Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: WormSlayer on January 31, 2010, 07:58:14 pm

Title: New Vasudan HUD
Post by: WormSlayer on January 31, 2010, 07:58:14 pm
I've been working on this set of replacement HUD graphics for the Vasudan ships.

Beta version available here for anyone who wants to try it out. (http://www.hard-light.net/forums/index.php?action=dlattach;topic=67875.0;attach=13378)

[attachment deleted by admin]
Title: Re: Technical Artist with time to spare.
Post by: The E on January 31, 2010, 08:06:43 pm
Welcome to HLP! Hope you enjoy your stay here.

Now, there is no generalized "work assignment" going on, but sooner or later someone from one of the mod teams will try to recruit you.

More modellers are very welcome indeed. However, the biggest hurdle in getting models into the game has traditionally been the conversion process from whatever the modeller uses to the pof format the engine understands.

If you want to do your own mods, the wikis' (http://www.hard-light.net/wiki/) modding portal would be a good start.
The installation instructions for real men (http://www.hard-light.net/forums/index.php?topic=47640.0) thread offers some valuable lessons in keeping your FS2 install clean and organized.


If you have a full install with all the mediavps goodness, there are a few models that have not yet been brought up to modern standards, those could always use some work.
Title: Re: Technical Artist with time to spare.
Post by: WormSlayer on January 31, 2010, 09:25:11 pm
Hey thanks man :)

The busy mod scene was one of the things that attracted me, and I have no problem with devoting some time to one or more mods, but I really wanted to update something like the HUD that would benefit the most people.

I found a thread where someone else had already had the same idea, and they do still seem to be active, so maybe I'll just help with that rather than starting my own mod. (Especially since I have yet to even delve into the various formats, etc.)
Title: Re: Technical Artist with time to spare.
Post by: The E on January 31, 2010, 09:33:30 pm
You gotta define what you mean by HUD there.

Unfortunately, the user interface (from the menu screens to the in-mission HUD) is one of the areas where the engine really shows its age, lots of stuff being hardcoded to a really annoying degree.
A rewrite of these parts is planned and in progress, but it will take time.

As for the menu screens, we are limited to 1024*768 screens with button art with fixed sizes and positions.

And noone is going to stop you from making your work publically accessible, it is, in fact, preferred.
Title: Re: Technical Artist with time to spare.
Post by: Galemp on January 31, 2010, 09:48:22 pm
Welcome!

Of course, the FreeSpace Upgrade Project is the number one place for your work to be seen and appreciated, as everyone uses the Media VPs. As has been stated there's a good number of ships that haven't been upgraded yet; check the sticky thread for details. Among the ones that have been, there are some older ones (the Orion immediately springs to mind) that are due for a makeover using baked UV maps and cleaner textures. And if you're any good at texture painting, I have a Colossus for you...

As far as the interface goes, we've really done all we can with it. Like The E said, there's no room for improvement. If you'd like to work on a HUD, though, I would be really happy if you designed a Vasudan HUD that could be used when piloting Vasudan ships. It would really increase the immersion factor. Fancy giving it a shot?
Title: Re: Technical Artist with time to spare.
Post by: Bobboau on January 31, 2010, 09:57:12 pm
just a thought, but a completely new set of HUD and interface elements would be a huge boost to anyone wanting to make a 'stand alone' mod, if that's something you would be interested in then I'm sure it would be appreciated.
Title: Re: Technical Artist with time to spare.
Post by: WormSlayer on February 01, 2010, 12:13:03 am
By "HUD", I meant things like the central crosshair, the throttle/speed indicator, fonts, etc.

If the resolution cant be increased until such time as the UI part of the engine gets a rewrite then an alternate alien HUD could be cool. My brief skim of the Vasudan entry in the wiki would indicate an almost Goa'uld-like fondness for Egyptian styling?

If there are ships that need up-rezzing so to speak then I'm happy to have a go.

One thing that would really help is if someone familiar with the engine and data structure could help identify exactly which files need to be modified! :)

I'm going to go read up on some stuff!
Title: Re: Technical Artist with time to spare.
Post by: Black Wolf on February 01, 2010, 12:55:15 am
You might consider the IRC channel if you need hel with the file structure - it's pretty well known, and there're always people idling ion there who can explain the basics In essence though, models are pof files, which can be generated using a proggy called PCS2 from standard geometry formats like .cob and .obj. Textures are preferrably in .dds, but tga will work too (as will, technically, jpeg and 256 colour PCXs, but those are a bit outdated). Ship attributes are defined in .tbl or .tbm files, which you can read/edit in notepad (they're essentially the same files - tbms are modular while tbls are larger is all). The oriinal game files are packaged in VPs, for which you'll need something like Maja or VPView32.

Hmm... writing it all out quickly like that, it seems complex, but it's really fairly intuitive - the tbl files are standard ASCII, the pof files are barely modified geometry (it just adds the stuff the game needs, like firepoints and engineglows)- the extensions are unique but the content really isn't. There's really good documentation for all this on the wiki too.
Title: Re: Technical Artist with time to spare.
Post by: Galemp on February 01, 2010, 12:58:40 am
Indeed! Some things to familiarize yourself with are the .VP and .ANI file formats.

VPs are packages that hold all the other files the game engine uses. You can use VPView to extract them. ANIs are collections of 256 color PCX files with a common palette used for virtually all the interface elements, including command briefing animations, briefing icons, the entire ship and weapon loadout interface, and all the clickable buttons on the interface. There's work being done right now to extend .EFF (32 bit color with 8-bit alpha channels) animation support to the interface but it's not done yet. More information is (or should be) available on the Wiki.

You should start by taking a crash course in Vasudan aesthetics. Look over the Vasudan spacecraft in FS1, and the more streamlined style of FS2, including the Psamtik's main hall. Compare that to the ship styles and HUDs of the GTA and the GTVA, and get some ideas of what the Vasudan analogues of that era might be.

Then just take a screenshot of the HUD and draw over it. Show us what you're thinking of and we'll provide feedback. Then, when you have something you're satisfied with, pick through all the dozens of HUD elements in the VPs and we'll help you carve up your drawing and convert it into something useful.
Title: Re: Technical Artist with time to spare.
Post by: Bobboau on February 01, 2010, 03:44:02 am
.eff don't work for the interface? he doesn't need to worry about vps (other than how to extract from them) or pofs if he's going to be an interface artist, and all he needs to know about ani is how to take one appart (and I guess put it back together)
Title: Re: Technical Artist with time to spare.
Post by: Zacam on February 01, 2010, 06:53:31 am
EFF has been working in the Interface for a while, except in the case of HUD elements.

Unless I managed to drastically miss something, that's my current understanding. What is being worked on now that can be used interface wise in/as an EFF is the PNG file format.
Title: Re: Technical Artist with time to spare.
Post by: WormSlayer on February 02, 2010, 01:06:29 am
So this is what I've come up with so far, I'm not really sure how much room there is to play with around the edges of the various dialog boxes though...

Suggestions welcome!

[attachment deleted by admin]
Title: Re: Technical Artist with time to spare.
Post by: FreeSpaceFreak on February 02, 2010, 01:23:10 am
Wow, nice. I'm only not quite sure about the round thingies; they're the warning lights, right? They could look more like the threat they're indicating; the top icon ,eams you're being (primary-)fired at, the bottom one means someone is locking missiles onto you.

You are bringing the HUD to a whole new level though :yes:
Title: Re: Technical Artist with time to spare.
Post by: WormSlayer on February 02, 2010, 01:34:46 am
Thanks, glad you like :)

I was trying to avoid a flashing missile icon and make it all like... alien an stuff :P

It's supposed to represent a sort of sensor display that jiggles in different wavelengths when it detects a missile lock or whatever?
Title: Re: Technical Artist with time to spare.
Post by: Dilmah G on February 02, 2010, 03:37:04 am
Wow, that's ****ing awesome mate! :D
Title: Re: Technical Artist with time to spare.
Post by: Colonol Dekker on February 02, 2010, 07:21:51 am
Join TAP! :)
 
Click the icon under my name. Or have a look at least. Any Homeworld interest? What engines have you worked with before? ;)
Title: Re: Technical Artist with time to spare.
Post by: Black Wolf on February 02, 2010, 08:08:49 am
Love the HUD so far - keep it up :D

And don't let Dekker distract you - Vasudans > Higarans :D
Title: Re: Technical Artist with time to spare.
Post by: Colonol Dekker on February 02, 2010, 10:24:16 am
We lost our Homeworld too.
But Yes we got it back :D
Title: Re: Technical Artist with time to spare.
Post by: Galemp on February 02, 2010, 06:17:07 pm
:eek: That's a major departure from what we're used to. I love it! Spare a thought for battle field clarity, though, and make sure everything's legible when you're dogfighting in a nebula.
Title: Re: Technical Artist with time to spare.
Post by: Rodo on February 02, 2010, 06:20:56 pm
That looks really good :yes:
Title: Re: Technical Artist with time to spare.
Post by: Droid803 on February 02, 2010, 07:00:44 pm
That looks sexy.
Title: Re: Technical Artist with time to spare.
Post by: Desertfox287 on February 02, 2010, 08:56:19 pm
That is really an interesting HUD, I wish I could make something with a more classic view for my mod
Title: Re: Technical Artist with time to spare.
Post by: starwolf1991 on February 02, 2010, 09:47:52 pm
That is one amazing hud you got there. The shapes and patterning of all the hud's sections honestly make me think of the Homeworld Series, what a Higarran ship might've used for a hud. That would work well for TAP (The Apocalypse Project).

Ah, that reminds me I need to update the fighter hud for my Cerberus campaign.
Title: Re: Technical Artist with time to spare.
Post by: General Battuta on February 02, 2010, 10:58:07 pm
Per-ship HUDs would be an awesome feature for this guy to work with.
Title: Re: Technical Artist with time to spare.
Post by: Galemp on February 02, 2010, 11:43:05 pm
I'd prefer per-species to be honest... we have GTA and GTVA, so it would be nice to have PVN, GVTA, and Shivan HUDs.

Perhaps per-ship center reticles for aiming primaries, but that's not really doable with the HUD system right now.
Title: Re: Technical Artist with time to spare.
Post by: WormSlayer on February 03, 2010, 12:28:28 am
Thanks guys, I'm glad you all seem happy with where it's going :)

Per-Species would make more sense to me too - and it would be a metric ton less work!

This is supposed to be a PVN hud?

As you can see from the attached images, it's pretty much time to try and get it converted and loaded in the engine and see how it feels...

If anyone wants to help with that bit, that would be good :P

[attachment deleted by admin]
Title: Re: Technical Artist with time to spare.
Post by: WormSlayer on February 03, 2010, 12:40:03 am
Also a couple of questions for everyone:

[attachment deleted by admin]
Title: Re: Technical Artist with time to spare.
Post by: Herra Tohtori on February 03, 2010, 03:58:39 am
I recommend moving the left side indicator (speed/AB) to match the height of the right side indicator. People have a tendency to read symmetrically placed stuff better than asymmetric stuff.

The designs themselves look pretty nice.
Title: Re: Technical Artist with time to spare.
Post by: Fury on February 03, 2010, 04:08:50 am
I'd prefer per-species to be honest... we have GTA and GTVA, so it would be nice to have PVN, GVTA, and Shivan HUDs.
:wtf:
GTVA = Galactic Terran Vasudan Alliance
GVTA = Galactic Vasudan Toilet Alliance?
Title: Re: Technical Artist with time to spare.
Post by: Snail on February 03, 2010, 12:19:56 pm
Since I am having trouble expressing my admiration of your work, I'll go with the thumbs up smiley. :yes:

But for srs this is rly awsum.
Title: Re: Technical Artist with time to spare.
Post by: Rodo on February 03, 2010, 02:55:00 pm
I recommend moving the left side indicator (speed/AB) to match the height of the right side indicator. People have a tendency to read symmetrically placed stuff better than asymmetric stuff.

The designs themselves look pretty nice.


it's true, my eyes are itching after looking at those in sequence repeatedly... but that gives it a special flavour right?, maybe making them ALMOST symmetrical, but not all the way, so you don't have to drag your eyes that much to switch between the two.
Title: Re: Technical Artist with time to spare.
Post by: WormSlayer on February 03, 2010, 05:41:05 pm
Yeah after trying it, I think I prefer this too...

Update: So I've unpacked all the ani files in the hud folder and for some reason they are all slightly smaller or bigger than they are in the screenshot I was working from... Some of them are also cut up differently than I expected, so I'll have to redo a couple of things, most noticeably the energy balance displays.

A few technical questions if anyone can help?


[attachment deleted by admin]
Title: Re: Technical Artist with time to spare.
Post by: The E on February 03, 2010, 09:41:18 pm
Given how the rest of the Interface works, I'd say that blue is used as the mask colour here, meaning that the engine will replace it with a darkened, semi-transparent version of the main HUD colour.

As for the bits where you didn't know what they were, I am somewhat stumped as well. I remember seeing them, but I don't know where. I also know that they are not mentioned in the original Manual for FS2.

Oh, and the infinity symbol is probably something in the original font FS2 uses.

EDIT: Ah, now I know what they are. If your mod uses the FS1-style HUD, those will replace the threat indicator display. The triangles show you which secondary bank you have selected, the circles do the same for primaries.
Title: Re: Technical Artist with time to spare.
Post by: Black Wolf on February 03, 2010, 09:56:23 pm
The Blue is used any time the engine needs to generate some information over the HUD, like on the rada screen or in the directives lists. The infinity symbol is generated by the game, and changes depending on haw far you set the range of your radar to be.
Title: Re: New Vasudan HUD
Post by: Bobboau on February 06, 2010, 10:59:21 pm
you know the graphics seem a little hard edged for vasudan design, I don't think they would have all those straight lines and hard angles.
Title: Re: New Vasudan HUD
Post by: Dilmah G on February 06, 2010, 11:00:41 pm
Eh, I like it.
Title: Re: New Vasudan HUD
Post by: Galemp on February 07, 2010, 12:19:34 am
Oh, you mean those boxes for comms etc. aren't just placeholders?

I really like what you did with the radar circle. Maybe you could use that style for the other information boxes? It would give the whole work more cohesion.

If this is a PVN HUD, try to keep to the shape of the FS1 Terran HUD--put a third arc at the top, with the warning indicators up there, and the primary/secondary weapons indicators on the right arc. You'll find all the appropriate interface art in the FreeSpace Port.
Title: Re: New Vasudan HUD
Post by: Snail on February 07, 2010, 06:16:18 am
you know the graphics seem a little hard edged for vasudan design, I don't think they would have all those straight lines and hard angles.
Well it's a PVN HUD. The PVN aesthetic is very different from the GTVA-Vasudan aesthetic that most people are accustomed too. It seems more crude and less organic than the ships introduced in FS2.
Title: Re: New Vasudan HUD
Post by: Rodo on February 07, 2010, 07:32:57 am
Aren't those bits the marks that tell you if you have linked your primaries and secondaries?

Never mind The E's already said it ^^
Title: Re: New Vasudan HUD
Post by: Snail on February 07, 2010, 08:09:22 am
So any solutions on how to get these issues sorted out?
Title: Re: New Vasudan HUD
Post by: Kolgena on February 07, 2010, 12:16:15 pm
Wow. I really like that. Looks a little strange, but it's an alien fighter after all.
Title: Re: New Vasudan HUD
Post by: torc on February 08, 2010, 09:23:00 am
the E closed my topic and i haven't understand why... anyway i ask here my question warm: what program you use to edit the new .ani images ? maybe you can give me some support...thanks a lot
Title: Re: New Vasudan HUD
Post by: The E on February 08, 2010, 09:46:37 am
I closed the topic because it was no longer appropriate for the Support board. You are no longer asking for support with a problem you have, you are asking about how to alter aspects of the game. There are more appropriate areas for that sort of thing (Like the FS Modding board, or this one).
Title: Re: New Vasudan HUD
Post by: torc on February 08, 2010, 09:48:13 am
ok E...you right thanks for the explanation...i'll just continue to ask here  :)
Title: Re: New Vasudan HUD
Post by: TrashMan on February 08, 2010, 12:12:27 pm
Hmm....very nifty.

Say, is it possible to tie the HUD to a craft..so you get ahuman hud in a human fighter and vasudan hud in a vasudan fighter?
Title: Re: New Vasudan HUD
Post by: High Max on February 08, 2010, 03:32:53 pm
;-)
Title: Re: New Vasudan HUD
Post by: The E on February 08, 2010, 03:40:45 pm
Hmm....very nifty.

Say, is it possible to tie the HUD to a craft..so you get ahuman hud in a human fighter and vasudan hud in a vasudan fighter?


No. A feature to support this is planned, but not yet implemented.

I think that's what they intend to do. I don't think they will make it so you have to use it when flying Terran fighters if they add it to the vp because that wouldn't make sense, so I assume they will redo the Terran hud too and they will be used depending on what you fly. Maybe they will code it so any flyable ship that has 'V' in it will use the Vasudan hud and any flyable ship that has 'T' for Terran in it will use the Terran hud. Maybe that wouldn't work since anyone can change the faction abbreviations. So they will probably have to attach that hud to a list of all flyable Vasudan fighters and bombers.

"They" being who, exactly?

Always remember that FSU (the team responsible for maintaining the mediavps) and SCP (the team maintaining the engine) are two very different things. While there are a few people with membership in both teams (for example, people like Zacam, chief, or myself (*ahem*)), they have different priorities.
Title: Re: New Vasudan HUD
Post by: Zacam on February 08, 2010, 03:44:28 pm
It is called "Species" definition, it is currently how each species has its own form of afterburner and thruster glows/trails graphics as well as shield impact effects.

As well, the ability to define on a per ship or instance type is easy to do. The problem is in having the available assets to mange it in such a way that it's available for those that want it without having it interfere with those that do not.
Title: Re: New Vasudan HUD
Post by: High Max on February 08, 2010, 04:49:08 pm
;-)
Title: Re: New Vasudan HUD
Post by: Zacam on February 08, 2010, 04:57:18 pm
We already have too many of them as it is.
Title: Re: New Vasudan HUD
Post by: torc on February 14, 2010, 08:53:03 am
warmslayer, i have send you a PM...HELP!!!!!  :(
Title: Re: New Vasudan HUD
Post by: Venicius on February 17, 2010, 12:30:33 pm
this thing is great!  I'm using it in PI right now, tried to use it in STL but only parts of it worked there.  Keep making these!
Title: Re: New Vasudan HUD
Post by: WormSlayer on February 17, 2010, 01:20:31 pm
It all looks great on my monitor, but I played it on a friends system last night and some things were so dark they were barely visible, so I already know various things need the brightness tweaking.

I'm guessing STL already has some custom HUD graphics which are getting higher priority than my ones, not really sure what could be done about that...
Title: Re: New Vasudan HUD
Post by: mr.WHO on February 20, 2010, 06:26:03 am
Speaking of the new HUD...what about shivan HUD, any ideas ?
Title: Re: New Vasudan HUD
Post by: WormSlayer on February 20, 2010, 12:10:08 pm
Yeah I could also make a Shivan HUD if thats what you mean?

From what I can gather, the HUD system is one of the more archaic and unloved parts of the source code, but I'm told it's in the process of being overhauled so I'm hoping these brave souls will bring it into the 21st century!
Title: Re: New Vasudan HUD
Post by: torc on February 22, 2010, 11:49:41 am
ehi! i'm working on my personal hud version.... thanks for the support worm! you'll be the first to try it  :)
Title: Re: New Vasudan HUD
Post by: WormSlayer on February 25, 2010, 06:17:43 pm
Yeah still interested to see what your working on! Let me know if you need anything else :)
Title: Re: New Vasudan HUD
Post by: Admiral Nelson on February 26, 2010, 08:42:46 am
I have a plan to make good use of a PVN HUD in a certain well regarded campaign but -- what should a Vasduan HUD sound like???  :)  Naturally it shouldn't use the same effects, but I wonder what kinds of sounds would be appropriate for Vasudans?
Title: Re: New Vasudan HUD
Post by: Mongoose on February 26, 2010, 02:01:31 pm
bup bup bupbupbupbup? :p
Title: Re: New Vasudan HUD
Post by: WormSlayer on February 26, 2010, 10:20:27 pm
http://www.youtube.com/watch?v=IKR64NR67q4

? :P
Title: Re: New Vasudan HUD
Post by: Swifty on March 19, 2010, 02:27:42 am
Hi guys. I hope you guys take full advantage of a new feature I'm working on that's kinda related to what's going on in this thread. ;)

http://www.hard-light.net/forums/index.php?topic=68655.msg1356199#msg1356199
Title: Re: New Vasudan HUD
Post by: Solatar on March 29, 2010, 01:56:31 am
Are there any working download links to the most recent version of this HUD?  I saw it and kept meaning to download it, and alas it's gone (as far as I can tell).

I know it's not done, but I'd still like to play with it.  :D
Title: Re: New Vasudan HUD
Post by: WormSlayer on April 21, 2010, 08:38:21 pm
Here is another copy of the file.

Not really sure why it was "deleted by admin" but if there is a problem, please let me know?

[attachment deleted by admin]
Title: Re: New Vasudan HUD
Post by: General Battuta on April 21, 2010, 08:45:20 pm
That just happens automatically to all attachments after a certain time.
Title: Re: New Vasudan HUD
Post by: WormSlayer on April 21, 2010, 08:52:36 pm
Hi guys. I hope you guys take full advantage of a new feature I'm working on that's kinda related to what's going on in this thread. ;)

http://www.hard-light.net/forums/index.php?topic=68655.msg1356199#msg1356199

Go Swifty! You know I'm happy to see any kind of widescreen/high res HUD support and I am certainly interested in trying out a build with your mods!

While your mucking about in there, how hard would it be to do the "different hud graphics for different races" thing?
Title: Re: New Vasudan HUD
Post by: Bob-san on April 21, 2010, 09:16:33 pm
Any chance for a screenshot of this? I don't have FSO installed atm.
Title: Re: New Vasudan HUD
Post by: Galemp on April 21, 2010, 10:35:42 pm
While your mucking about in there, how hard would it be to do the "different hud graphics for different races" thing?

Didn't we have that already?

...And isn't it on a ship-by-ship basis currently? Maybe the Media VPs can equip all the FS1-era ships (Ulysses, Hercules) with the old-style HUD.
Title: Re: New Vasudan HUD
Post by: MatthTheGeek on April 22, 2010, 02:14:14 am
I would be quite interested if it was on a ship-by-ship basis, but I've never seen that on any mod yet.
Title: Re: New Vasudan HUD
Post by: Galemp on April 22, 2010, 06:10:57 pm
WormSlayer: You should really register and upload it to FreeSpaceMods.net. It won't disappear that way, and people will actually be able to find it there.
Title: Re: New Vasudan HUD
Post by: Solatar on April 22, 2010, 08:00:17 pm
*snags it while it's up this time*  :p

I really like this HUD; I agree, you should upload it to FSmods.
Title: Re: New Vasudan HUD
Post by: WormSlayer on May 12, 2010, 02:43:07 pm
Bob-san: Yeah sorry, there used to be one... I added a picture of the various HUD elements to the top of this thread.

I was going to wait until it's finished before uploading, but with this project kind of in limbo right now maybe it's for the best. I uploaded it and am awaiting admin review of the file...