HUD help.

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wildrn
Peon
Posts: 123
Joined: Mon Jan 10, 2011 2:38 pm

HUD help.

Post by wildrn » Tue Jan 25, 2011 3:00 am

Hey, I'm making a HUD with rofldonutburgers template (Here.)
And I cant get rid of the background thingy, whatever you call it. (The parts marked red)
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I've done this:
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And this:
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And this:
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If your wondering what the orange part in the middle is: That is the HUD for my Half-life 2 mod (Hopefully releasing soonish :))
Speaking of which: Steam just finished Dl'ing HL2: Ep2.
Don't talk to me about the search button, I tried using it and got nothing.
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Sparky wrote:Click me repeatedly. Made ya look!
Sven wrote:I appreciate the help, Mgablergh.

kiddten
Commando
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Re: HUD help.

Post by kiddten » Tue Jan 25, 2011 3:11 am

nulling out the WHPI tags in the weapons will get rid of most of those. however, you will want them for your ammo count and such.
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Sugarlumps
Ranger
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Joined: Mon Aug 03, 2009 10:42 pm

Re: HUD help.

Post by Sugarlumps » Tue Jan 25, 2011 3:52 am

I was thinking if it would work with a blank bitmap...probably not though. I have very little expertise with bitmaps, Bunneh is the bitmapper.

As for the ammo, what bunneh said. You will want the ammo (you can shift its position if need be) to appear.
Last edited by Sugarlumps on Wed Jan 26, 2011 4:16 am, edited 2 times in total.
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Click!

wildrn
Peon
Posts: 123
Joined: Mon Jan 10, 2011 2:38 pm

Re: HUD help.

Post by wildrn » Wed Jan 26, 2011 1:11 am

Does anyone know how to edit/make a custom ammo counter? Its for my HL2 mod, I've finished the shield meter but its the ammo I cant get right :?
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Sparky wrote:Click me repeatedly. Made ya look!
Sven wrote:I appreciate the help, Mgablergh.

Zanghfei
Ranger
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Joined: Tue Jul 01, 2008 1:52 pm

Re: HUD help.

Post by Zanghfei » Wed Jan 26, 2011 5:32 am

^ Half life 2 HUD or Halo 2 mod o_o
I can do it but, im freaking lazy ><

Sparky
Delta Force
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Re: HUD help.

Post by Sparky » Wed Jan 26, 2011 12:07 pm

If you're using the HEK, then yep, I know how. If you're not, then I'll tell you to experiment with grayscale gradients of an existing bitmap image. Basically, the game takes the grayscale part of a sprite bitmap and applies a ratio tied to the ammo or heat count for the weapon. So for example, white in the grayscale area of the sprite bitmap is 0% heat generated, while black is 100% heat generated, and middle-of-the-road gray is 50% heat generated. Or the opposite may be true with the colors.
Either you are groping for answers, or you are asking God and listening to Jesus.

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