Author Topic: Discovery about the HUD.  (Read 1365 times)

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Offline Petrarch of the VBB

  • Koala-monkey
  • 211
Discovery about the HUD.
I have discovered that most of the High-Res art for the HUD is not used.

I discovered this yesterday, while I was working on a new HUD for the TVWP. While there are two versions of every HUD gauge, one for each resolution, not all of the high-res ones are used. I have not yet finalised which are and which are not used, but I can tell you which ones are not.
The escort, directives, wing status, damage and countermeasure boxes (and presumably all other similar features). Also the power management slider things.

The high-res radar, reticule, lead indicator and energy bars are used, however.

Bear this in mind when making your own HUDs.

BTW, where is the HUD specified? There is not a tbl to specify what files the HUD uses, and their position on screen, so I looked to see if it was coded, and it was. HUD.cpp is where all the gauge’s co-ordinates are kept. Would it be possible to somehow convert this into a tbl, to make it easier to edit? I know you SCP guys are busy with other things, but this I believe would be truly useful to the major projects, as it will allow custom HUDs.

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Discovery about the HUD.
I tryed doing this once, didn't get very far as there are a lot of files
Bobboau, bringing you products that work... in theory
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DEUTERONOMY 22:11
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Offline diamondgeezer

Discovery about the HUD.
Mmm, custom HUDs... got Hammerhead? :cool:

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Diamond Geezer often wonders if HLP would cope without him

  

Offline Petrarch of the VBB

  • Koala-monkey
  • 211
Discovery about the HUD.
Well here's the one I'm working on.