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I have fixed several bugs in the hud.ini custom radar code as of 3.0 and now you can have a map texture that rotates so that "up" is always where you are looking. Here is an example to show it off (you will need 3.0 to actually play with the example) Firstly, here are 2 screenshots that show the hud.ini radar map feature working: http://users.tpg.com.au/jfwfreo/ScreenShot26.png C&C_Walls http://users.tpg.com.au/jfwfreo/ScreenShot25.png C&C_Islands Here is an example map texture for C&C_Walls to show how they should look and work: http://users.tpg.com.au/jfwfreo/walls.tga I used the following hud.ini keywords along with this texture to generate the screenshot above: [General] EnableRadar=true BackgroundTexture=hud_main.tga DrawCompassLine=false BlipTexture=hud_main.tga ScrollingRadarMap=true HideInfoBox=true ShieldEnabled=true ShieldVisible=false HealthEnabled=true HealthVisible=false ScrollingMapTexture=walls.tga ScrollingMapOffsetX=0 ScrollingMapOffsetY=0 ScrollingMapScale=2 RadarRotate=true ColorCount=8 BackgroundTop=0 BackgroundLeft=0 RadarBlip1Left=247 RadarBlip1Top=77 RadarBlip2Left=247 RadarBlip2Top=93 RadarBlip3Left=247 RadarBlip3Top=85 RadarBlip4Left=241 RadarBlip4Top=103 RadarBlip5Left=241 RadarBlip5Top=114 RadarBlipColor0=1 RadarBlipColor1=2 RadarBlipColor2=3 RadarBlipColor3=4 RadarBlipColor4=5 RadarBlipColor5=6 RadarBlipColor6=7 RadarBlipColor7=8 RadarSize=102 RadarX=11 RadarY=-151 RadarWorldSize=25.5 DrawStar=false [Color1] Red=200 Green=0 Blue=0 [Color2] Red=225 Green=175 Blue=65 [Color3] Red=225 Green=225 Blue=240 [Color4] Red=0 Green=100 Blue=0 [Color5] Red=0 Green=0 Blue=255 [Color6] Red=50 Green=225 Blue=50 [Color7] Red=50 Green=150 Blue=250 [Color8] Red=150 Green=50 Blue=150 If anyone with better skills than I wants to come up with some generic instructions on how to make the overhead view map textures (I only got this one working through trial and error), that would be nice.
Canadacdn wrote on Sun, 19 November 2006 22:35 Holy shit. That's awesome.
That is very nice, but no quote spam.
Awesome
Now all we need is for fanmaps to start including a radar map texture to be used with this
Looks nice but any idea when/where it'll be used?
I expect Reborn and APB will be using this feature (everything I have heard from both teams suggests they will but I dont claim to speak for the teams)
can it be used on the standard renegade maps without any changes to them, or does it require scripts to be added to the map?
Man thats pretty impressive, I likey!
I've seen about the same screenshots from SK, although some other things where better looking. I wonder if his thingy also requires to make changes to the map. Anyway, nice work.
Basicly, the change required for the map is to attach the script JFW_Change_Radar_Map to an object in the game world or otherwise call the Change_Radar_Map engine call. This is required to tell the code 3 things: 1.How many pixels on your texture 1 unit in the game world is equal to. (which depending on your texture may be a floating point number) 2.What the filename of your texture is and 3.How many pixels away from the center of the texture in the X and Y directions (positive or negative) 0,0 in the game world is Also, given how many people have commented on the need to attach this script/call this engine call/do this map thing, I am considering (either for 3.0 if I can get it in in time or for 3.1) adding a feature where there is a file named e.g. c&c_walls.ini or something like that (obviously named after the map) and then new code that says "read the radar information from that ini file if its present", that way you wouldnt need to have the script in the map or call the engine call.
Apocalypse Rising will definatally be using this, good work
I meant to post this last night but IE froze on me and I forgot. But the radar map looks very good, hopefully in the future you will make scripts that will allow it to change from level to level in the same mod package.
And this is what I would have said today. I had tried to get the script "JFW_Change_Radar_Map" before on my maps but it did nothing, but I did not try combining it with the customized "HUD.INI". Is there a way to turn the radar map feature off on maps that don't have a map (so that its just the normal radar that shows up)?
jonwil wrote on Mon, 20 November 2006 09:56 Basicly, the change required for the map is to attach the script JFW_Change_Radar_Map to an object in the game world or otherwise call the Change_Radar_Map engine call. This is required to tell the code 3 things: 1.How many pixels on your texture 1 unit in the game world is equal to. (which depending on your texture may be a floating point number) 2.What the filename of your texture is and 3.How many pixels away from the center of the texture in the X and Y directions (positive or negative) 0,0 in the game world is Also, given how many people have commented on the need to attach this script/call this engine call/do this map thing, I am considering (either for 3.0 if I can get it in in time or for 3.1) adding a feature where there is a file named e.g. c&c_walls.ini or something like that (obviously named after the map) and then new code that says "read the radar information from that ini file if its present", that way you wouldnt need to have the script in the map or call the engine call. Couldn't you just spawn an invisible object at 0,0,0 and attatch the script to that object via the servers scripts.dll? That would mean people don't have to edit the maps that already exists if it's possible to do it that way. Really nice work BTW, thats really really impressive
Now THIS is the real HUD. His is just another cheap copy of an idea. Note: this is an early build so it doesn't check the radarmode.
Stop using radar hax in my server kthx. (Seriously though, this is a hot HUD except the 3 in the font looks like ass)
Any way to toggle modes? That'd be extra sexy.
Crimson wrote on Mon, 20 November 2006 12:54 (Seriously though, this is a hot HUD except the 3 in the font looks like ass) Buy your own font then, bitch.
Assuming that GDI is represented by yellow, and Nod by red... Why are both displayed in your screenshot? Does the n00bstories server display enemies on the radar too? Pretty weird that you can see both teams on your radar, that is assuming what the little yellow dots are GDI units.
Reborn wrote on Mon, 20 November 2006 21:49 Assuming that GDI is represented by yellow, and Nod by red... Why are both displayed in your screenshot? Does the n00bstories server display enemies on the radar too? Pretty weird that you can see both teams on your radar, that is assuming what the little yellow dots are GDI units. I will repeat it for the blind ones: "Note: this is an early build so it doesn't check the radarmode."
I support having both teams visible on radar since if it's not, what's the use of it? Most games i play show the position of the enemy within a "shroud" (fog of war), any enemys outside this (coverd by 'fog of war') will be hidden, but the enemy is still visible within a range of the unit. This is my opinion though.
Its hypocritical to call me a thief when you copied the textures in that screenshot from F.E.A.R. (without permission I assume)
The textures are freely available through the SDK and it's not like I'm using this for commercial use. Also, did you ask for permission to claim to be the creator of BHS.dll when I made it in the first place?
Any plans on ever releasing that HUD, Silent Kane?
Yea f*** the radar (Alltho it's sweet) Your health/Armour/Money/Ammo Hud looks sweet!
Merovingian wrote on Tue, 21 November 2006 00:45 I support having both teams visible on radar since if it's not, what's the use of it? Having team mateso n your radar is VERY useful IMO. I don't care much who invented the new radar features, what intrests me is who will release it!
Personally, I prefer jonwil's efforts. The one Silent Kane posted doesn't fit in with the rest of Renegade at all, and I think it just looks out of place. If I wanted those textures, I'd have just played F.E.A.R.
Ma1kel wrote on Tue, 21 November 2006 14:51 Jonty, stop making retarded comments. Tell me why it's retarded and I might retract it. EDIT: I'm not saying it isn't a great advance in the engine, I just think that the textures aren't suited to Renegade.
It's retarded because he modified the HUD, meaning he could modify it again to make it look different.
Those are place holder textures demonstrating what his HUD code can do.
Canadacdn wrote on Mon, 20 November 2006 22:34 Any plans on ever releasing that HUD, Silent Kane? http://www.n00bstories.com/image.fetch.php?id=1098186127 http://www.n00bstories.com/image.fetch.php?id=1132346147 Does that answer your question? It's not finished yet.
Renx wrote on Tue, 21 November 2006 11:33 Canadacdn wrote on Mon, 20 November 2006 22:34 Any plans on ever releasing that HUD, Silent Kane? http://www.n00bstories.com/image.fetch.php?id=1098186127 http://www.n00bstories.com/image.fetch.php?id=1132346147 Does that answer your question? It's not finished yet. That's freaking Awsome! Seriously, Even if it doesn't suit Renegade, It's still awsome! Man this is better than my scrips for IRC.
Yeah that hud is nice, I would love to have that.
hmm i think few ppls enough wait to BUMP it...
im still kinda waiting for this too Bump
I'm happy with my hud the way it is, but I wouldn't mind the radar map thing.
Jonty wrote on Fri, 27 April 2007 14:52 I'm happy with my hud the way it is, but I wouldn't mind the radar map thing. can show it?
JasonKnight wrote on Fri, 27 April 2007 10:59 im still kinda waiting for this too Agreed. -MathK1LL
Silent Kane why are you whining about bhs.dll when renguard gives you the credit "Silent Kane - Silent Kane lends his expertise towards several BHS projects, including RenGuard client application development." Nice Hud
Very nice hud!! Can anyone release it without the radar map 1st? I think a lot of people will want it.
i really want this awesome hud reminds me of the real Radar for san andreas, love it please release
bump... and pls i need coded pics of maps like jonwil show up. walls.tga canyon.tga/........and hud (alallal)
Wow.. Is that 3 topics you've bumped now, Scrin? :/
Ryu wrote on Thu, 18 October 2007 10:39 Wow.. Is that 3 topics you've bumped now, Scrin? :/ you dont want that hud?
i can redone that hud... but i need FULL hud scripts (its not in ren cd.. etk...lol) jonwil i think got all scripts, so please.....
Please release it! Does it run by a texture of the map or by the w3d? The original links get a 404
Scrin wrote on Thu, 18 October 2007 10:44 Ryu wrote on Thu, 18 October 2007 10:39 Wow.. Is that 3 topics you've bumped now, Scrin? :/ you dont want that hud? I accepted the fact that everyone who coded a hud like that doesn't want to release it.
Sir Kane wrote on Mon, 20 November 2006 12:50 Now THIS is the real HUD. His is just another cheap copy of an idea. Note: this is an early build so it doesn't check the radarmode. where did u get that hud?
Ryu wrote on Fri, 19 October 2007 09:18 Scrin wrote on Thu, 18 October 2007 10:44 Ryu wrote on Thu, 18 October 2007 10:39 Wow.. Is that 3 topics you've bumped now, Scrin? :/ you dont want that hud? I accepted the fact that everyone who coded a hud like that doesn't want to release it. ye that why im starting work with this hud.... (all be okey, lol ) i just need code (cant open .dll)
HORQWER wrote on Fri, 19 October 2007 09:32 Sir Kane wrote on Mon, 20 November 2006 12:50 Now THIS is the real HUD. His is just another cheap copy of an idea. Note: this is an early build so it doesn't check the radarmode. where did u get that hud? This is Kanes hud, he made it himself and won't share.
can som one teach me how to make those if i could make some i will share
IronWarrior wrote on Fri, 19 October 2007 13:27 HORQWER wrote on Fri, 19 October 2007 09:32 Sir Kane wrote on Mon, 20 November 2006 12:50 Now THIS is the real HUD. His is just another cheap copy of an idea. Note: this is an early build so it doesn't check the radarmode. where did u get that hud? This is Kanes hud, he made it himself and won't share. damn them!
IronWarrior wrote on Fri, 19 October 2007 12:27 HORQWER wrote on Fri, 19 October 2007 09:32 Sir Kane wrote on Mon, 20 November 2006 12:50 Now THIS is the real HUD. His is just another cheap copy of an idea. Note: this is an early build so it doesn't check the radarmode. where did u get that hud? This is Kanes hud, he made it himself and won't share. Which is fine, once someone steals your work then you will also have the choice not to share your stuff.
I wouldn't be too upset about Kanes hud, it's probably crap and thats why he wont release it. Most things look ok or even great in a single screen shot but in actual practice it probably just doesn't make the cut. His work reflects on him etc etc
Oblivion165 wrote on Mon, 22 October 2007 10:33 I wouldn't be too upset about Kanes hud, It's probably crap and thats why he wont release it. Most things look ok or even great in a single screen shot but in actual practice it probably just doesn't make the cut. His work reflects on him etc etc True, if a picture is worth 1000 words, then a movie is worth... something greater. Make a movie of the hud please sk, that way this topic will keep popping up for the next 2 years.
Oblivion165 wrote on Mon, 22 October 2007 12:33 I wouldn't be too upset about Kanes hud, it's probably crap and thats why he wont release it. Most things look ok or even great in a single screen shot but in actual practice it probably just doesn't make the cut. His work reflects on him etc etc I don't get what you're trying to say.. Are you trying to say that because Sir Kane doesn't release his stuff, its crap? lol People have made videos while using it, and I don't see any problems or anything wrong with it.. For some people it is hard to see the health and armor bars change but that's about it. Here's a video I found on youtube: http://youtube.com/watch?v=5Y7h8k1rXn8
Tunaman wrote on Mon, 22 October 2007 16:41 Oblivion165 wrote on Mon, 22 October 2007 12:33 I wouldn't be too upset about Kanes hud, it's probably crap and thats why he wont release it. Most things look ok or even great in a single screen shot but in actual practice it probably just doesn't make the cut. His work reflects on him etc etc I don't get what you're trying to say.. Are you trying to say that because Sir Kane doesn't release his stuff, its crap? lol People have made videos while using it, and I don't see any problems or anything wrong with it.. For some people it is hard to see the health and armor bars change but that's about it. Here's a video I found on youtube: http://youtube.com/watch?v=5Y7h8k1rXn8 .......you have this hud.... and..... did this guy kanezor from vid steal his hud. and sir kane now make Homer????
He didn't steal it. I gave it to him and various other people.
Sir Kane wrote on Tue, 23 October 2007 04:34 He didn't steal it. I gave it to him and various other people. zomg O_o why you not want give some parts to...ermm me? i didn do nothink wrong ftw sir sir sir
Because I don't want to. Can't be too hard to make it on your own, can it?
Sir Kane wrote on Tue, 23 October 2007 07:51 Because I don't want to. Can't be too hard to make it on your own, can it? yes you right... but im not so leet bhs,code creator like you or jon..... buy meybe can give 1 overhead map with ''your'' high quality...
Happy?!
Dthdealer wrote on Fri, 19 October 2007 02:55 Please release it! Does it run by a texture of the map or by the w3d? The original links get a 404
Who are all these newbies posting on the forums? And why is one asking about pony pooned?
Sir Kane wrote on Tue, 23 October 2007 12:16 Happy?! my ficking gOod... well thanks you ofcorse! its rocks! even with ''RoFlMfao'' damn whare did you get so nice qual....
BlueThen delivers. It may look crappy in some places... I edited the words out for yall... Sorz to Sir Kane, I'm guessing you were trying to make it "unstealable"... cause he probably purposely made it so I couldn't open it with photoshop.
Couldn't you just zoom out in LevelEdit and take a screenshot...?
Ethenal wrote on Tue, 23 October 2007 16:40 Couldn't you just zoom out in LevelEdit and take a screenshot...? ahh lol.... well i remove them about year ago....
Read bhs.txt included with the scripts and you can learn how to make such an HUD Jonwil's way. You'll probably need to fix a few things in shaderhud.cpp, and you're definately going to want to edit it if you want such things as flashing health/armor bars and a lot of other stuff.. I haven't worked on finishing my HUD in a while so I forgot what all I had to add.
1) Open leveledit file 2) Menu ~ Camera ~ Top 3) Menu ~ View ~ (Uncheck) Show editor only objects 4) Alt + "+" several times 5) Zoom back 6) If buildings are foggy: Menu ~ Vis ~ Reset Dynamic Culling System
Tunaman wrote on Tue, 23 October 2007 17:47 Read bhs.txt included with the scripts and you can learn how to make such an HUD Jonwil's way. You'll probably need to fix a few things in shaderhud.cpp, and you're definately going to want to edit it if you want such things as flashing health/armor bars and a lot of other stuff.. I haven't worked on finishing my HUD in a while so I forgot what all I had to add. im dont know why but my ren havent bhs.txt (ty Di3) and scripts.txt.. all cps+renguard installed... and i dont know how open or view .ddl libraries (and if shaderhud.cpp inside......)
Oblivion165 wrote on Tue, 23 October 2007 16:51 1) Open leveledit file 2) Menu ~ Camera ~ Top 3) Menu ~ View ~ (Uncheck) Show editor only objects 4) Alt + "+" several times 5) Zoom back 6) If buildings are foggy: Menu ~ Vis ~ Reset Dynamic Culling System ok love you... ..... so its was LE, im not used them for ages and forget ffs!! so thanks sir kane anyway for islands!
Scrin wrote on Tue, 23 October 2007 17:53 Tunaman wrote on Tue, 23 October 2007 17:47 Read bhs.txt included with the scripts and you can learn how to make such an HUD Jonwil's way. You'll probably need to fix a few things in shaderhud.cpp, and you're definately going to want to edit it if you want such things as flashing health/armor bars and a lot of other stuff.. I haven't worked on finishing my HUD in a while so I forgot what all I had to add. im dont know why but my ren havent bhs.txt (ty Di3) and scripts.txt.. all cps+renguard installed... and i dont know how open or view .ddl libraries (and if shaderhud.cpp inside......) google rentools and then download the scripts from sourceforge, everything you need is in there. I suggest using Visual C++ Express coz free and easy to install.
lol Ah, so it's LevelEdit...I was thinking we have to do something similar in GMAX.
Do it that way with island and compare the result with my overview. You will see a major difference.
SK's thingy is really flat, yours is more like positioned on a sphere (so slightly angled to the edges). -Ghost-
EDIT: Or you can just extract the w3d from always.dat and do similar in w3dview... EDIT2: Well forgot to hide the editor objects but meh. SK did use w3dview. Having tried the two W3dViewer is the way to go because there is no work involved at all. Extract the entire contents of a mix to a folder and open the main w3d. Camera ~ Top
ooh, i like it! thank you Jonwil
And the Hand of Nod still looks the same.
Oblivion's pics are still spherical, notice that you can only see one side of the Hon wall. -Ghost-
Ghostshaw wrote on Tue, 23 October 2007 18:07 Oblivion's pics are still spherical, notice that you can only see one side of the Hon wall. -Ghost- And his resolution sucks, too.
Ok then do what a normal person would do and change the fov... My give a damn level is here: __ | | | | | | | | <-- __ I just did this as an example so people could understand the basic idea.
Sir Kane wrote on Tue, 23 October 2007 18:06 And the Hand of Nod still looks the same. can you tell me one thing.... i just broke my mind with it lol... like,you join to server-server map is walls- you play there,blabla(your hud,ini got walls.tga)-them gdi or nod wins-you go to next map--what shows your radar now? its same walls (in other map like city) or you find the way how rotate hud.ini texture maps on server maps...like if you play in walls-radar show walls....you play city radar show city... without every time open hud and change texture to get same as servermap set right now......? its main thing i need to know pls ('_")
It automatically switches textures, if that's what you want to know. And stop believing that I use and hud.ini shit.
lol wow.. I thought you were getting the hang of it but I guess not. >.> Read over the part in bhs.txt about the scrolling map stuff again lol
Tunaman wrote on Tue, 23 October 2007 18:38 lol wow.. I thought you were getting the hang of it but I guess not. >.> Read over the part in bhs.txt about the scrolling map stuff again lol im reading it 100 times..there nothink says about how scoll maps... bhs log says: ''''' How the scrolling map feature works: If you turn it on with ScrollingRadarMap=true, you then need to set the settings for each map with something like JFW_Change_Radar_Map. Basicly, it draws the radar background the same as the normal radar code with the exception of the texture coordinates for the background texture.''''' wtf i dont understand meybe.... what a JFW_Change_Radar_Map.... no code how do it..... well same as in .cpp.. and lol there no hud veh code...(rofl meybe it was NOT ''vihicle''named..) sry not good