Hey, my name is colly and I've been working on a hud from mostly scratch for a little while now, and I feel comfortable posting what I have right now. I'm open to suggestions as to what to do with it. Inspired greatly by BXHUD and Hudas Iscariote.
Screenies.
DL
Credits
Omni: base for the meters
Rays: Tutorials
Chippy: Base for menu,build menu, spy disguise
Omp: Base for tournament
pwny_: sourcescheme
Known Bugs
Spy target ID
Spectator target ID
To-do list
Change loadout screens/statpanel
Change colors of team/class selection
Add MvM/Arena support
Hey, my name is colly and I've been working on a hud from mostly scratch for a little while now, and I feel comfortable posting what I have right now. I'm open to suggestions as to what to do with it. Inspired greatly by BXHUD and Hudas Iscariote.
[url=http://imgur.com/a/JfYz8#0]Screenies.[/url]
[url=https://www.dropbox.com/s/yqy911mv4o9gcxs/kshud-master.rar]DL[/url]
[b]Credits[/b]
Omni: base for the meters
Rays: Tutorials
Chippy: Base for menu,build menu, spy disguise
Omp: Base for tournament
pwny_: sourcescheme
[b]Known Bugs[/b]
Spy target ID
Spectator target ID
[b]To-do list[/b]
Change loadout screens/statpanel
[s]Change colors of team/class selection[/s]
Add MvM/Arena support
Camushow to remove the heart?
I can possibly make another version without it
Edit; yooo boop
[quote=Camus]how to remove the heart?[/quote]
I can possibly make another version without it
Edit; yooo [url=https://www.dropbox.com/s/3hu6xp1c1eqryvq/kshud-maste-noheart.rar]boop[/url]
Updated the colors of class selection
http://i.imgur.com/2IS8tV3.jpg
. New DL in the main post.
Updated the colors of class selection [img]http://i.imgur.com/2IS8tV3.jpg[/img]. New DL in the main post.
Looks real good, one suggestion though
http://i.imgur.com/XlTithd.jpg
You've got a panel on the right of the ammo that, obviously, your reserved ammo sits in, and clearly shows up blank when using a weapon without a clip. Have you considered making that panel a background on the reserved ammo, rather than a separate panel all together? That way, the background would only appear when using a weapon with reserve ammo.
If you're not sure where I'm getting at, PM me and I'll explain it a little better. Other than that, good work!
Looks real good, one suggestion though
[img]http://i.imgur.com/XlTithd.jpg[/img]
You've got a panel on the right of the ammo that, obviously, your reserved ammo sits in, and clearly shows up blank when using a weapon without a clip. Have you considered making that panel a background on the reserved ammo, rather than a separate panel all together? That way, the background would only appear when using a weapon with reserve ammo.
If you're not sure where I'm getting at, PM me and I'll explain it a little better. Other than that, good work!
omnisnip
it would be cool if you could post what you mean, i'm interested
[quote=omni]snip[/quote]
it would be cool if you could post what you mean, i'm interested
omnia really good idea
That's a really good idea, how would i go about doing that?
[quote=omni]a really good idea[/quote]
That's a really good idea, how would i go about doing that?
Protatoit would be cool if you could post what you mean, i'm interested
Okay, so I haven't installed the HUD but I'm going to assume by looking at HudAmmoWeapons.res that this section here is the reserve ammo background:
"HudWeaponLowAmmoImage"
{
"ControlName" "ImagePanel"
"fieldName" "HudWeaponLowAmmoImage"
"xpos" "4"
"ypos" "4"
"zpos" "0"
"wide" "65"
"tall" "34"
"visible" "1"
"enabled" "1"
"fillcolor" "240 40 40 240"
}
All you'd need to do is remove that and replace it with a background on this section:
"AmmoInReserve"
{
"ControlName" "CExLabel"
"fieldName" "AmmoInReserve"
"font" "BlueB48"
"fgcolor" "255 255 255 255"
"xpos" "67"
"ypos" "0"
"zpos" "7"
"wide" "50"
"tall" "40"
"visible" "0"
"enabled" "1"
"textAlignment" "center"
"labelText" "%AmmoInReserve%"
}
So, it'd look like this with a background.
"AmmoInReserve"
{
"ControlName" "CExLabel"
"fieldName" "AmmoInReserve"
"font" "BlueB48"
"fgcolor" "255 255 255 255"
"xpos" "67"
"ypos" "0"
"zpos" "7"
"wide" "50"
"tall" "40"
"visible" "0"
"enabled" "1"
"textAlignment" "center"
"labelText" "%AmmoInReserve%"
"bgcolor_override" "240 40 40 240"
"border_override" "bordernamehere"
}
The _override part on bgcolor/border may not be needed, so if it doesn't seem to affect anything, you can remove it.
The only problem with this (after working on a similar function on a HUD that Harvest was editing) is that the borders will most likely come out square, rather than rounded off like the other image panels. This is why I've added a border to it. You'd need to find the border name that your image panels use by default, or do what I did and create a custom border in ClientScheme.res, which is simple enough to do and shouldn't take too much time. Remember that editing ClientScheme.res requires you to restart the game in order for changes to take effect.
I don't think anything else is required, so if done correctly, the background should only show up when a weapon that actually has reserve ammo is active.
If this doesn't work out for you entirely and need more help, feel free to add me. I'm kind of basing this off of memory.
[quote=Protato]it would be cool if you could post what you mean, i'm interested[/quote]
Okay, so I haven't installed the HUD but I'm going to assume by looking at HudAmmoWeapons.res that this section here is the reserve ammo background:
[code]"HudWeaponLowAmmoImage"
{
"ControlName" "ImagePanel"
"fieldName" "HudWeaponLowAmmoImage"
"xpos" "4"
"ypos" "4"
"zpos" "0"
"wide" "65"
"tall" "34"
"visible" "1"
"enabled" "1"
"fillcolor" "240 40 40 240"
}[/code]
All you'd need to do is remove that and replace it with a background on this section:
[code]"AmmoInReserve"
{
"ControlName" "CExLabel"
"fieldName" "AmmoInReserve"
"font" "BlueB48"
"fgcolor" "255 255 255 255"
"xpos" "67"
"ypos" "0"
"zpos" "7"
"wide" "50"
"tall" "40"
"visible" "0"
"enabled" "1"
"textAlignment" "center"
"labelText" "%AmmoInReserve%"
} [/code]
So, it'd look like this with a background.
[code]"AmmoInReserve"
{
"ControlName" "CExLabel"
"fieldName" "AmmoInReserve"
"font" "BlueB48"
"fgcolor" "255 255 255 255"
"xpos" "67"
"ypos" "0"
"zpos" "7"
"wide" "50"
"tall" "40"
"visible" "0"
"enabled" "1"
"textAlignment" "center"
"labelText" "%AmmoInReserve%"
"bgcolor_override" "240 40 40 240"
"border_override" "bordernamehere"
} [/code]
The _override part on bgcolor/border may not be needed, so if it doesn't seem to affect anything, you can remove it.
The only problem with this (after working on a similar function on a HUD that Harvest was editing) is that the borders will most likely come out square, rather than rounded off like the other image panels. This is why I've added a border to it. You'd need to find the border name that your image panels use by default, or do what I did and create a custom border in ClientScheme.res, which is simple enough to do and shouldn't take too much time. Remember that editing ClientScheme.res requires you to restart the game in order for changes to take effect.
I don't think anything else is required, so if done correctly, the background should only show up when a weapon that actually has reserve ammo is active.
If this doesn't work out for you entirely and need more help, feel free to add me. I'm kind of basing this off of memory.
omnisnip
hey, I added you to talk more about this. Still a little confused.
[quote=omni]snip[/quote]
hey, I added you to talk more about this. Still a little confused.