Animated Crosshairs

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Comments

  • Dark_SoulDark_Soul Hive King Join Date: 2003-11-11 Member: 22527Members
    <!--QuoteBegin--vP-|Pikey+Dec 22 2003, 03:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (vP-|Pikey @ Dec 22 2003, 03:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> "The Specialists" mod has a semi-animated xhair... maybe if you emailed them, they'd help out. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    it's coded <img src='http://www.unknownworlds.com/forums/style_images/2/icon3.gif' border='0' alt='user posted image'>
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    edited December 2003
    <!--QuoteBegin--Verthandi+Dec 22 2003, 05:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Verthandi @ Dec 22 2003, 05:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'll be enlightened as to how you would go about achieving that.  AFAIK, there is no way to reposition the HUD elements without changing the code, but I'd love to be wrong on this. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>hud.txt</b>
    number_0  640 640hud7 0 0 20 24
    number_1  640 640hud7 24 0 20 24
    number_2  640 640hud7 48 0 20 24
    number_3  640 640hud7 72 0 20 24
    number_4  640 640hud7 96 0 20 24
    number_5  640 640hud7 120 0 20 24
    number_6  640 640hud7 144 0 20 24
    number_7  640 640hud7 168 0 20 24
    number_8  640 640hud7 192 0 20 24
    number_9  640 640hud7 216 0 20 24<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    For every number, you'd have to make its own sprite. It would have to be about 1/4 the size of the screen (so that the top right corner is where the crosshair would be). Then put the numbers in the top right corner of its sprite, and specify its range in hud.txt to be the entire sprite. Then, when the game draws the number sprite, it will center it in the bottom-left corner of the screen, but since the actual number is near the top right, the number will end up coming up near the crosshair.

    Of course, that's a lot of work, and it might not even work; I assumed that the game would try to fit the entire sprite onscreen (ie use its bottom left corner as the reference point). You can try if you want <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • VerthandiVerthandi Join Date: 2002-12-12 Member: 10687Members, NS1 Playtester
    Trying won't be necessary. If you really tried to offset the sprites, think about what would happen to the ammo count. It, too, would be offset, and pushed off the screen.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    <!--QuoteBegin--Windelkron+Dec 22 2003, 08:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Dec 22 2003, 08:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Verthandi+Dec 22 2003, 05:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Verthandi @ Dec 22 2003, 05:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'll be enlightened as to how you would go about achieving that.  AFAIK, there is no way to reposition the HUD elements without changing the code, but I'd love to be wrong on this. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>hud.txt</b>
    number_0  640 640hud7 0 0 20 24
    number_1  640 640hud7 24 0 20 24
    number_2  640 640hud7 48 0 20 24
    number_3  640 640hud7 72 0 20 24
    number_4  640 640hud7 96 0 20 24
    number_5  640 640hud7 120 0 20 24
    number_6  640 640hud7 144 0 20 24
    number_7  640 640hud7 168 0 20 24
    number_8  640 640hud7 192 0 20 24
    number_9  640 640hud7 216 0 20 24<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    For every number, you'd have to make its own sprite. It would have to be about 1/4 the size of the screen (so that the top right corner is where the crosshair would be). Then put the numbers in the top right corner of its sprite, and specify its range in hud.txt to be the entire sprite. Then, when the game draws the number sprite, it will center it in the bottom-left corner of the screen, but since the actual number is near the top right, the number will end up coming up near the crosshair.

    Of course, that's a lot of work, and it might not even work; I assumed that the game would try to fit the entire sprite onscreen (ie use its bottom left corner as the reference point). You can try if you want <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Won't work, cuz sprites are 256x256 max.
    Plus, the other numbers won't OVERLAP.. so they'll be pushed aside. 256 pixels further <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    could we do it so we had two bars either side of the crosshair, or have i missed something?
  • g0opyg0opy Join Date: 2003-11-02 Member: 22233Members, Constellation
    I did a animated 1, but it only plays frame 1 <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • pikeypikey Join Date: 2003-06-16 Member: 17406Members
    <!--QuoteBegin--Dark Soul+Dec 22 2003, 04:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dark Soul @ Dec 22 2003, 04:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--vP-|Pikey+Dec 22 2003, 03:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (vP-|Pikey @ Dec 22 2003, 03:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> "The Specialists" mod has a semi-animated xhair... maybe if you emailed them, they'd help out. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    it's coded <img src='http://www.unknownworlds.com/forums/style_images/2/icon3.gif' border='0' alt='user posted image'> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    they KNOW how to do it.. so bug them for help <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Ive looked into the HL SDK tonight.
    Seems like all the NS team needs to change is 2 lines of code and the crosshair can animate easily <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • SilentMurdererSilentMurderer Join Date: 2002-10-30 Member: 1751Members
    BP, please tell Max or Flay about that, scince most of the´"Forum-snakes" don't know anything about that kind of stuff.
  • RellixRellix Join Date: 2003-02-15 Member: 13572Members, Constellation, Reinforced - Shadow
    Bumpydybump in the night!

    Mmm the possibilaties.....
  • Lord_MaldazzarLord_Maldazzar Join Date: 2003-11-01 Member: 22193Members
    hope the NS-team will change those 2 command lines, an animated crosshair would be real nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    can some1 send this request to flayra or somebody else? i dont like to send it, cos my english suxx ^^
    (/me is from germany). thx guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • PhycoPhyco Omnipotent Join Date: 2003-12-24 Member: 24730Members
    put it up in the suggestions board
  • Lord_MaldazzarLord_Maldazzar Join Date: 2003-11-01 Member: 22193Members
    i already did. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Black_ViperBlack_Viper Join Date: 2003-12-08 Member: 24157Members
    I've got an animated crosshair, but its so dark you can barely see it, and every time i try to lighten it nothing happenes, so i put it back to normal. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
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