Marine GUI Mod

xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
edited June 2011 in Modding
I worked a bit on the mini map icons yesterday, didnt get a chance to completely test them out. (looks like its not 100% implemented anyways)

Visions Marine HUD B163 (compatible up to B166)

-Starting to rethink the look of the hud a little bit.. with the borders.. which i like.. but mabye needs to be more glowy. looking overall

-Here's some of the marine ones.. may look famliar lol :P, they all have hit marker shown in screen
-Might do some alien ones

<a href="http://img714.imageshack.us/i/okkkl.jpg/" target="_blank"><img src="http://img714.imageshack.us/img714/8102/okkkl.th.jpg" border="0" class="linked-image" /></a>



<a href="http://imageshack.us/photo/my-images/42/samplepi.png/" target="_blank"><img src="http://img42.imageshack.us/img42/2646/samplepi.th.png" border="0" class="linked-image" /></a>

<a href="http://imageshack.us/photo/my-images/213/sample2m.png/" target="_blank"><img src="http://img213.imageshack.us/img213/8984/sample2m.th.png" border="0" class="linked-image" /></a>

Comments

  • L34DL34D Join Date: 2007-12-28 Member: 63280Members
    hiho,
    good stuff. :D
    But i think the Health and Armorbar should be brighter. You don´t see the healthbar in corner of the eye in the fight.

    Can you do another GUI like in Crysis or F.E.A.R 2. The GUI in Crysis/F.E.A.R 2 feels more realistic in the way that you have the GUI in front of your eyes.
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    I'm going to start releasing the updates for this hud mod now, first one is top of thread
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Combined with your message icon mod, this looks great. Keep up the good work!
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    There's more coming, Onos Ate Me has me convinced he is the IBM super LUA coding machine. Still a few bugs in the new feature and the graphics need work so it looks good.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    It would be good to know the ammo count of all your weapons at a glance, as well as status of your fellow teammembers (dead/alive).
    Keep up the good work!
  • L34DL34D Join Date: 2007-12-28 Member: 63280Members
    hiho,
    I have a suggestion. Dont like the "squad list" from UWE. It isn´t integrate to the userinterface right now. Would be cool if you can add it more to the userinterface. Maybe create a frame for the squadlist or include the list in your interface.

    Some examples:
    <a href="http://s13.directupload.net/file/d/2418/mqw8ejyt_png.htm" target="_blank"><img src="http://s13.directupload.net/images/110128/temp/mqw8ejyt.png" border="0" class="linked-image" /></a>
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    edited January 2011
    I don't understand the squad mechanics yet and how its goings to work. I don't think anyway it will be like it is, which is dynamic blobs of people your standing next to lol. Once we know how it works then give it a shot.

    Lol.. i actually feel like its gonna be looking like World of warcraft party interface, in the sense that it will be displaying health/ammo/primary weap/armor upgrade(exo,jp).

    I like where they put your squad members though i definitely would have done the same spot.

    Trick is to keep it super super super uncluttery and slick, no wider than the current HUD and barely taller...anyways thats how id go about it.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    I agree with the idea the interface needs to appear as if it is projected by the helmet. FEAR 2 is a good example.

    <a href="http://www.youtube.com/watch?v=XGE6GYiNENA" target="_blank">http://www.youtube.com/watch?v=XGE6GYiNENA</a>
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    yeah it looks cool, i also llike the idea of the hud moving around some when your firing or getting hit :P, i dun know how you'd go about that.. but it would be cool
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    Don't mean to bump, but want to see if anyone knows how to do this...

    "The biggest thing i want to do is get it so that it looks like a screen, i have asked a bunch of people and i don't think its possible at this time? To make it like crysis or fear.. so that its not just displayed flatly.. its actually existing and has perspective. So if you know.. please let me know."

    The text and the GUIGraphicsItems have to beable to be spun essentially
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    Forgive my ignorance, but could you just draw the 2d texture to look 3d like it's bent front being projected onto a helmet instead of actually trying to bend it?
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    edited February 2011
    yeah you can distort perspective i tried doing it that way first. It just is not the right way to do it and i don't think it would look right and also getting things placed and the coding.. just would be a mess


    It looks pretty slick so far i think anyways.. still need to work on the look of the bars some and get the coding done.. the perspective thing will probably be last.. i wont have time to work on this really til thursday or friday


    I mean i didn't plan for it to be extremely curved only slightly more just rotated. its Mabye 1.5x the size of the original hud so just little bigger.

    I haven't looked at the low health animation yet.

    I'm a coding noob anyways, maybe ill show you the hud after i get the bars finished.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    Thinking about the whole "curved screen" thing, have you looked at how the full-screen cinematics (like the low-health effect) are implemented? It's likely that the best way to implement the curved GUI is just to make the texture curved, but you can then render it at an offset

    It may also be possible to write a shader which enhances the "curvature" effect and by reflecting and refracting some light from the surrounding environment? Some examples are here: <a href="http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter19.html" target="_blank">http://http.developer.nvidia.com/GPUGems2/..._chapter19.html</a>. It should be possible to write this into a .fx file and call it the same way as the low-health effect.
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    <!--quoteo(post=1831921:date=Feb 13 2011, 04:01 PM:name=MCMLXXXIV)--><div class='quotetop'>QUOTE (MCMLXXXIV @ Feb 13 2011, 04:01 PM) <a href="index.php?act=findpost&pid=1831921"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thinking about the whole "curved screen" thing, have you looked at how the full-screen cinematics (like the low-health effect) are implemented? It's likely that the best way to implement the curved GUI is just to make the texture curved, but you can then render it at an offset

    It may also be possible to write a shader which enhances the "curvature" effect and by reflecting and refracting some light from the surrounding environment? Some examples are here: <a href="http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter19.html" target="_blank">http://http.developer.nvidia.com/GPUGems2/..._chapter19.html</a>. It should be possible to write this into a .fx file and call it the same way as the low-health effect.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Actually, something along the lines of lens/barrel distortion would be more applicable. Though how to implement it exactly I do not know.

    <a href="http://mi3.shef.ac.uk/publications/DistCorrImage_G1.pdf" target="_blank">http://mi3.shef.ac.uk/publications/DistCorrImage_G1.pdf</a> <- Algorithm for lens distortion correction (inverse to cause lens distortion?)
  • derWalterderWalter Join Date: 2008-10-29 Member: 65323Members
    <!--quoteo(post=1832954:date=Feb 17 2011, 09:25 PM:name=Zuriki)--><div class='quotetop'>QUOTE (Zuriki @ Feb 17 2011, 09:25 PM) <a href="index.php?act=findpost&pid=1832954"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually, something along the lines of lens/barrel distortion would be more applicable. Though how to implement it exactly I do not know.

    <a href="http://mi3.shef.ac.uk/publications/DistCorrImage_G1.pdf" target="_blank">http://mi3.shef.ac.uk/publications/DistCorrImage_G1.pdf</a> <- Algorithm for lens distortion correction (inverse to cause lens distortion?)<!--QuoteEnd--></div><!--QuoteEEnd-->













    muuuuuuuuuuch too heavy! this is physical correct correction.
    we just need something which looks like it - i think ^^
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    edited February 2011
    yeah my brain exploded. as far as I know(i don't know much)best way to do it.. is to mount it to a model like the rifle/shotgun/pistol displays.. you could actually animate it moving some that way too
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    You doing anymore work on this xvision or are you waiting until a more stable and complete version comes out or is this done how it is?
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    edited June 2011
    I mean i have time now, i will be working on it again hopefully this week. It totally isn't working right now though and i haven't really tried to fix it. I mean when i started i had 0 experience coding, so i was learning lua and making graphics for it. It just takes alot of time for me to do the LUA side of it more than anything just because i have limited knowledge. But yeah i mean ill start posting stuff up soon, even the art if people want to take a crack at it... its for everyone in the community.
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