Author Topic: HUD Overhaul Test Build  (Read 42255 times)

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Offline chief1983

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Re: HUD Overhaul Test Build
It's actually squished towards the center of his middle monitor too it seems.  Did you start with the base numbers for 1024x768?
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Offline Reprobator

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Re: HUD Overhaul Test Build
so yes it's quite offcenter actually I've taken another screenshot with a laser shoot to show that better :



And yes I've start with the 1024*768 resolution as a base (as i don't have the 1280*1024 default value, i should find a way to mathematical convert it to 1280*1024
For the reticule I've set it manually to 1920,512  (3840/2 to get the x center of the screens and 1024/2 to get the y center)
But it have no effect, the reticule doesn't seems to want to move.
$Formula: ( every-time
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Offline The E

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Re: HUD Overhaul Test Build
Errm. You need to center the reticle not at the exact screen center, but at Width/2 - (Reticle Width)/2 for the x coordinate, and Screen Height/2 - Reticle Height/2 for the y Coordinate.

The retail reticle is 40 pixels wide and 24 Pixels high, that needs to be accounted for.

That means, for a 3840x1024 display, the coordinates would be (1900, 500). The coordinates in the tbl you posted here seem waaaay off.

Also, while looking over my "retail layout" tbl, I see a bit of a mistake on my part. I'll post a new tbl soon.
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Offline chief1983

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Re: HUD Overhaul Test Build
If you start at a 3*1024x768 resolution, it should scale up to your 3*1280x1024 resolution nicely shouldn't it?  I thought the whole point was that you shouldn't need to do the math.  Get one table with the right aspect ratio and it should scale to yours fine.
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
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Offline Reprobator

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Re: HUD Overhaul Test Build
yup, the e : you were right for the reticle it's well aligned now! it looks already better!

chief 1983 : no, it does not stretch up, the hud is not using the whole center screen (he"s up and left centered in fact)
So if i want to fix this i have to find the formula to convert 1024*768 to 1280*1024 scale and then add 1280 to the x things
$Formula: ( every-time
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      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
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+Interval: 1

 

Offline chief1983

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Re: HUD Overhaul Test Build
I mean you used numbers designed for a 1024x768 base and then set them to a 1280x1024 base.  Of course it's going to be up and to the left.  If you specify the base though as a 1024x768 base, and then give it a max res of a 1280x1024 base, it should scale up fine.
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redsniper:  Platonic hips?!
iamzack:  lays

 

Offline The E

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Re: HUD Overhaul Test Build
Corrected "default" tbl:
Code: [Select]
#Gauge Config
$Base: (1024, 768)
$Required Aspect: Full Screen ; Can be "Wide Screen" or "Full Screen" ATM
$Gauges:

;Messages
+Messages:
Position: (5, 5)
+Training Messages:
Position: (379, 125)
+Multiplayer Messages:
Position: (8, 240)
+Talking Head:
Position: (5, 56)

;Comm Menu
+Squad Message:
Position: (827, 5)

;Objectives
+Escort View:
Position: (865, 330)
+Directives:
Position: (5, 278)
+Objective Notify:
Position: (436, 184)

;Reticle
+Afterburner Energy:
Position: (274, 424)
+Throttle:
Position: (346, 269)
+Center Reticle:
Position: (493, 376)
+Threat Indicator:
Position: (574, 269)
+Weapon Energy:
Position: (666, 424)
+Target Brackets: ; Target Brackets, Lock Indicator, Lead Indicator, and Offscreen Indicator don't need a "Position:" field.
+Lock Indicator:
+Lead Indicator:
+Offscreen Indicator:
+Hostile Triangle:
Position: (512, 387)
+Target Triangle:
Position: (512, 387)
+Missile Triangles:
Position: (512, 387)
+Orientation Tee:
Position: (512, 387)

;Target
+Target Monitor:
Position: (5, 590)
+Extra Target Data:
Position: (5, 552)
+Target Shields:
Position: (292, 670)
+Mini Target Shields:
Position: (497, 470)

;Player Status
+Damage:
Position: (440, 61)
+Player Shields:
Position: (634, 670)
+Kills:
Position: (880, 624)

;ETS
+ETS Weapons:
Position: (880, 648)
+ETS Shields:
Position: (898, 648)
+ETS Engines:
Position: (916, 648)

;Wingmen & Support
+Wingman Status:
Position: (932, 144)
+Support:
Position: (459, 534)

;Radar & Targeting
+Radar:
Position: (411, 590)
;+Radar Orb:
; Position: (411, 590)
+Auto Target:
Position: (960, 648)
+Auto Speed:
Position: (960, 672)

;Weapons
+Countermeasures:
Position: (880, 602)
+Weapons:
Position: (880, 525)

;Warnings
+Text Warnings:
Position: (512, 275)
+Supernova:
Position: (170, 170)

;Mission Info
+Mission Time:
Position: (969, 716)

;Multiplayer
+Voice Status:
Position: (8, 255)
+Ping:
Position: (896, 5)
+Lag:
Position: (627, 529)

$End Gauges
#End

To transform this into 3840x1024, with the hud centered on the middle screen, multiply all x values by 1.25, and add 1280. To get the y values, just multiply them by 1.33, rounding as appropriate.
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Offline Reprobator

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Re: HUD Overhaul Test Build
Ok, thanks you really much, i'm preparing to heat my calculator :D
$Formula: ( every-time
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Offline Swifty

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Re: HUD Overhaul Test Build
Huh, the new HUD code seems to handle Triple Head/Eyefinity better than I thought. :D

 

Offline Reprobator

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Re: HUD Overhaul Test Build
It totally support it now :
So here is the code for triplehead 4/3 based screen support hud (resolution of 3840*1024)  :

Code: [Select]
#Gauge Config
$Base: (3840, 1024)
$Required Aspect: Wide Screen
;$Min: (3840, 1024)
$Gauges:

;Messages
+Messages:
Position: (1286, 5)
+Training Messages:
Position: (1754, 166)
+Multiplayer Messages:
Position: (1290, 319)
+Talking Head:
Position: (1286, 74)

;Comm Menu
+Squad Message:
Position: (2314, 5)

;Objectives
+Escort View:
Position: (2361, 439)
+Directives:
Position: (1286, 370)
+Objective Notify:
Position: (1825, 245)

;Reticle
+Afterburner Energy:
Position: (1622, 564)
+Throttle:
Position: (1712, 358)
+Center Reticle:
Position: (1900, 500)
+Threat Indicator:
Position: (1997, 358)
+Weapon Energy:
Position: (2112, 564)
+Target Brackets: ; Target Brackets, Lock Indicator, Lead Indicator, and Offscreen Indicator don't need a "Position:" field.
+Lock Indicator:
+Lead Indicator:
+Offscreen Indicator:
+Hostile Triangle:
Position: (1920, 515)
+Target Triangle:
Position: (1920, 515)
+Missile Triangles:
Position: (1920, 515)
+Orientation Tee:
Position: (1920, 515)

;Target
+Target Monitor:
Position: (1286, 785)
+Extra Target Data:
Position: (1286, 734)
+Target Shields:
Position: (1645, 891)
+Mini Target Shields:
Position: (1901, 625)

;Player Status
+Damage:
Position: (1830, 81)
+Player Shields:
Position: (2072, 891)
+Kills:
Position: (2380, 830)

;ETS
+ETS Weapons:
Position: (2380, 862)
+ETS Shields:
Position: (2402, 862)
+ETS Engines:
Position: (2425, 862)

;Wingmen & Support
+Wingman Status:
Position: (2445, 192)
+Support:
Position: (1854, 710)

;Radar & Targeting
+Radar:
Position: (1794, 785)
;+Radar Orb:
; Position: (1794, 785)
+Auto Target:
Position: (2480, 862)
+Auto Speed:
Position: (2480, 894)

;Weapons
+Countermeasures:
Position: (2380, 801)
+Weapons:
Position: (2380, 698)

;Warnings
+Text Warnings:
Position: (1920, 366)
+Supernova:
Position: (1492, 226)

;Mission Info
+Mission Time:
Position: (2491, 952)

;Multiplayer
+Voice Status:
Position: (1290, 339)
+Ping:
Position: (2400, 5)
+Lag:
Position: (2064, 704)

$End Gauges
#End
screen :



For 3*16/10  screens, it still have to be done yet anyway .

Yes! you make my day!
$Formula: ( every-time
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   )
   ( send-message
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)
+Name: Procratination
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+Interval: 1

 

Offline chief1983

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Re: HUD Overhaul Test Build
This might be the best graphical enhancement since GLSL.
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Offline Swifty

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Re: HUD Overhaul Test Build
That is simply breathtaking. Thanks for testing this with your Triple Head, Reprobator. :yes:

 

Offline Reprobator

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Re: HUD Overhaul Test Build
Oh no p)roblem i've played during two years with the stretched hud, so when i saw your post....  :cool:
Now the last thing before we get the 5 star on 5 on the widescreengaming forum is to change the way the main hall behave (ie is not stretched like the old hud was)

And if someone provide me the formula to make a 3*16/10 (1680*1050) hud i'll give you the table that correspond to it (unfortunatly i won t be able to try it)
$Formula: ( every-time
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+Interval: 1

 

Offline The E

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Re: HUD Overhaul Test Build
I posted a widescreen retail layout somewhere upthread. Adapting it to a multimonitor setup should be relatively straightforward.
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Offline Swifty

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Re: HUD Overhaul Test Build
I'm kinda curious, what does Freespace look like when playing with a HUD stretched across three monitors? Can you share with us, Reprobator? :D

EDIT: I updated the first post with links to some of the TBLs posted in the thread.
« Last Edit: June 17, 2010, 05:07:37 pm by Swifty »

 

Offline Reprobator

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Re: HUD Overhaul Test Build
1) that's kinda ugly and you need time to pass through that
2) more important : the reticle is so large that you can"t shoot anything with precision when using primary...
3) have to turn off the hud before taking screenshot if not, many will post and trolls about triplehead  :nervous:
 
And as picture speaks better than words here is what it looked like :




next step is a dome display for me (i ll can take off my track :D ) and iz3d support :p
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Offline Galemp

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Re: HUD Overhaul Test Build
The fading effect doesn't appear to be present on the grey message brackets.

This, and another: how are we supposed to customize the actual ANI files used? Suppose I wanted the FS1-style HUD in the Ulysses, Herc Mk 1, Loki, Zeus, Medusa, and Ursa; how would I specify the ANIs to use?
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Offline Swifty

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Re: HUD Overhaul Test Build
We'll eventually have fields for filenames among other options. It's all work in progress.

And ugh at the old Triple Head HUD rendering. :wtf: I'm glad the new HUD code fixes multimonitor HUD rendering. Navigating the interface must be still a pain though. :(

 

Offline Reprobator

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Re: HUD Overhaul Test Build
hmmm that's ok , but if it could be rendered on the central monitor it would be perfect for sure (i mean for the main hall)
$Formula: ( every-time
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+Interval: 1

 

Offline chief1983

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Re: HUD Overhaul Test Build
Swifty, as a quick fix, would it be easy to add a config to specify what portion of the screen to fill with the interface?  Then 16x9 or 16x10 configs could just put it in the middle and not stretch it full width, and especially this 3*4x3 setup :)
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays