Hard Light Productions Forums

FreeSpace Releases => Asset Releases => Topic started by: Shivan Hunter on November 26, 2015, 01:34:45 am

Title: [RELEASE] I made a 1080p HUD
Post by: Shivan Hunter on November 26, 2015, 01:34:45 am
This is the one I just requested a couple features for (thanks Yarn!)

(http://i.imgur.com/oyZQiJc.jpg)

Old pic, showing the gargantuan directives/escort lists but with the old ETS gauge I just replaced (http://i.imgur.com/r4jHQQi.png)

I may make a few different skins of this HUD - possibly one that looks more like the original FS HUD. May also do new sets of radar icons to go with them. But for now, I only have the HUD you see in the screenshots as well as an embiggened set of radar icons based on the MediaVPs ones.

Download:
HUD (http://sectorgame.com/fsfiles/fsf-admin/fsf-downloader.php?q=dXBsb2Fkcy9NdWx0aW1lZGlhL2hkX2h1ZF9zaW1wbGUudnA=&h=60176a3e0a3208e1c1eae75ff4387b3b)
radar icons (http://sectorgame.com/fsfiles/fsf-admin/fsf-downloader.php?q=dXBsb2Fkcy9NdWx0aW1lZGlhL2hkX3JhZGFyaWNvbnMudnA=&h=b628c0e18f6e2ad6f9f110061e8c0fae)

Installation:
Just dump the VPs somewhere. Actually, put them in your MediaVPs folder to piss the MVPs dudes off :V

REQUIRES this build (http://sectorgame.com/fsfiles/fsf-admin/fsf-downloader.php?q=dXBsb2Fkcy9NdWx0aW1lZGlhL0ZTTyUyMGJ1aWxkJTIwZm9yJTIwMTA4MHAlMjBIVUQuN3o=&h=89fad2710763078253bbc045bd329d0a), otherwise several things won't work properly.

[EDIT] Updated, fiddled with some stuff and MageKing17 added a feature.
Title: Re: [RELEASE] I made a 1080p HUD
Post by: TacOne on November 26, 2015, 02:50:36 am
Looks good, maybe I'll finally be able to play at my native 2560x1440 without straining my eyes!
The only problem is that your download link won't work.
Title: Re: [RELEASE] I made a 1080p HUD
Post by: Shivan Hunter on November 26, 2015, 02:51:13 am
You may have tried to download it while I was updating it, try again. If not it's Box being weird again.

[EDIT] so Box is dumb, I uploaded to FSMods but it has to be approved.
Title: Re: [RELEASE] I made a 1080p HUD
Post by: Yarn on November 26, 2015, 12:53:34 pm
All the features required for this HUD are in the November 26 nightly build (http://www.hard-light.net/forums/index.php?topic=91050.0), so you don't have to use my build that Shivan Hunter linked to.
Title: Re: [RELEASE] I made a 1080p HUD
Post by: AdmiralRalwood on November 26, 2015, 01:21:16 pm
All the features required for this HUD are in the November 26 nightly build (http://www.hard-light.net/forums/index.php?topic=91050.0), so you don't have to use my build that Shivan Hunter linked to.
Actually, it links to my build now, because ShivanHunter wanted the escort list right-aligned.
Title: Re: [RELEASE] I made a 1080p HUD
Post by: Shivan Hunter on November 26, 2015, 08:06:02 pm
First p0st updated with (hopefully) working download links courtesy of FSFiles!
Title: Re: [RELEASE] I made a 1080p HUD
Post by: TacOne on November 27, 2015, 03:57:35 am
Okay the download works and I've tested it out a little in vanilla.

First of all it works great, it looks crisp, and even at 2560x1440 HUD elements were large and readable.

However that's actually going to be my one complaint: they're a bit too big.  I admit I'm now used to the vanilla HUD at 1080p, where things are a lot smaller, but I have the following suggestions:
* Make the lower corner HUD elements (target info and ownship/weapons) 25-33% smaller. It's nice to have a big radar, but with the 3D radar enabled the outer circle on the radar is unused and takes up space. I don't know if it's possible to make the 3D radar bigger. If it isn't the radar graphics could be almost 50% smaller and still cover the 3D radar.
* The text boxes for wingman chatter and the above-crosshair blue text could also do with scaling down a bit. Right now they take up a very large amount of space and even smaller the text will be absolutely readable at 1440p.

The directives and escort lists are fine since they're out of the way. However if other elements are scaled down then they can be made smaller to match without any issues.

The crosshairs are absolutely fantastic. The thing I dislike the most about the vanilla hud is that my crosshair pipper disappears on the screen so I can't shoot straight. This has no such issues.
Related to that, the target designator boxes and accompanying text and pippers are spot on.

TL;DR: Scale the HUD down a bit and you'll have a winner in my book.
Title: Re: [RELEASE] I made a 1080p HUD
Post by: Shivan Hunter on November 27, 2015, 05:16:39 am
Thanks! Glad the download finally works :P

If I revisit this project and make other skins etc, I'll probably make a version with a slightly smaller scale. At the moment everything is set to scale with the HUD, so your 2560x1440 screen is still displaying it at 1080p. The main issue here is that the HUD will stretch at different aspect ratios, though this is usually not too noticeable unless you're on an old 4:3 fossil - anyway, if I do a more complete project I'll support different aspect ratios and make different scales, so no worries there!

However, I will admit that my main intention here was to make a huge HUD. For comparison, this (http://www.google.com/imgres?imgurl=http://www.reaxxion.com/wp-content/uploads/2015/01/freespace4.jpeg&imgrefurl=http://www.reaxxion.com/4714/remembering-the-legendary-space-sim-descent-freespace&h=373&w=540&tbnid=Y-Jm3L3TWdDgPM:&docid=jah0ON_9HTc6WM&ei=NDdYVp3zFYjYmwGM36zwBg&tbm=isch&ved=0ahUKEwid3eqCubDJAhUI7CYKHYwvC24QMwglKAgwCA&biw=1040&bih=595) is what the FS1 HUD looked like at the original 640x480. Over the years, resolutions have increased and individual segments of the HUD have started taking up smaller and smaller areas of the screen, leading to gauges that are almost unusably small (http://www.google.com/imgres?imgurl=http://koti.mbnet.fi/olzie/Moebius/FSO_bughunt/screen0135.png&imgrefurl=http://www.hard-light.net/forums/index.php?topic%3D86514.0&h=1080&w=1920&tbnid=MGBbP_YLdkvqHM:&docid=lsIHQGE7xWE02M&ei=GTlYVqe1NoP3mAGR3rWIDA&tbm=isch&ved=0ahUKEwjnpa3qurDJAhWDOyYKHRFvDcEQMwgnKAowCg&biw=1040&bih=595).

(seriously, even I was shocked when I looked at those two images next to each other - I guess I was just too used to the old 1080p HUD to notice how terrible it is. In the 640x480 example, if you wanted to check which weapon banks you had active or how your ETS was set, the info was almost in your peripheral vision already. In the 1080p example, you probably take a good half a second to focus on it and then look back. This is related to Fitts' Law (https://en.wikipedia.org/wiki/Fitts%27s_law) regarding small UI components.)
Title: Re: [RELEASE] I made a 1080p HUD
Post by: TacOne on November 27, 2015, 06:16:29 am
I'd say the same about that old 640x480 HUD if it wasn't for the fact that you probably couldn't make it smaller or pixels would start disappearing :p
Title: Re: [RELEASE] I made a 1080p HUD
Post by: Yarn on November 27, 2015, 03:39:45 pm
The main issue here is that the HUD will stretch at different aspect ratios, though this is usually not too noticeable unless you're on an old 4:3 fossil - anyway, if I do a more complete project I'll support different aspect ratios and make different scales, so no worries there!
Rather than having multiple HUD configurations for various aspect ratios, I recommend using +Origin/+Offset instead of +Position. Doing so allows the HUD to scale to any aspect ratio without stretching.

However, I will admit that my main intention here was to make a huge HUD. For comparison, this (http://www.google.com/imgres?imgurl=http://www.reaxxion.com/wp-content/uploads/2015/01/freespace4.jpeg&imgrefurl=http://www.reaxxion.com/4714/remembering-the-legendary-space-sim-descent-freespace&h=373&w=540&tbnid=Y-Jm3L3TWdDgPM:&docid=jah0ON_9HTc6WM&ei=NDdYVp3zFYjYmwGM36zwBg&tbm=isch&ved=0ahUKEwid3eqCubDJAhUI7CYKHYwvC24QMwglKAgwCA&biw=1040&bih=595) is what the FS1 HUD looked like at the original 640x480. Over the years, resolutions have increased and individual segments of the HUD have started taking up smaller and smaller areas of the screen, leading to gauges that are almost unusably small (http://www.google.com/imgres?imgurl=http://koti.mbnet.fi/olzie/Moebius/FSO_bughunt/screen0135.png&imgrefurl=http://www.hard-light.net/forums/index.php?topic%3D86514.0&h=1080&w=1920&tbnid=MGBbP_YLdkvqHM:&docid=lsIHQGE7xWE02M&ei=GTlYVqe1NoP3mAGR3rWIDA&tbm=isch&ved=0ahUKEwjnpa3qurDJAhWDOyYKHRFvDcEQMwgnKAowCg&biw=1040&bih=595).
Actually, this problem only started occurring around the time the 2014 MediaVPs were released. This is due to the 2014 MediaVPs including a HUD table that disables HUD scaling, a feature that was new at the time (and one that should be removed from the engine if you ask me). Before that feature was implemented, FSO would usually scale HUD elements with the screen resolution; this is still the default behavior.
Title: Re: [RELEASE] I made a 1080p HUD
Post by: Shivan Hunter on November 27, 2015, 06:22:03 pm
TacOne: The original HUD does look a bit cramped! That was something I tried to stay mostly away from, I just wanted the readably large components/text back.

Yarn: I'm considering whether to scale gauges - I may make a version with and one without. My goal was actually to make a HUD that looked the same on various screen resolutions, so I want it to stretch (within a given aspect ratio).

I know the ridiculously small HUD is new, but it's still a problem, so I took the opportunity to make a HUD that was large and still looked decently crisp at 1080p (I also specifically wanted a radar with more resolution, since I like the idea of radar icons but they looked too pixelated on the 1024x768 scaled HUD).
Title: Re: [RELEASE] I made a 1080p HUD
Post by: Yarn on November 27, 2015, 07:02:04 pm
Yarn: I'm considering whether to scale gauges - I may make a version with and one without. My goal was actually to make a HUD that looked the same on various screen resolutions, so I want it to stretch (within a given aspect ratio).
You might have misunderstood me. I was saying that if your HUD uses +Origin/+Offset, it won't be distorted in non-16:9 aspect ratios. The gauges will still be scaled up as appropriate so long as you don't disable gauge scaling. To see what I mean, play barebones FS2 (no mods, MediaVPs, or custom HUDs) at 1024x768 resolution (and make sure it's actually displayed in 4:3 format, not 16:9!), then play barebones FS2 at 1920x1080.
Title: Re: [RELEASE] I made a 1080p HUD
Post by: BirdofPrey on November 28, 2015, 12:22:02 am
Oh, you redid the radar icons too?
Wish I had known about this ahead of time since I too redid the radar icons some months ago.  I could have done another pass to clean them up real quick for you.
Title: Re: [RELEASE] I made a 1080p HUD
Post by: AdmiralRalwood on November 28, 2015, 06:16:41 am
As of this Nightly (http://www.hard-light.net/forums/index.php?topic=91064.msg1805398#msg1805398), every feature used by this HUD should be supported.
Title: Re: [RELEASE] I made a 1080p HUD
Post by: deathspeed on November 30, 2015, 09:35:53 pm
I must be doing something wrong.  I put the files in my mediavps_2014 folder and am using the 11/29 nightly standard Windows build, but while playing the FSBlue campaign I don't notice any difference in the HUD size.  Any suggestions?

Thanks!
Title: Re: [RELEASE] I made a 1080p HUD
Post by: General Battuta on November 30, 2015, 11:15:25 pm
BP has its own HUD that will probably overwrite this, I'd assume?
Title: Re: [RELEASE] I made a 1080p HUD
Post by: AdmiralRalwood on December 01, 2015, 12:06:08 am
Yeah; to use this with FSBlue you'd have to put it in the \bpcomplete\data\tables\ folder, and then keep in mind that none of the other campaigns would work.
Title: Re: [RELEASE] I made a 1080p HUD
Post by: FrikgFeek on December 01, 2015, 12:10:30 am
Yeah, the only HUDs that will work with BP are the ones that only change mediaVPs assets, not the layout or the gauges as BP has custom HUD tables and gauges for all the TACNET stuff.
Things like BirdofPrey's radar icons(though you'll have to find or write radar-icon tables to make them show up for the new ships) or The Dagger's 'Slightly better HUD'.
Title: Re: [RELEASE] I made a 1080p HUD
Post by: deathspeed on December 01, 2015, 07:11:01 am
Awesome; thanks!  I'll give this a try with some other mods.  Looks promising!  :)
Title: Re: [RELEASE] I made a 1080p HUD
Post by: BirdofPrey on December 02, 2015, 12:23:40 am
I haven't played BP in a while.  Is it not tabled already for radar icons?
I should note, though that using my icons without a new table for them isn't recommended, as I made the icons a bit larger than what I have been tabling them to display as to leave options open for larger screen resolutions without them being tiny (in hindsight, maybe not the best idea, but was trying to be futureproof).
Title: Re: [RELEASE] I made a 1080p HUD
Post by: FrikgFeek on December 02, 2015, 12:27:58 am
There was an optional extra that added radar icons for bp a while back, but it's a little out of date with the ship renames and new ships. I tabled my own but couldn't find any fitting icons for the super-juggernauts. Also had to set the frigates as radar-corvette as to my knowledge nobody made a radar-frigate icon for bp.
Title: Re: [RELEASE] I made a 1080p HUD
Post by: Cobra on December 07, 2015, 04:20:13 pm
At a glance, this is a sweet-looking HUD. Conversely, though, I have the distinct impression that this would be incredibly jarring to a 15 year FreeSpace veteran.
Title: Re: [RELEASE] I made a 1080p HUD
Post by: Woolie Wool on October 28, 2016, 02:55:00 pm
:bump:

Does anyone still have a copy of this? The download link does not work.
Title: Re: [RELEASE] I made a 1080p HUD
Post by: tomimaki on October 29, 2016, 03:48:12 am
hd_hud_simple.vp and hd_radaricons.vp (http://sectorgame.com/fsfiles/?dir=uploads/Multimedia)
Title: Re: [RELEASE] I made a 1080p HUD
Post by: Admiral Nelson on September 06, 2020, 11:32:30 am
This HUD is now available on Knossos:

INSTALL AND PLAY USING KNOSSOS (https://fsnebula.org/mod/HU_HUD_FS2)


At 1440p, I really do like the way this HUD looks....
Title: Re: [RELEASE] I made a 1080p HUD
Post by: jadeddragoon on January 09, 2021, 01:38:06 pm
Any chance this could be updated to not distort the radar background? In 2d mode the center circle represents 90 degree from the direction the ship is facing and the outer circle is 180 degrees... but with the distortion introduced with this mod, that only holds true for the up-down axis... the radar blips/icons still presume a circular radar plot. Even if I use the -center_res launch option to force a 4:3 ratio for the HUD, the radar background is still distorted horizontally. 3d radar still works as it should... but, of course, doesn't line up with the inner circle of the radar background. For now i'll stick to 3d radar because of that.

EDIT: Upon further testing, it appears that the 2d radar distorts the possition of blips/icons in proportion to the distortion of the radar background. I had tested this previously and determined otherwise... but it seems that my initial testing was flawed. Still... I prefer the 3d radar... shame it looks so much worse with this background
Title: Re: [RELEASE] I made a 1080p HUD
Post by: ZeroShadow on July 27, 2021, 10:00:55 pm
Ive been trying to install this mod in Knossos but keep getting an error that says "Im sorry but you won't be able to install HD HUD for FS2 because MVPS is missing".

I do have MVPS 4.4.2 install according to Knossos I even deleted it and reinstalled and got the same error.
Title: Re: [RELEASE] I made a 1080p HUD
Post by: Rvn on August 22, 2021, 11:01:22 am
 :confused:Yep... Same thing for me. It's so sad.
Title: Re: [RELEASE] I made a 1080p HUD
Post by: Admiral Nelson on August 23, 2021, 12:57:17 pm
Sorry, I missed the earlier comment.  I've published an update which seems to work fine:

(https://i.imgur.com/hKSroZp.png)