
Posts: 318
France
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Re: BTR-80 HUD improvements
SOurce for unzommed sigth, and vehicule internal layout.
https://vk.com/page-39215368_49583475 |
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2018-04-12, 00:22 | #6 | |
Join Date: Jul 2013
Posts: 75
United States of America
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Re: BTR-80 HUD improvements
Quote:
To implement it efficiently you want as little empty area as possible, so ideally you cut it into separate elements and reassemble them in the HUD config. Long lines can be implemented as single pixels stretched out, circles can be chopped into segments and rotated. This is an example of how the circle on the Cobra gunner hud is drawn using a 1/4 circle: Code:
hudBuilder.createPictureNode Ah1zGunCircle Ah1zTVFrameLaserCircle0 275 176 128 128 hudBuilder.setPictureNodeTexture Ingame\Vehicles\Icons\Hud\Air\Attack\Ah1z\ah1z_guncircle.dds hudBuilder.setPictureNodeRotation 0 hudBuilder.setNodeColor 0 0 0 1 hudBuilder.createPictureNode Ah1zGunCircle Ah1zTVFrameLaserCircle1 277 299 128 128 hudBuilder.setPictureNodeTexture Ingame\Vehicles\Icons\Hud\Air\Attack\Ah1z\ah1z_guncircle.dds hudBuilder.setPictureNodeRotation 90 hudBuilder.setNodeColor 0 0 0 1 hudBuilder.createPictureNode Ah1zGunCircle Ah1zTVFrameLaserCircle2 398 297 128 128 hudBuilder.setPictureNodeTexture Ingame\Vehicles\Icons\Hud\Air\Attack\Ah1z\ah1z_guncircle.dds hudBuilder.setPictureNodeRotation 180 hudBuilder.setNodeColor 0 0 0 1 hudBuilder.createPictureNode Ah1zGunCircle Ah1zTVFrameLaserCircle3 396 174 128 128 hudBuilder.setPictureNodeTexture Ingame\Vehicles\Icons\Hud\Air\Attack\Ah1z\ah1z_guncircle.dds hudBuilder.setPictureNodeRotation 270 hudBuilder.setNodeColor 0 0 0 1 You could do it more compactly by using 1/8th segments, though I'm not sure how feasible it would be to get them to line up seamlessly this way. This is a quick mockup of how you might separate the elements before turning it into a HUD. Also, you will probably want thicker lines if you're working with higher resolution textures since it can cause aliasing issues at lower resolutions. | |
2018-04-13, 22:36 | #8 |
Join Date: Jul 2013
Posts: 75
United States of America
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Re: BTR-80 HUD improvements
I tested out how it looked in game with the circle chopped into 4 segments, seems to work fine. If you zoom in you can find the seams but normally its basically unnoticeable. This ended up using 80KB for the circle.
Showing how the segments are chopped up For adjusting the size properly I would recommend using an 1600x1200 canvas, since the HUD is based on 800x600 this lets you to convert sizes easily. |
2018-04-14, 09:28 | #9 |
PR:BF2 Developer
Join Date: Sep 2015
Posts: 798
Korea (North)
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Re: BTR-80 HUD improvements
Nice, I'll look into it more this weekend.
Which settings do you use to save it as dds, DXT5? I still have no idea how to implement this to test it ingame, can you explain like I'm 5 please |
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Last edited by mectus11; 2018-04-14 at 09:49..
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2018-04-14, 17:15 | #10 |
Join Date: Jul 2013
Posts: 75
United States of America
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Re: BTR-80 HUD improvements
DXT5 should be used when you need to preserve smooth alpha gradients. DXT3 should be used when you need to preserve sharper alpha edges without the artifacts DXT5 can produce at the cost of only having 16 levels of alpha. DXT1 can be used if you only need 100% alpha or 0% alpha.
When you export HUD textures you generally want them to be all white, the coloration is done by the HUD config. Texture sizes need to be powers of 2 (256x128, 32x512, 1024x1024, etc.) You'll find the HUD config in menu_server.zip\HUD\HudSetup\Vehicles\HudElementsB TR80gunner.con The texture files should go in menu_client.zip\HUD\Texture\Ingame\Vehicles\Icons\ Hud\land\BTR80 This is what draws the original crosshair Code:
hudBuilder.createPictureNode BTR80Hud 1PZ2_crosshair 144 172 512 256 hudBuilder.setPictureNodeTexture Ingame\Vehicles\Icons\Hud\Land\BTR80\1PZ2_crosshair.dds hudBuilder.setNodeColor 0 0 0 1 You can rotate using hudBuilder.setPictureNodeRotation as in the Cobra HUD in my earlier post. This rotates the texture counter-clockwise from the center. Putting a 90 degree rotation should look like this: To get the proper position for rotation I think the easiest way is to position it pre-rotated in your document, then create a copy rotated back to the original orientation and use those coordinates. If you still have questions feel free to ask. |
Tags |
btr80, hud, improvements |
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