Author Topic: HUD Overhaul Test Build  (Read 55641 times)

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Offline taylor

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even though dxt1/5's only real requirement is that they be multiples of four. of course if the engine still wants powers of two, then it is ample reason to have good scaling code, since a power of two image is all you can guarantee.
It's a video card requirement, not really an engine one, in general.  If the video card allows for NPOT then they will be used as-is, if not then they will be made POT.  That doesn't really work for DXT compressed images though, since they would have to decoded in software, re-sized, have mipmaps recreated, and then be re-compressed.  It's much less trouble to simply not support them. :)

NPOT textures were available at one time for interface graphics through the ARB_texture_rectangle extension.  However I believe that somebody (don't actually remember who without looking it up) couldn't figure that out with some sort of radar graphics or something and subsequently disabled the functionality of the extension in order to get things working for them.

 
Re: HUD Overhaul Test Build
I'm having difficulty specifying a HUD layout for the GenericCP.pof. I was thinking that I would specify the ships that I use the pof for but it doesn't seem to make a difference what ship is listed the layout comes up anyway on top of the layout for the other ship. I must be missing something. Is the feature for different layouts for different ships not implemented yet or am I screwing up the table?







Code: [Select]
$Load Retail Configuration: No        ; If set to Yes, FSO will load any missing gauges necessary to complete the FS1/FS2 retail configuration.
                                    ; If field is not present, FSO will default this to Yes.

;$Font: 3                        ; index is based on the order of fonts specified in fonts.tbl. Starts from 0 which should be font1.vf...

;$Max Escort Ships:

;$Length Unit Multiplier:

;$Wireframe Targetbox:

;$Lock Wireframe Mode:

;$Reticle Style:

; The following is a widescreen example HUD.
; If the user does not select a resolution matching the below parameters, FSO will not use this HUD and will move on to the next configuration.

#Gauge Config
    ;$Ship: GTF Ulysses
        ;$Font: 3
    $Base: (1440, 900)                    
    $Required Aspect: Wide Screen         ; Can be "Wide Screen" or "Full Screen" ATM
    $Min: (1280, 720)                    ; These Min and Max fields are Inclusive
    $Max: (1920, 1080)    
    $Gauges:        
        +Messages:
            Position: (7, 6)
            ;Font: 3
        +Training Messages:
            Position: (533, 146)
            ;Font: 3
        +Multiplayer Messages:
            Position: (11, 281)
            ;Font: 3
        +Support:
            Position: (645, 625)
            ;Font: 3
            ;Slew: no
            ;Filename: support1
            ;Header Offsets: (3, 2)
            ;Text Y-offset: 12
            ;Dock Status X-offset: 6
            ;Dock Time X-offset: 65
        +Damage:
            Position: (619, 71)
            ;Font: 3
            ;Slew: no
            ;Top Background Filename: damage1
            ;Entry Background Filename: damage2
            ;Bottom Background Filename: damage3
            ;Header Offsets: (3, 2)
            ;Hull Integrity Offsets: (4, 15)
            ;Hull Integrity Value X-offset: 142
            ;Top Background Height: 25
            ;Subsystem Entry Height: 9
            ;Subsystem List Start Offsets: (4, 27)
            ;Subsystem Entry Value X-offset: 142
        +Wingman Status:
            Position: (1311, 169)
            ;Font: 3
            ;Slew: no
            ;Left Background Filename: wingman1
            ;Entry Background Filename: wingman2
            ;Right Background Filename: wingman3
            ;Dot Filename: wingman4
            ;Header Offsets: (2, 2)
            ;Left Background Width: 71
            ;Entry Width: 35
            ;Single Wing Offsets: (28, 15)
            ;Multiple Wing Start Offsets: (46, 15)
            ;Dot Offsets: (11, 0) (4, 8) (18, 8) (11, 16) (0, 16) (22, 16)
            ;Grow Mode: Left
        +Auto Speed:
            Position: (1350, 788)
            ;Font: 3
            ;Slew: no
            ;Filename: toggle1
            ;Auto Offsets: (13, 2)
            ;Speed Offsets: (10, 10)
        +Auto Target:
            Position: (1350, 759)
            ;Font: 3
            ;Slew: no
            ;Filename: toggle1
            ;Auto Offsets: (13, 2)
            ;Target Offsets: (7, 10)
        +Countermeasures:
            Position: (1238, 705)
            ;Font: 3
            ;Slew: no
            ;Filename: countermeasure1
            ;Text Offsets: (36, 4)
            ;Value Offsets: (9, 4)
        +Talking Head:
            Position: (7, 66)
            ;Font: 3
            ;Filename: head1
            ;Header Offsets: (2, 2)
            ;Animation Offsets: (2, 10)
            ;Animation Background Size: (160, 120)
        +Directives:
            Position: (7, 326)
            ;Font: 3
            ;Slew: no
            ;Top Background Filename: directives1
            ;Entry Background Filename: directives2
            ;Bottom Background Filename: directives 3
            ;Header Offsets: (2, 2)
            ;Top Background Height: 12
            ;List Start Offsets: (3, 13)
            ;Entry Height: 9
            
        ;My most hated gauge (Swifty)
        +Weapons:
            Position: (1238, 615)
            ;Font: 3
            ;Slew: no
            ;Primary List Top Background Filename: weapons1
                ;Alt Ballistic Filename: weapons1_b
            ;Primary List Middle Background Filename: weapons2
                ;Alt Ballistic Filename: weapons2_b
            ;Primary List Bottom Background Filename: weapons6
                ;Alt Ballistic Filename: weapons2_b
            ;Secondary List Top Background Filename:  weapons3
                ;Alt Ballistic Filename: weapons3_b
            ;Secondary List Entry Background Filename: weapons4
                ;Alt Ballistic Filename: weapons4_b
            ;Secondary List Bottom Bakground Filename: weapons5
                ;Alt Ballistic Filename: weapons5_b
            ;Header Offsets: (21, 2)
                ;Alt Ballistic Offsets: (-10, 2)
            ;Top Primary Background X-offset: 12
                ;Alt Ballistic X-offset: -12
            ;Text X-offset: 0
                ;Alt Ballistic X-offset: -12
            ;Top Primary Frame Height: 20
            ;Top Secondary Frame Height: 12
            ;Primary List Start Y-offset: 12
            ;Secondary List Start Y-offset: 4
            ;Primary Weapon Ammo X-offset: 28
            ;Primary Weapon Link X-offset: 33
            ;Primary Weapon Name X-offset: 39
            ;Secondary Weapon Ammo X-offset: 28
            ;Secondary Weapon Unlinked X-offset: 33
            ;Secondary Weapon Linked X-offset: 28
            ;Secondary Weapon Name X-offset: 39
            ;Secondary Weapon Reload X-offset: 118
            ;Primary Weapon Entry Height: 12
            ;Secondary Weapon Entry Height: 9
        +Objective Notify:
            Position: (613, 216)
            ;Font: 3
            ;Slew: no
            ;Filename: objective1
            ;Objective Text Y-offset: 2
            ;Objective Value Y-offset: 11
            ;Subspace Text Y-offset: 2
            ;Subspace Value Y-offset: 10
            ;Red Alert Text Y-offset: 2
            ;Red Alert Value Y-offset: 10
        +Squad Message:
            Position: (1163, 6)
            ;Font: 3
            ;Slew: no
            ;Top Background Filename: message1
            ;Entry Background Filename: message2
            ;Bottom Background Filename: message3
            ;Header Offsets: (2, 1)
            ;List Start Offsets: (4, 13)
            ;Top Background Height: 12
            ;Entry Height: 10
            ;Command X-offset: 17
            ;Page Up Offsets: (110, 5)
            ;Page Down Offsets: (110, 115)
        +Escort View:
            Position: (1238, 326)
            ;Font: 3
            ;Slew: no
            ;Top Background Filename: escort1
            ;Entry Background Filename: escort2
            ;Bottom Background Filename: escort3
            ;Entry Height: 11
            ;Header Text: monitoring
            ;Header Offsets: (3, 2)
            ;List Start Offsets: (0, 13)
            ;Hull X-offset: (116, 0)
            ;Name X-offset: (4, 0)
            ;Status X-offset: (-11, 0)
        +ETS Weapons:
            Position: (1238, 759)
            ;Font: 3
            ;Slew: no
            ;Filename: energy1
            ;Foreground Clip Height: 41
            ;Letter Offsets: (2, 42)
            ;Top Offsets: (0, 0)
            ;Bottom Offsets: (0, 50)
        +ETS Shields:
            Position: (1263, 759)
            ;Font: 3
            ;Slew: no
            ;Filename: energy1
            ;Foreground Clip Height: 41
            ;Letter Offsets: (2, 42)
            ;Top Offsets: (0, 0)
            ;Bottom Offsets: (0, 50)
        +ETS Engines:
            Position: (1288, 759)
            ;Font: 3
            ;Slew: no
            ;Filename: energy1
            ;Foreground Clip Height: 41
            ;Letter Offsets: (2, 42)
            ;Top Offsets: (0, 0)
            ;Bottom Offsets: (0, 50)
        +Target Monitor:
            Position: (7, 691)
            ;Font: 3
            ;Monitor Filename: targetview1
            ;Integrity Bar Filename: targetview2
            ;Viewport Offsets: (3, 39)
            ;Viewport Size: (131, 112)
            ;Integrity Bar Offsets: (133, 52)
            ;Integrity Bar Foreground Clip Height: 88
            ;Status Offsets: (107, 53)
            ;Name Offsets: (8, -3)
            ;Class Offsets: (8, 7)
            ;Distance Offsets: (8. 18)
            ;Speed Offsets: (85, 18)
            ;Hull Offsets: (134, 42)
            ;Cargo Contents Offsets: (8, 30)
            ;Cargo Scan Start Offsets: (2, 45)
            ;Cargo Scan Size: (130, 109)
        +Extra Target Data:
            Position: (7, 647)
            ;Font: 3
            ;Slew: no
            ;Filename: targetview3
            ;Bracket Offsets: (0, 3)
            ;Dock Offsets: (7, 18)
            ;Order Offsets: (7, 0)
            ;Time Offsets: (8, 9)
        +Target Shields:
            Position: (503, 785)
            ;Font: 3
            ;Slew: no
        +Radar:
            Position: (617, 691)
            ;Font: 3
            ;Filename: 2_radar1
            ;Infinity Distance Offsets: (185, 150)
            ;Long Distanace Offsets: (181, 150)
            ;Short Distance Offsets: (184, 150)
        +Player Shields:
            Position: (827, 785)
            ;Font: 3
            ;Slew: No
        ; If you want different types of radar running, be my guest
        ;+Radar Orb:  
            ;Position: (615, 691)
            ;Font: 3
            ;Filename: 2_radar1
            ;Infinity Distance Offsets: (185, 150)
            ;Long Distanace Offsets: (181, 150)
            ;Short Distance Offsets: (184, 150)
        +Afterburner Energy:
            Position: (428, 439)
            ;Font: 3
            ;Slew: yes
            ;Filename: 2_energy2
            ;Foreground Clip Height: 96
        +Weapon Energy:
            Position: (924, 439)
            ;Font: 3
            ;Slew: yes
            ;Filename: 2_energy2
            ;Foreground Clip Height: 96
            ;Text Offsets: (43, 85)
        +Text Warnings:
            Position: (720, 322)
            ;Font: 3
            ;Slew: yes
        +Center Reticle:
            Position: (700, 438)
            ;Font: 3
            ;Filename: 2_reticle1
        +Mini Target Shields:
            Position: (705, 552)
            ;Font: 3
            ;Slew: yes
            ;Filename: targhit1
            ;3 Digit Hull Offsets: (5, 7)
            ;2 Digit Hull Offsets: (9, 7)
            ;1 Digit Hull Offsets: (14, 7)
        +Throttle:
            Position: (490, 317)
            ;Font: 3
            ;Slew: yes
            ;Filename: 2_leftarc
            ;Foreground Clip Bottom Y-offset: 222
            ;Foreground Clip Width: 78
            ;Foreground Clip Height: 80
            ;Afterburner Clip Height: 27
            ;Show Background: no
            ;Max Speed Label Offsets: (31, 137)
            ;Min Speed Label Offsets: (57, 216)
            ;Orbit Center Offsets: (166, 118)
            ;Orbit Radius: 166
        +Threat Indicator:
            Position: (847, 317)
            ;Font: 3
            ;Slew: yes
            ;Arc Filename: 2_rightarc1
            ;Dumbfire Filename: 2_toparc2
            ;Lock Filename: 2_toparc3
            ;Dumbfire Offsets: (66, 124)
            ;Lock Offsets: (57, 150)
        +Voice Status:
            Position: (7, 193)
            ;Font: 3
            ;Slew: no
        +Ping:
            Position: (1260, 6)
            ;Font: 3
            ;Slew: no
        +Lag:
            Position: (881, 620)
            ;Font: 3
            ;Slew: no
            ;Filename: netlag1
        +Supernova:
            Position: (239, 199)
            ;Font: 3
            ;Slew: no
        +Target Brackets:             ; Target Brackets, Lock Indicator, Lead Indicator, and Offscreen Indicator don't need a "Position:" field.
            ;Font: 3
            ;Dot Filename: attacker
        +Lead Indicator:
            ;Font: 3
            ;Filename: 2_lead1
            ;Center Offsets: (13, 13)
        +Lock Indicator:
            ;Font: 3
            ;Lock Filename: 2_lock1
            ;Locked Filename: 2_lockspin
            ;Lock Center Offsets: (28, 25)
            ;Locked Center Offsets: (50, 52)
        +Offscreen Indicator:
        +Hostile Triangle:
            Position: (720, 450)
            ;Font: 3
            ;Slew: yes
            ;Radius: 166
            ;Triangle Base: 9.5
            ;Triangle Height: 11.0
        +Target Triangle:
            Position: (720, 450)
            ;Font: 3
            ;Slew: yes
            ;Radius: 166
            ;Triangle Base: 9.5
            ;Triangle Height: 11.0
        +Missile Triangles:
            Position: (720, 450)
            ;Font: 3
            ;Slew: yes
            ;Radius: 166
            ;Triangle Base: 9.5
            ;Triangle Height: 11.0
        +Orientation Tee:
            Position: (720, 450)
            ;Font: 3
            ;Slew: yes
            ;Radius: 166
        +Mission Time:
            Position: (1363, 839)
            ;Font: 3
            ;Slew: no
            ;Filename: time1
            ;Text Offsets: (4, 4)
            ;Value Offsets: (26, 12)
        +Kills:
            Position: (1238, 731)
            ;Font: 3
            ;Slew: no
            ;Filename: kills1
            ;Text Offsets: (6, 4)
            ;Value Offsets: (74, 4)
        ; FS1 specific gauge
        ;+Weapon Linking:
            ;Position: (841, 453)
            ;Font: 3
            ;Slew: yes
            ;Arc Filename: 2_rightarc1_fs1
            ;Single Primary Filename: 2_rightarc2_fs1
            ;Double Primary Filename: 2_rightarc3_fs1
            ;Single Secondary Filename: 2_rightarc4_fs1
            ;Double Secondary Filename: 2_rightarc5_fs1
            ;Triple Secondary Filename 2_rightarc6_fs1
            ;Single Primary Offsets: (52, 18)
            ;Double Primary Offsets: (52, 18)
            ;Single Secondary Offsets: (28, 55)
            ;Double Secondary Offsets: (28, 55)
            ;Triple Secondary Offsets: (28, 55)
        
        ; Komet's lead sight. Looks for "leadsight.ani"
        ;+Lead Sight: (700, 438)
            ;Font: 3
            ;Filename: leadsight
        
        ; Custom gauge syntax
        ;+Custom:
            ;Position:
            ;Font: 3
            ;Name:
            ;Text:
            ;Gauge Type:
            ; (Possible values for Gauge Type include LEAD_INDICATOR, ORIENTATION_TEE, HOSTILE_TRIANGLE, TARGET_TRIANGLE, MISSION_TIME, RETICLE_CIRCLE, THROTTLE_GAUGE,
            ; RADAR, TARGET_MONITOR, CENTER_RETICLE, TARGET_MONITOR_EXTRA_DATA, TARGET_SHIELD_ICON, PLAYER_SHIELD_ICON, ETS_GAUGE, AUTO_TARGET, AUTO_SPEED,
            ; WEAPONS_GAUGE, ESCORT_VIEW, DIRECTIVES_VIEW, THREAT_GAUGE, AFTERBURNER_ENERGY, WEAPONS_ENERGY, WEAPON_LINKING_GAUGE, TARGER_MINI_ICON,
            ; OFFSCREEN_INDICATOR, TALKING_HEAD, DAMAGE_GAUGE, MESSAGE_LINES, MISSILE_WARNING_ARROW, CMEASURE_GAUGE, OBJECTIVES_NOTIFY_GAUGE, WINGMEN_STATUS,
            ; OFFSCREEN RANGE, KILLS GAUGE", ATTACKING TARGET COUNT, TEXT FLASH, MESSAGE BOX, SUPPORT GUAGE, LAG GUAGE) the last five aren't typos.
            ; Slew:
            ; Filename:
    $End Gauges
#End


#Gauge Config
    ;$Ship: GTF Myrmidon
        ;$Font: 3
    $Base: (1440, 900)                    
    $Required Aspect: Wide Screen         ; Can be "Wide Screen" or "Full Screen" ATM
    $Min: (1280, 720)                    ; These Min and Max fields are Inclusive
    $Max: (1920, 1080)    
    $Gauges:        
        +Messages:
            Position: (7, 6)
            ;Font: 3
        +Training Messages:
            Position: (533, 146)
            ;Font: 3
        +Multiplayer Messages:
            Position: (11, 281)
            ;Font: 3
        +Support:
            Position: (665, 590)
            ;Font: 3
            ;Slew: no
            ;Filename: support1
            ;Header Offsets: (3, 2)
            ;Text Y-offset: 12
            ;Dock Status X-offset: 6
            ;Dock Time X-offset: 65
        +Damage:
            Position: (619, 71)
            ;Font: 3
            ;Slew: no
            ;Top Background Filename: damage1
            ;Entry Background Filename: damage2
            ;Bottom Background Filename: damage3
            ;Header Offsets: (3, 2)
            ;Hull Integrity Offsets: (4, 15)
            ;Hull Integrity Value X-offset: 142
            ;Top Background Height: 25
            ;Subsystem Entry Height: 9
            ;Subsystem List Start Offsets: (4, 27)
            ;Subsystem Entry Value X-offset: 142
        +Wingman Status:
            Position: (632, 835)
            ;Font: 3
            ;Slew: no
            ;Left Background Filename: wingman1
            ;Entry Background Filename: wingman2
            ;Right Background Filename: wingman3
            ;Dot Filename: wingman4
            ;Header Offsets: (2, 2)
            ;Left Background Width: 71
            ;Entry Width: 35
            ;Single Wing Offsets: (28, 15)
            ;Multiple Wing Start Offsets: (46, 15)
            ;Dot Offsets: (11, 0) (4, 8) (18, 8) (11, 16) (0, 16) (22, 16)
            ;Grow Mode: Left
        +Auto Speed:
            Position: (605, 590)
            ;Font: 3
            ;Slew: no
            ;Filename: toggle1
            ;Auto Offsets: (13, 2)
            ;Speed Offsets: (10, 10)
        +Auto Target:
            Position: (775, 590)
            ;Font: 3
            ;Slew: no
            ;Filename: toggle1
            ;Auto Offsets: (13, 2)
            ;Target Offsets: (7, 10)
        +Countermeasures:
            Position: (630, 570)
            ;Font: 3
            ;Slew: no
            ;Filename: countermeasure1
            ;Text Offsets: (36, 4)
            ;Value Offsets: (9, 4)
        +Talking Head:
            Position: (7, 66)
            ;Font: 3
            ;Filename: head1
            ;Header Offsets: (2, 2)
            ;Animation Offsets: (2, 10)
            ;Animation Background Size: (160, 120)
        +Directives:
            Position: (1055, 800)
            ;Font: 3
            ;Slew: no
            ;Top Background Filename: directives1
            ;Entry Background Filename: directives2
            ;Bottom Background Filename: directives 3
            ;Header Offsets: (2, 2)
            ;Top Background Height: 12
            ;List Start Offsets: (3, 13)
            ;Entry Height: 9
            
        ;My most hated gauge (Swifty)
        +Weapons:
            Position: (870, 825)
            ;Font: 3
            ;Slew: no
            ;Primary List Top Background Filename: weapons1
                ;Alt Ballistic Filename: weapons1_b
            ;Primary List Middle Background Filename: weapons2
                ;Alt Ballistic Filename: weapons2_b
            ;Primary List Bottom Background Filename: weapons6
                ;Alt Ballistic Filename: weapons2_b
            ;Secondary List Top Background Filename:  weapons3
                ;Alt Ballistic Filename: weapons3_b
            ;Secondary List Entry Background Filename: weapons4
                ;Alt Ballistic Filename: weapons4_b
            ;Secondary List Bottom Bakground Filename: weapons5
                ;Alt Ballistic Filename: weapons5_b
            ;Header Offsets: (21, 2)
                ;Alt Ballistic Offsets: (-10, 2)
            ;Top Primary Background X-offset: 12
                ;Alt Ballistic X-offset: -12
            ;Text X-offset: 0
                ;Alt Ballistic X-offset: -12
            ;Top Primary Frame Height: 20
            ;Top Secondary Frame Height: 12
            ;Primary List Start Y-offset: 12
            ;Secondary List Start Y-offset: 4
            ;Primary Weapon Ammo X-offset: 28
            ;Primary Weapon Link X-offset: 33
            ;Primary Weapon Name X-offset: 39
            ;Secondary Weapon Ammo X-offset: 28
            ;Secondary Weapon Unlinked X-offset: 33
            ;Secondary Weapon Linked X-offset: 28
            ;Secondary Weapon Name X-offset: 39
            ;Secondary Weapon Reload X-offset: 118
            ;Primary Weapon Entry Height: 12
            ;Secondary Weapon Entry Height: 9
        +Objective Notify:
            Position: (613, 216)
            ;Font: 3
            ;Slew: no
            ;Filename: objective1
            ;Objective Text Y-offset: 2
            ;Objective Value Y-offset: 11
            ;Subspace Text Y-offset: 2
            ;Subspace Value Y-offset: 10
            ;Red Alert Text Y-offset: 2
            ;Red Alert Value Y-offset: 10
        +Squad Message:
            Position: (1163, 6)
            ;Font: 3
            ;Slew: no
            ;Top Background Filename: message1
            ;Entry Background Filename: message2
            ;Bottom Background Filename: message3
            ;Header Offsets: (2, 1)
            ;List Start Offsets: (4, 13)
            ;Top Background Height: 12
            ;Entry Height: 10
            ;Command X-offset: 17
            ;Page Up Offsets: (110, 5)
            ;Page Down Offsets: (110, 115)
        +Escort View:
            Position: (430, 815)
            ;Font: 3
            ;Slew: no
            ;Top Background Filename: escort1
            ;Entry Background Filename: escort2
            ;Bottom Background Filename: escort3
            ;Entry Height: 11
            ;Header Text: monitoring
            ;Header Offsets: (3, 2)
            ;List Start Offsets: (0, 13)
            ;Hull X-offset: (116, 0)
            ;Name X-offset: (4, 0)
            ;Status X-offset: (-11, 0)
        +ETS Weapons:
            Position: (955, 725)
            ;Font: 3
            ;Slew: no
            ;Filename: energy1
            ;Foreground Clip Height: 41
            ;Letter Offsets: (2, 42)
            ;Top Offsets: (0, 0)
            ;Bottom Offsets: (0, 50)
        +ETS Shields:
            Position: (967, 725)
            ;Font: 3
            ;Slew: no
            ;Filename: energy1
            ;Foreground Clip Height: 41
            ;Letter Offsets: (2, 42)
            ;Top Offsets: (0, 0)
            ;Bottom Offsets: (0, 50)
        +ETS Engines:
            Position: (979, 725)
            ;Font: 3
            ;Slew: no
            ;Filename: energy1
            ;Foreground Clip Height: 41
            ;Letter Offsets: (2, 42)
            ;Top Offsets: (0, 0)
            ;Bottom Offsets: (0, 50)
        +Target Monitor:
            Position: (250, 740)
            ;Font: 3
            ;Monitor Filename: targetview1
            ;Integrity Bar Filename: targetview2
            ;Viewport Offsets: (3, 39)
            ;Viewport Size: (131, 112)
            ;Integrity Bar Offsets: (133, 52)
            ;Integrity Bar Foreground Clip Height: 88
            ;Status Offsets: (107, 53)
            ;Name Offsets: (8, -3)
            ;Class Offsets: (8, 7)
            ;Distance Offsets: (8. 18)
            ;Speed Offsets: (85, 18)
            ;Hull Offsets: (134, 42)
            ;Cargo Contents Offsets: (8, 30)
            ;Cargo Scan Start Offsets: (2, 45)
            ;Cargo Scan Size: (130, 109)
        +Extra Target Data:
            Position: (100, 835)
            ;Font: 3
            ;Slew: no
            ;Filename: targetview3
            ;Bracket Offsets: (0, 3)
            ;Dock Offsets: (7, 18)
            ;Order Offsets: (7, 0)
            ;Time Offsets: (8, 9)
        +Target Shields:
            Position: (493, 720)
            ;Font: 3
            ;Slew: no
        +Radar:
            Position: (617, 660)
            ;Font: 3
            ;Filename: 2_radar1
            ;Infinity Distance Offsets: (185, 150)
            ;Long Distanace Offsets: (181, 150)
            ;Short Distance Offsets: (184, 150)
        +Player Shields:
            Position: (847, 720)
            ;Font: 3
            ;Slew: No
        ; If you want different types of radar running, be my guest
        ;+Radar Orb:  
            ;Position: (615, 660)
            ;Font: 3
            ;Filename: 2_radar1
            ;Infinity Distance Offsets: (185, 150)
            ;Long Distanace Offsets: (181, 150)
            ;Short Distance Offsets: (184, 150)
        +Afterburner Energy:
            Position: (428, 439)
            ;Font: 3
            ;Slew: yes
            ;Filename: 2_energy2
            ;Foreground Clip Height: 96
        +Weapon Energy:
            Position: (924, 439)
            ;Font: 3
            ;Slew: yes
            ;Filename: 2_energy2
            ;Foreground Clip Height: 96
            ;Text Offsets: (43, 85)
        +Text Warnings:
            Position: (720, 322)
            ;Font: 3
            ;Slew: yes
        +Center Reticle:
            Position: (700, 438)
            ;Font: 3
            ;Filename: 2_reticle1
        +Mini Target Shields:
            Position: (705, 560)
            ;Font: 3
            ;Slew: yes
            ;Filename: targhit1
            ;3 Digit Hull Offsets: (5, 7)
            ;2 Digit Hull Offsets: (9, 7)
            ;1 Digit Hull Offsets: (14, 7)
        +Throttle:
            Position: (490, 317)
            ;Font: 3
            ;Slew: yes
            ;Filename: 2_leftarc
            ;Foreground Clip Bottom Y-offset: 222
            ;Foreground Clip Width: 78
            ;Foreground Clip Height: 80
            ;Afterburner Clip Height: 27
            ;Show Background: no
            ;Max Speed Label Offsets: (31, 137)
            ;Min Speed Label Offsets: (57, 216)
            ;Orbit Center Offsets: (166, 118)
            ;Orbit Radius: 166
        +Threat Indicator:
            Position: (847, 317)
            ;Font: 3
            ;Slew: yes
            ;Arc Filename: 2_rightarc1
            ;Dumbfire Filename: 2_toparc2
            ;Lock Filename: 2_toparc3
            ;Dumbfire Offsets: (66, 124)
            ;Lock Offsets: (57, 150)
        +Voice Status:
            Position: (7, 193)
            ;Font: 3
            ;Slew: no
        +Ping:
            Position: (1260, 6)
            ;Font: 3
            ;Slew: no
        +Lag:
            Position: (881, 620)
            ;Font: 3
            ;Slew: no
            ;Filename: netlag1
        +Supernova:
            Position: (239, 199)
            ;Font: 3
            ;Slew: no
        +Target Brackets:             ; Target Brackets, Lock Indicator, Lead Indicator, and Offscreen Indicator don't need a "Position:" field.
            ;Font: 3
            ;Dot Filename: attacker
        +Lead Indicator:
            ;Font: 3
            ;Filename: 2_lead1
            ;Center Offsets: (13, 13)
        +Lock Indicator:
            ;Font: 3
            ;Lock Filename: 2_lock1
            ;Locked Filename: 2_lockspin
            ;Lock Center Offsets: (28, 25)
            ;Locked Center Offsets: (50, 52)
        +Offscreen Indicator:
        +Hostile Triangle:
            Position: (720, 450)
            ;Font: 3
            ;Slew: yes
            ;Radius: 166
            ;Triangle Base: 9.5
            ;Triangle Height: 11.0
        +Target Triangle:
            Position: (720, 450)
            ;Font: 3
            ;Slew: yes
            ;Radius: 166
            ;Triangle Base: 9.5
            ;Triangle Height: 11.0
        +Missile Triangles:
            Position: (720, 450)
            ;Font: 3
            ;Slew: yes
            ;Radius: 166
            ;Triangle Base: 9.5
            ;Triangle Height: 11.0
        +Orientation Tee:
            Position: (720, 450)
            ;Font: 3
            ;Slew: yes
            ;Radius: 166
        +Mission Time:
            Position: (450, 750)
            ;Font: 3
            ;Slew: no
            ;Filename: time1
            ;Text Offsets: (4, 4)
            ;Value Offsets: (26, 12)
        +Kills:
            Position: (750, 570)
            ;Font: 3
            ;Slew: no
            ;Filename: kills1
            ;Text Offsets: (6, 4)
            ;Value Offsets: (74, 4)
        ; FS1 specific gauge
        ;+Weapon Linking:
            ;Position: (841, 453)
            ;Font: 3
            ;Slew: yes
            ;Arc Filename: 2_rightarc1_fs1
            ;Single Primary Filename: 2_rightarc2_fs1
            ;Double Primary Filename: 2_rightarc3_fs1
            ;Single Secondary Filename: 2_rightarc4_fs1
            ;Double Secondary Filename: 2_rightarc5_fs1
            ;Triple Secondary Filename 2_rightarc6_fs1
            ;Single Primary Offsets: (52, 18)
            ;Double Primary Offsets: (52, 18)
            ;Single Secondary Offsets: (28, 55)
            ;Double Secondary Offsets: (28, 55)
            ;Triple Secondary Offsets: (28, 55)
        
        ; Komet's lead sight. Looks for "leadsight.ani"
        ;+Lead Sight: (700, 438)
            ;Font: 3
            ;Filename: leadsight
        
        ; Custom gauge syntax
        ;+Custom:
            ;Position:
            ;Font: 3
            ;Name:
            ;Text:
            ;Gauge Type:
            ; (Possible values for Gauge Type include LEAD_INDICATOR, ORIENTATION_TEE, HOSTILE_TRIANGLE, TARGET_TRIANGLE, MISSION_TIME, RETICLE_CIRCLE, THROTTLE_GAUGE,
            ; RADAR, TARGET_MONITOR, CENTER_RETICLE, TARGET_MONITOR_EXTRA_DATA, TARGET_SHIELD_ICON, PLAYER_SHIELD_ICON, ETS_GAUGE, AUTO_TARGET, AUTO_SPEED,
            ; WEAPONS_GAUGE, ESCORT_VIEW, DIRECTIVES_VIEW, THREAT_GAUGE, AFTERBURNER_ENERGY, WEAPONS_ENERGY, WEAPON_LINKING_GAUGE, TARGER_MINI_ICON,
            ; OFFSCREEN_INDICATOR, TALKING_HEAD, DAMAGE_GAUGE, MESSAGE_LINES, MISSILE_WARNING_ARROW, CMEASURE_GAUGE, OBJECTIVES_NOTIFY_GAUGE, WINGMEN_STATUS,
            ; OFFSCREEN RANGE, KILLS GAUGE", ATTACKING TARGET COUNT, TEXT FLASH, MESSAGE BOX, SUPPORT GUAGE, LAG GUAGE) the last five aren't typos.
            ; Slew:
            ; Filename:
    $End Gauges
#End

; Any wide screen resolutions not between 1280x720 and 1920x1080 will get a blank HUD since the bottom config will only apply to any Full Screen resolutions

#Gauge Config
    $Base: (1024, 768)                    
    $Required Aspect: Full Screen        
    ;$Min: (640, 480)
    $Gauges:        
        +Messages:
            Position: (5, 5)
        +Training Messages:
            Position: (379, 125)
        +Multiplayer Messages:
            Position: (8, 240)
        +Support:
            Position: (459, 534)
        +Damage:
            Position: (440, 61)
        +Wingman Status:
            Position: (932, 144)
        +Auto Speed:
            Position: (960, 672)
        +Auto Target:
            Position: (960, 648)
        +Countermeasures:
            Position: (880, 602)
        +Talking Head:
            Position: (5, 56)
        +Directives:
            Position: (5, 278)
        +Weapons:
            Position: (880, 525)
        +Objective Notify:
            Position: (436, 184)
        +Squad Message:
            Position: (827, 5)
        +Player Shields:
            Position: (634, 670)
        +Target Shields:
            Position: (292,    670)
        +Escort View:
            Position: (865, 330)
        +ETS Weapons:
            Position: (880, 648)
        +ETS Shields:
            Position: (898, 648)
        +ETS Engines:
            Position: (916, 648)
        +Target Monitor:
            Position: (5, 590)
        +Extra Target Data:
            Position: (5, 552)
        +Radar:
            Position: (411, 590)        
        +Afterburner Energy:
            Position: (274, 424)
        +Text Warnings:
            Position: (512, 275)
        +Center Reticle:
            Position: (493, 376)
        +Mini Target Shields:
            Position: (497, 470)
        +Throttle:
            Position: (347, 390)
        +Threat Indicator:
            Position: (386, 219)
        +Voice Status:
            position: (5, 165)
        +Ping:
            Position: (896, 5)
        +Lag:
            Position: (627, 529)
        +Supernova:
            Position: (170, 170)
        +Target Brackets:             ; Target Brackets, Lock Indicator, Lead Indicator, and Offscreen Indicator don't need a "Position:" field.
        +Lead Indicator:
        +Lock Indicator:
        +Offscreen Indicator:
        +Hostile Triangle:
            Position: (512, 387)
        +Target Triangle:
            Position: (512, 387)
        +Missile Triangles:
            Position: (512, 387)
        +Orientation Tee:
            Position: (512, 387)
        +Weapon Energy:
            Position: (666, 424)
        +Mission Time:
            Position: (969, 716)
        +Kills:
            Position: (880, 624)
    $End Gauges
#End

Edit: Also, does adding slew get the HUD items to jump around during afterburn?

Edit2: It's all about the semi-colon isn't it?
« Last Edit: October 15, 2010, 12:24:27 am by rscaper1070 »
Did you hear that fellas? She says I have a Meritorious Unit.

 

Offline Tomo

  • 28
Re: HUD Overhaul Test Build
Yes, it is all about the semi-colon.

You've commented out the bit that says which ship each setup is for.
- The semi-colon tells FSO to ignore the rest of the line.

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: HUD Overhaul Test Build
OK, now that Antipodes 6 is done, can we get a new custom HUD build?
Chief should propably also think about updating his primary cycling build.  :)

 

Offline chief1983

  • Still lacks a custom title
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  • 212
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Re: HUD Overhaul Test Build
Jeez man, he's running around like a chicken with its head cut off trying to get his branch synced to trunk right now :)
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iamzack:  lays

 

Offline Swifty

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Re: HUD Overhaul Test Build
New build synced with the current trunk is up, ya filthy animals. Includes taylor's optimizations.

 

Offline Kolgena

  • 211
Re: HUD Overhaul Test Build
I noticed that there isn't a real 16:9 sample table to use. There's a 16:10, but I'm worried that the engine will render it to 16:10 before stretching it to 16:9. Is that the case? If so, I'll try to make a table specifically for 16:9 and post it up when I get that done. (I'll probably be basing it off The_E's 16:10 layout if anything).

  

Offline chief1983

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Re: HUD Overhaul Test Build
Go for it.  Feel free to post it in the Antipodes 7 release thread too, this one is now no longer needed really.  But stretching between those two similar ratios shouldn't be too apparent compared to 4:3 stretched to 16:9.  Might not be worth it.
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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

 

Offline Kolgena

  • 211
Re: HUD Overhaul Test Build
This is the *actual* 16:9 setup using 1440x810 as the base resolution. All I did was multiply the Y coordinates by 0.9 using The_E's 16:10's layout as a base, so really, all the work should still be credited to him.

I also took the liberty to move the guns and burner energy down a fair bit and also further from the center so that they look closer to the retail appearance. That is the only change I made.

Code: [Select]
#Gauge Config
$Base: (1440, 810)
$Required Aspect: Wide Screen ; Can be "Wide Screen" or "Full Screen" ATM
$Min: (1280, 720) ; These Min and Max fields are Inclusive
$Max: (1920, 1080)
$Gauges:
+Messages:
Position: (7, 5)
+Training Messages:
Position: (533, 131)
+Multiplayer Messages:
Position: (11, 253)
+Support:
Position: (645, 563)
+Damage:
Position: (619, 64)
+Wingman Status:
Position: (1311, 152)
+Auto Speed:
Position: (1350, 709)
+Auto Target:
Position: (1350, 683)
+Countermeasures:
Position: (1238, 635)
+Talking Head:
Position: (7, 59)
+Directives:
Position: (7, 293)
+Weapons:
Position: (1238, 554)
+Objective Notify:
Position: (613, 194)
+Squad Message:
Position: (1163, 5)
+Escort View:
Position: (1238, 293)
+ETS Weapons:
Position: (1238, 683)
+ETS Shields:
Position: (1263, 683)
+ETS Engines:
Position: (1288, 683)
+Target Monitor:
Position: (7, 622)
+Extra Target Data:
Position: (7, 582)
+Target Shields:
Position: (503, 707)
+Radar:
Position: (617, 622)
+Player Shields:
Position: (827, 707)
; If you want different types of radar running, be my guest
;+Radar Orb: 
; Position: (615, 622)
+Afterburner Energy:
Position: (422, 430)
+Weapon Energy:
Position: (930, 430)
+Text Warnings:
Position: (720, 290)
+Center Reticle:
Position: (700, 394)
+Mini Target Shields:
Position: (705, 497)
+Throttle:
Position: (490, 285)
+Threat Indicator:
Position: (847, 285)
+Voice Status:
position: (7, 174)
+Ping:
Position: (1260, 5)
+Lag:
Position: (881, 558)
+Supernova:
Position: (239, 179)

+Target Brackets: ; Target Brackets, Lock Indicator, Lead Indicator, and Offscreen Indicator don't need a "Position:" field.
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
+Hostile Triangle:
Position: (720, 405)
+Target Triangle:
Position: (720, 405)
+Missile Triangles:
Position: (720, 405)
+Orientation Tee:
Position: (720, 405)
+Mission Time:
Position: (1363, 755)
+Kills:
Position: (1238, 658)
; FS1 specific gauge
;+Weapon Linking:
; Position: (841, 408)
; Komet's lead sight. Looks for "leadsight.ani"
;+Lead Sight: default
$End Gauges
#End


[attachment deleted by admin]

 

Offline chief1983

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Re: HUD Overhaul Test Build
That still seems stretched to me.  Sure it's being applied?  Also, might as well bump the max res to a higher 16:9.  There's setups out there with much higher resolutions.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

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

 

Offline Kolgena

  • 211
Re: HUD Overhaul Test Build
That's not stretched anymore. 1448x810 is 16:9. If you bump up the res, things will get smaller (and need to be re-adjusted for positioning) but the "stretching" or lack thereof will be the exact same.

Edit: Er, if you meant bumping up the max res (which is currently 1920x1080), that should be easy to do user-side. I merely left it as-is from before because I didn't think many people would be playing at above 1080p.

Update:

Okay, so I got bored and decided to tweak the 16:9 HUD to resemble the Vanilla HUD much more closely. Screenshot is attached, so you be the judge on whether you want to use it.

Code: [Select]
#Gauge Config
$Base: (1440, 810)
$Required Aspect: Wide Screen ; Can be "Wide Screen" or "Full Screen" ATM
$Min: (1280, 720) ; These Min and Max fields are Inclusive
$Max: (1920, 1080)
$Gauges:
+Messages:
Position: (7, 5)
+Training Messages:
Position: (587, 131)
+Multiplayer Messages:
Position: (11, 253)
+Support:
Position: (667, 563)
+Damage:
Position: (648, 64)
+Wingman Status:
Position: (1346, 152)
+Auto Speed:
Position: (1374, 709)
+Auto Target:
Position: (1374, 683)
+Countermeasures:
Position: (1294, 635)
+Talking Head:
Position: (7, 59)
+Directives:
Position: (7, 293)
+Weapons:
Position: (1294, 554)
+Objective Notify:
Position: (644, 194)
+Squad Message:
Position: (1241, 5)
+Escort View:
Position: (1279, 293)
+ETS Weapons:
Position: (1294, 683)
+ETS Shields:
Position: (1312, 683)
+ETS Engines:
Position: (1330, 683)
+Target Monitor:
Position: (7, 622)
+Extra Target Data:
Position: (7, 582)
+Target Shields:
Position: (473, 702)
+Radar:
Position: (617, 622)
+Player Shields:
Position: (857, 702)
; If you want different types of radar running, be my guest
;+Radar Orb: 
; Position: (615, 622)
+Afterburner Energy:
Position: (422, 430)
+Weapon Energy:
Position: (930, 430)
+Text Warnings:
Position: (720, 290)
+Center Reticle:
Position: (700, 394)
+Mini Target Shields:
Position: (705, 497)
+Throttle:
Position: (490, 285)
+Threat Indicator:
Position: (847, 285)
+Voice Status:
position: (7, 174)
+Ping:
Position: (1260, 5)
+Lag:
Position: (881, 558)
+Supernova:
Position: (239, 179)

+Target Brackets: ; Target Brackets, Lock Indicator, Lead Indicator, and

Offscreen Indicator don't need a "Position:" field.
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
+Hostile Triangle:
Position: (720, 405)
+Target Triangle:
Position: (720, 405)
+Missile Triangles:
Position: (720, 405)
+Orientation Tee:
Position: (720, 405)
+Mission Time:
Position: (1383, 755)
+Kills:
Position: (1294, 658)
; FS1 specific gauge
;+Weapon Linking:
; Position: (841, 408)
; Komet's lead sight. Looks for "leadsight.ani"
;+Lead Sight: default
$End Gauges
#End

Update2: I fixed some centering problems I found with hull integrity, rearm timer, training messages, and objective notifications.

[attachment deleted by admin]
« Last Edit: October 22, 2010, 09:38:21 pm by Kolgena »

 

Offline Galemp

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Re: HUD Overhaul Test Build
* Galemp still wants someone to write tables for FSPort.
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 

Offline Kolgena

  • 211
Re: HUD Overhaul Test Build
* Galemp still wants someone to write tables for FSPort.

This.

Actually, I will do a 16:9 table if someone can give me the 4:3 defaults table in 1024x768, or whatever the defaults are drawn on.
« Last Edit: October 22, 2010, 10:19:42 pm by Kolgena »

 
Re: HUD Overhaul Test Build
Are you are talking about it looking all messed up in FSport like this?



I was able to fix it by giving the fsport-mediavps folder it's own hud_gauges.tbl.





Did you hear that fellas? She says I have a Meritorious Unit.

 

Offline Kolgena

  • 211
Re: HUD Overhaul Test Build
Right, but as far as I know, nobody has made retail layouts for FSPort in aspect ratios other than 4:3. Your table, while workable, would look pretty terrible if someone wasn't using visible cockpits.

(Also, is anything going to be done about those god-awful asteroid bitmaps?)

Edit: On closer inspection, I realized that you're not actually using FSPort HUD assets. Whoops.
« Last Edit: October 22, 2010, 10:45:31 pm by Kolgena »

 
Re: HUD Overhaul Test Build
Well I just used the sample wide screen table that Swifty provided and changed the positions. My point was that if you drop the table in the fsport folder it will look right.  :)
Did you hear that fellas? She says I have a Meritorious Unit.

 

Offline Kolgena

  • 211
Re: HUD Overhaul Test Build
Right, but then you'll get the FS2 HUD, which is decidedly different from the FS1 HUD. I mean, that's way better than omgwtf scrambled fugliness, but I personally would like to see an FSPort HUD table.

The fact that FSPort only has two ETS gauges at the start does raise the question for what exactly happens in subspace missions using mediavps_3612, (like derelict, for example). Do they come together like they should, or do they leave a gaping hole like the screenshots above?
« Last Edit: October 22, 2010, 10:49:32 pm by Kolgena »

 

Offline Zacam

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Re: HUD Overhaul Test Build
Actually, either of The_E's 1440x900 display settings, will scale to 1280x1024 just fine. A few elements (such as talking head and dialogue) might need a teensy shuffle, but that's it.
(Also, on the above, you might be tempted to change the line "$Base: (1440, 900)" ... don't. Then it will look anything but okay because that is what it will scale itself to)

Testing the desired resolutions with the layouts already available is a good idea.
« Last Edit: October 23, 2010, 12:11:29 pm by Zacam »
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[08/01 16:53:31] <EveningTea> dhauidahh
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[08/01 16:53:40] * EveningTea froths at the mouth
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Offline Kolgena

  • 211
Re: HUD Overhaul Test Build
Actually, either of The_E's 1440x900 display settings, will scale to 1280x1024 just fine. A few elements (such as talking head and dialogue) might need a teensy shuffle, but that's it.
(Also, on the above, you might be tempted to change the line "$Base: (1440, 900)" ... don't. Then it will look anything but okay because that is what it will scale itself to)

Testing the desired resolutions with the layouts already available is a good idea.

16:10 stretched to 5:4 will have extremely noticeable vertical distortion. In fact, all HUD elements will be taller by a factor of 1.28, which isn't good looking in the slightest. I personally wouldn't recommend doing that. Give me some time and I'll try to make a workable 1280x1024 HUD. I won't be able to test it though, since my gfx card doesn't support 5:4 resolutions without hacking the registry.

 

Offline Zacam

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Re: HUD Overhaul Test Build
Here is an idea. TRY IT FIRST.

As for "stretching" there isn't any. It just adapts the positioning from 16:9 to 5:4, it doesn't actually "distort" any of the graphics used to fit within the specified spaces, just offsets the coordinates given to determine placement.

Again, trying it out first is probably a good idea. I've run my own layout through:
16:9
1280x720
1366x768
1920x1080

8:5
1280x800
1440x900
1680x1050

5:4
1280x1024 <-- On this one, messages still take place above the head.ani and the Comms menu isn't over as left as I would like.

Code: (overhaul-hdg.tbm) [Select]
#Gauge Config
$Base: (1440, 900)
$Required Aspect: Wide Screen
$Min: (1280, 720)
$Max: (1920, 1080)
$Gauges:

;Messages
+Messages:
Position: (183, 5)
+Training Messages:
Position: (265, 90)
+Talking Head:
Position: (10, 5)

;Comm Menu
+Squad Message:
Position: (1020, 5)

;Objectives
+Escort View:
Position: (1263, 325)
+Directives:
Position: (10, 145)
+Objective Notify:
Position: (640, 225)

;Reticle
+Center Reticle:
Position: (700, 438)
+Threat Indicator:
Position: (847, 317)
+Target Brackets:
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
+Hostile Triangle:
Position: (720, 450)
+Missile Triangles:
Position: (720, 450)
+Target Triangle:
Position: (720, 450)
+Orientation Tee:
Position: (720, 450)

;Slider Elements
+Throttle:
Position: (490, 317)
+Afterburner Energy:
Position: (428, 470)
+Weapon Energy:
Position: (925, 470)

;Target
+Target Monitor:
Position: (10, 707)
+Extra Target Data:
Position: (10, 656)
+Target Shields:
Position: (505, 785)
+Mini Target Shields:
Position: (704, 559)

;Player Status
+Damage:
Position: (645, 70)
+Player Shields:
Position: (825, 785)
+Kills:
Position: (1240, 742)

;ETS
+ETS Weapons:
Position: (1240, 772)
+ETS Engines:
Position: (1265, 772)
+ETS Shields:
Position: (1291, 772)

;Wingmen & Support
+Wingman Status:
Position: (1327, 170)
+Support:
Position: (670, 625)

;Radar & Targeting
+Radar:
Position: (615, 695)
;+Radar Orb:
; Position: (615, 695)
+Auto Target:
Position: (1355, 772)
+Auto Speed:
Position: (1355, 802)

;Weapons
+Weapons:
Position: (1240, 615)
+Countermeasures:
Position: (1350, 742)

;Warnings
+Text Warnings:
Position: (720, 500)
+Text Warnings:
Position: (720, 400)
+Supernova:
Position: (240, 180)

;Mission Info
+Mission Time:
Position: (1365, 840)

;Multiplayer
+Multiplayer Messages:
Position: (11, 253)
+Voice Status:
Position: (7, 174)
+Ping:
Position: (1260, 5)
+Lag:
Position: (881, 558)

$End Gauges
#End

As I tend to run Debug builds almost exclusively, a few things are moved ever so slightly from "retail". The Comms Menu is a little left so that it will clear the VRAM usage section. The Mission Directives is elevated to go below FPS and above the -show_mem_usage output. Wessages are to the right of the head.ani spot.
Centered around the Reticle (or aligned with the center of it) is the damage indicator, Objective notification, mini-enemy shield icon, radar and Support ship notifier. ETS, Auto Speed/Target, mission timer and the like are all nicely grouped together.

I'm also trying to determine, for the purposes of the MediaVPs, if the elements should be "spread out" to their respective (per-resolution) locations (like ETS/etc on the bottom right corner, target data on the bottom left) , or constraining it to maintaining the same aspect in terms of related distance from each other towards the center of the screen instead.
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"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys