Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: ionia23 on November 14, 2012, 10:12:13 pm

Title: HUD issues
Post by: ionia23 on November 14, 2012, 10:12:13 pm
Hey all. 

Since I'm working on some debugging/fixing/correcting of my own, hope it's okay to hop in on this with a question as well.  Fortunately, it's not a "how do I" type-question, rather a "where is this configured" question.

I'm working on a major debug/cleanup for one of the more well-known campaigns out there and I've hit a snag.  This particular mod has a custom HUD that is slightly off center of the actual firing point for any ship you fly in the campaign.  I'd like to fix this.  I'm trying to figure out where things like the positions of the various gauges/reticles and so forth are actually "set".  This particular campaign was created long before neat goodies like the hug_gauges feature became available.  I'm guessing there's a config file, table, or whatnot somewhere in the mod where this custom HUD was set up.

I think I can fix this once I know where to look.  I've been up and down the data structure/documentation trying to figure this out and have hit a brick wall.  Probably somewhere simple. :doubt:

Any tips you can provide would be appreciated.  Thanks in advance.
Title: Re: HUD issues
Post by: Droid803 on November 14, 2012, 10:18:18 pm
Just use hud_gauges.tbl - before that there was nothing, you had to replace the default hud's stuff and they'd be put in the default positions. All you could do.
And uh, don't hijack threads. Just make your own, this has nothing to do with debugging.

Split pls.
Title: Re: HUD issues
Post by: The E on November 15, 2012, 01:14:27 am
Split pls.

done
Title: Re: HUD issues
Post by: Droid803 on November 15, 2012, 01:42:47 am
Thanks. :)
And to follow up on what I was saying before; you could theoretically "re-position" gauges by editing their frames, but you don't want to do that.
If you're refurbishing the campaign you might as well make use of the new features like hud_gauges.tbl and make a widescreen version as well . It'd actually be easier to learn how hud_gauges.tbl works and reposition it there than to mess around with ani frames, which are a major pain in the ass due to palette constraints. You could use EFF frames but that means re-drawing the HUD elements since if they were from before hud_gauges.tbl, they sure as hell are before eff hud elements.
Title: Re: HUD issues
Post by: ionia23 on November 17, 2012, 05:03:21 pm
Funny thing, that more or less answered my question by pointing me in the right direction.

Reading over the new hud_gauges options made sense, and what a great way to make it a lot easier to set up custom HUDs and whatnot, but what I couldn't figure out was how people did it "before" that was an option.  Because of the suggestions I got, I figured it out.   I was surprised that it was a heck of a lot easier to do than I thought, the "old way", if you will.  Makes me appreciate the kind of flexibility hud_gauges will give.

As far as hijacking a thread goes, my apologies for that.  I have always tried to post in an existing thread whenever possible rather than starting a new one.  And you were right.  My question was less about debugging and more about "where do I find blah blah". 

Thanks for the help.  Making progress but, good lord, this is a mess.......
Title: Re: HUD issues
Post by: Quanto on December 03, 2012, 03:52:39 am
The Hud_Gauges.tbl is a mysterious beast that I too have still been trying to decipher.