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HUDs

PostPosted: 2010-12-20 17:26:33
by Cyrax
Post your HUDs and updates there

Re: HUDs

PostPosted: 2010-12-20 21:03:20
by rzeka
Wrrr, I wanted to, but no one wanted to help me with tests.

P.S.
f-k bots

Re: HUDs

PostPosted: 2010-12-28 17:08:45
by Cyrax
Release planned on 30th Dec so update your HUDs if you want to see it in final zip

Re: HUDs

PostPosted: 2011-04-22 09:16:20
by LeopolD
Alright, so I imported my HUD from cpma (modeled after jibo's HUD optimal for cg_viewsize 90 with QL style health/ammo/armor layout), was suprisingly easy. It only choked on the keyword "fade" and commas used as separator (like "color 1, 2, 3, 4"). The weaponlist I had to renew.
My HUD below (unfinished):
Code: Select all

!DEFAULT

{

   color 1 1 1 1

   fontsize 8 12

   font ed1

   textstyle 1

}



#WeaponList

#{

#   rect 0 200 32 16

#   color 0.2 0.2 0.7 0.75

#   font id

#   fontsize 8 12

#   textalign r

#       time 1000

#       fadeout 200

#}

#

WeaponList

{

  color 1 1 1 0.9

  bgcolor 0.1 0.1 1 0.3 

  rect 0 200 32 200

  font ed1

  size 32 16               

  align L

#  valign C

  icon 0 0 12 12           

  select 0 1 32 12         

  count 16 0 16 12        

  textalign R              

  fontsize 8 12

  time 0

#  fadeout 100                   

}





StatusBar_HealthIcon

{

   rect 160 456 24 24

#   model "models/players/sarge/head.md3"

#     image "models/players/sarge/head_default.skin"

   image "models/players/sarge/icon_default.tga"

}



StatusBar_HealthCount

{

   rect 190 456 48 24

   font idblock

   fontsize 16 24

   textalign R

   style 1

}



NetGraph

{

  rect 592 0 48 24

  bgcolor 0.25 0.25 0.25 0.25

  fill

}



NetGraphPing

{

  rect 592 0 48 12

  textalign C

}





StatusBar_ArmorIcon

{

   rect 420 456 24 24

}



StatusBar_ArmorCount

{

   rect 450 456 32 32

   font idblock

   fontsize 16 24

   style 1

}





StatusBar_AmmoIcon

{

   rect 290 456 24 24

}





StatusBar_AmmoCount

{

     rect 320 456 24 24

     font idblock

     fontsize 16 24

   style 1

}





FPS

{

   rect 0 460 0 16

   color 1 1 1 0.5

   textalign L

}





GameTime

{

   monospace

   font id

   fontsize 16

   textstyle 1

   textalign c

#   style 111b

   color 1 1 0.5 0.7

   rect 0 4 640 12

}



#GameTime

#{

#   rect 0 16 640 16

#   font id

#   fontsize 12 16

#   textalign R

#   color 1 1 0.5 0.6

#   monospace

#}

#

#

GameType

{

   rect 0 20 640 24

   fontsize 20

   textalign C

   color 1 1 0.5 1

}



AmmoMessage {

   rect 0 50 640 12

   textalign C

   color 1 1 1 1

   font idblock

   fontsize 20

}



WarmupInfo

{

   rect 0 40 640 24

   fontsize 16

   textalign C

}





FollowMessage

{

   rect 0 400 640 12

   fontsize 16

   textalign C

}





SpecMessage

{

   rect 0 80 640 16

   fontsize 12 16

   textalign C

}





FragMessage

{

   rect 0 80 640 16

   fontsize 12 16

   textalign C

   time 1500

   fadeout 300

}





RankMessage

{

   rect 0 96 640 12

   textalign C

   time 1500

   fadeout 300

}





#PlayerSpeed

#{

#   rect 0 386 640 12

#   color 1 1 1 0.5

#   textalign R

#}





ItemPickup

{

   rect 24 384 640 16

   fontsize 12 16

   time 1500

   #fade 1 1 1 0.5

}





ItemPickupIcon

{

   rect 0 384 16 16

   time 1500

   # fading an image requires an alpha channel which the icons don't have  >:(

   #fade 1 1 1 0.5

}





TargetName

{

   rect 0 256 640 12

   textalign C

   time 500

}



TargetStatus

{

   rect 0 268 640 12

   textalign C

   time 500

   color 0.5 1 1 1

}





Chat1 { rect 0 372 640 12; time 3000; }

Chat2 { rect 0 360 640 12; time 3000; }

Chat3 { rect 0 348 640 12; time 3000; }

Chat4 { rect 0 336 640 12; time 3000; }

Chat5 { rect 0 324 640 12; time 3000; }

Chat6 { rect 0 312 640 12; time 3000; }

Chat7 { rect 0 300 640 12; time 3000; }

Chat8 { rect 0 288 640 12; time 3000; }





VoteMessageArena

{

   rect 0 60 640 16

   fontsize 12 16

   textalign C

}





VoteMessageWorld

{

   rect 0 76 640 16

   fontsize 12 16

   textalign C

   color 1 1 0 1

}



#Score_OWN   { rect 576 402 32 18; bgcolor T 0.075; fill; show 1023 }

#Score_NME   { rect 608 402 32 18; bgcolor E 0.333; fill; show 1023 }



Score_Limit { rect 610 444 30 12; textalign R; }

Score_OWN   { rect 610 456 30 12; textalign R; fontsize 12 12; bgcolor T 0.075; fill; show 1023; }

Score_NME   { rect 610 468 30 12; textalign R; fontsize 12 12; bgcolor E 0.333; fill; show 1023; }



#Score_Limit { rect 0 420 32 20; textalign R; fontsize 16 20; bgcolor 0.5 0.5 0.5 0.5; fill; }

#Score_OWN   { rect 0 440 32 20; textalign R; fontsize 16 20; bgcolor 1 1 1 0.5; fill; }

#Score_NME   { rect 0 460 32 20; textalign R; fontsize 16 20; bgcolor 0 1 0 0.5; fill; }





# that's all the DM stuff





#!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign R; }

Team1 { rect 460 372 180 12; monospace; fill; bgcolor T 0.075; textalign R; }

Team2 { rect 460 360 180 12; monospace; fill; bgcolor T 0.075; textalign R; }

Team3 { rect 460 348 180 12; monospace; fill; bgcolor T 0.075; textalign R; }

Team4 { rect 460 336 180 12; monospace; fill; bgcolor T 0.075; textalign R; }

Team5 { rect 460 324 180 12; monospace; fill; bgcolor T 0.075; textalign R; }

Team6 { rect 460 312 180 12; monospace; fill; bgcolor T 0.075; textalign R; }

Team7 { rect 460 300 180 12; monospace; fill; bgcolor T 0.075; textalign R; }

Team8 { rect 460 288 180 12; monospace; fill; bgcolor T 0.075; textalign R; }

#!DEFAULT { bgcolor 0 0 0 0; textalign L; }





# PowerUp1_Icon is also used for the O/D indicator in CTFS



PowerUp1_Icon { rect 608 264 32 32; }

PowerUp1_Time { rect 544 264 64 32; textalign R; fontsize 24 32; }



PowerUp2_Icon { rect 608 232 32 32; }

PowerUp2_Time { rect 544 232 64 32; textalign R; fontsize 24 32; }



PowerUp3_Icon { rect 608 200 32 32; }

PowerUp3_Time { rect 544 200 64 32; textalign R; fontsize 24 32; }



PowerUp4_Icon { rect 608 168 32 32; }

PowerUp4_Time { rect 544 168 64 32; textalign R; fontsize 24 32; }





FlagStatus_OWN { rect 608 400 32 32; color 1 1 1 1; }

FlagStatus_NME { rect 568 400 32 32; color 0 1 0 1; }





#TeamCount_OWN { rect 620 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; }

#TeamIcon_OWN  { rect 600 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/sarge/icon_default.tga"; }

#TeamCount_NME { rect 620 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; }

#TeamIcon_NME  { rect 600 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/sarge/icon_pm.tga"; }





// own score border

// horizontal lines

Fill { rect 609 456 30 1; bgcolor 1 1 1 0.7}

Fill { rect 609 467 30 1; bgcolor 1 1 1 0.7}



// vectical lines

Fill { rect 609 456 1 12; bgcolor 1 1 1 0.7}

Fill { rect 639 456 1 12; bgcolor 1 1 1 0.7}



#Fill        { rect 610 467 15 15; bgcolor T 0.075}

#Score_OWN   { rect 611 469 15 11}





#Fill        { rect 625 467 15 15; bgcolor E 0.25}

#Score_NME   { rect 626 469 15 11}







Some stuff is only copy/pasted from some other HUDs.

However, I had some slight problems:
Teamoverlay looks funky, weapon icon is placed on top player name.
Ammo count: When picking up RL, ammo count 10 is red (low ammo warning color), shouldn't be. Any workaround?

Re: HUDs

PostPosted: 2011-04-22 12:49:03
by LeopolD
Forget about the RL ammo screenshot, seems to work online (edawn FFA server).

Re: HUDs

PostPosted: 2011-04-23 21:16:00
by LeopolD
kk, new HUD with working team overlay.
Code: Select all

!DEFAULT

{

   color 1 1 1 1

   fontsize 8 12

   font ed1

   textstyle 1

}



#WeaponList

#{

#   rect 0 200 32 16

#   color 0.2 0.2 0.7 0.75

#   font id

#   fontsize 8 12

#   textalign r

#       time 1000

#       fadeout 200

#}

#

WeaponList

{

  color 1 1 1 0.9

  bgcolor 0.1 0.1 1 0.3 

  rect 0 200 32 200

  font ed1

  size 32 16               

  align L

#  valign C

  icon 0 0 12 12           

  select 0 1 32 12         

  count 16 0 16 12        

  textalign R              

  fontsize 8 12

  time 0

#  fadeout 100                   

}





StatusBar_HealthIcon

{

   rect 160 456 24 24

#   model "models/players/sarge/head.md3"

#     image "models/players/sarge/head_default.skin"

   image "models/players/sarge/icon_default.tga"

}



StatusBar_HealthCount

{

   rect 190 456 48 24

   font idblock

   fontsize 16 24

   textalign R

   style 1

}



NetGraph

{

  rect 592 0 48 24

  bgcolor 0.25 0.25 0.25 0.25

  fill

}



NetGraphPing

{

  rect 592 0 48 12

  textalign C

}





StatusBar_ArmorIcon

{

   rect 420 456 24 24

}



StatusBar_ArmorCount

{

   rect 450 456 32 32

   font idblock

   fontsize 16 24

   style 1

}





StatusBar_AmmoIcon

{

   rect 290 456 24 24

}





StatusBar_AmmoCount

{

     rect 320 456 24 24

     font idblock

     fontsize 16 24

   style 1

}





FPS

{

   rect 0 460 0 16

   color 1 1 1 0.5

   textalign L

}





GameTime

{

   monospace

   font id

   fontsize 16

   textstyle 1

   textalign c

#   style 111b

   color 1 1 0.5 0.7

   rect 0 4 640 12

}



#GameTime

#{

#   rect 0 16 640 16

#   font id

#   fontsize 12 16

#   textalign R

#   color 1 1 0.5 0.6

#   monospace

#}

#

#

GameType

{

   rect 0 20 640 24

   fontsize 20

   textalign C

   color 1 1 0.5 1

}



AmmoMessage {

   rect 0 50 640 12

   textalign C

   color 1 1 1 1

   font idblock

   fontsize 20

}



WarmupInfo

{

   rect 0 40 640 24

   fontsize 16

   textalign C

}





FollowMessage

{

   rect 0 400 640 12

   fontsize 16

   textalign C

}





SpecMessage

{

   rect 0 80 640 16

   fontsize 12 16

   textalign C

}





FragMessage

{

   rect 0 80 640 16

   fontsize 12 16

   textalign C

   time 1500

   fadeout 300

}





RankMessage

{

   rect 0 96 640 12

   textalign C

   time 1500

   fadeout 300

}





#PlayerSpeed

#{

#   rect 0 386 640 12

#   color 1 1 1 0.5

#   textalign R

#}





ItemPickup

{

   rect 24 384 640 16

   fontsize 12 16

   time 1500

   #fade 1 1 1 0.5

}





ItemPickupIcon

{

   rect 0 384 16 16

   time 1500

   # fading an image requires an alpha channel which the icons don't have  >:(

   #fade 1 1 1 0.5

}





TargetName

{

   rect 0 256 640 12

   textalign C

   time 500

}



TargetStatus

{

   rect 0 268 640 12

   textalign C

   time 500

   color 0.5 1 1 1

}





Chat1 { rect 0 372 640 12; time 3000; }

Chat2 { rect 0 360 640 12; time 3000; }

Chat3 { rect 0 348 640 12; time 3000; }

Chat4 { rect 0 336 640 12; time 3000; }

Chat5 { rect 0 324 640 12; time 3000; }

Chat6 { rect 0 312 640 12; time 3000; }

Chat7 { rect 0 300 640 12; time 3000; }

Chat8 { rect 0 288 640 12; time 3000; }





VoteMessageArena

{

   rect 0 60 640 16

   fontsize 12 16

   textalign C

}





VoteMessageWorld

{

   rect 0 76 640 16

   fontsize 12 16

   textalign C

   color 1 1 0 1

}



#Score_OWN   { rect 576 402 32 18; bgcolor T 0.075; fill; show 1023 }

#Score_NME   { rect 608 402 32 18; bgcolor E 0.333; fill; show 1023 }



Score_Limit { rect 610 444 30 12; textalign R; }

Score_OWN   { gtmask 8+16+32+64+128+256+512; rect 610 456 30 12; textalign R; fontsize 12 12; bgcolor T 0.075; fill; show 1023; }

Score_NME   { gtmask 8+16+32+64+128+256+512; rect 610 468 30 12; textalign R; fontsize 12 12; bgcolor E 0.333; fill; show 1023; }

Score_OWN   { gtmask 1+2+4; rect 610 456 30 12; textalign R; fontsize 12 12; bgcolor 0 0 1 0.5; fill; show 1023; }

Score_NME   { gtmask 1+2+4; rect 610 468 30 12; textalign R; fontsize 12 12; bgcolor 1 0 0 0.5; fill; show 1023; }



#Score_Limit { rect 0 420 32 20; textalign R; fontsize 16 20; bgcolor 0.5 0.5 0.5 0.5; fill; }

#Score_OWN   { rect 0 440 32 20; textalign R; fontsize 16 20; bgcolor 1 1 1 0.5; fill; }

#Score_NME   { rect 0 460 32 20; textalign R; fontsize 16 20; bgcolor 0 1 0 0.5; fill; }





# that's all the DM stuff





#!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign R; }

Team1 { rect 460 372 180 12; proportional; fill; bgcolor T 0.075; textalign R; size 80 60 20 20; }

Team2 { rect 460 360 180 12; proportional; fill; bgcolor T 0.075; textalign R; size 80 60 20 20; }

Team3 { rect 460 348 180 12; proportional; fill; bgcolor T 0.075; textalign R; size 80 60 20 20; }

Team4 { rect 460 336 180 12; proportional; fill; bgcolor T 0.075; textalign R; size 80 60 20 20; }

Team5 { rect 460 324 180 12; proportional; fill; bgcolor T 0.075; textalign R; size 80 60 20 20; }

Team6 { rect 460 312 180 12; proportional; fill; bgcolor T 0.075; textalign R; size 80 60 20 20; }

Team7 { rect 460 300 180 12; proportional; fill; bgcolor T 0.075; textalign R; size 80 60 20 20; }

Team8 { rect 460 288 180 12; proportional; fill; bgcolor T 0.075; textalign R; size 80 60 20 20; }

#!DEFAULT { bgcolor 0 0 0 0; textalign L; }





# PowerUp1_Icon is also used for the O/D indicator in CTFS



PowerUp1_Icon { rect 608 264 32 32; }

PowerUp1_Time { rect 544 264 64 32; textalign R; fontsize 24 32; }



PowerUp2_Icon { rect 608 232 32 32; }

PowerUp2_Time { rect 544 232 64 32; textalign R; fontsize 24 32; }



PowerUp3_Icon { rect 608 200 32 32; }

PowerUp3_Time { rect 544 200 64 32; textalign R; fontsize 24 32; }



PowerUp4_Icon { rect 608 168 32 32; }

PowerUp4_Time { rect 544 168 64 32; textalign R; fontsize 24 32; }





FlagStatus_OWN { rect 608 400 32 32; color 1 1 1 1; }

FlagStatus_NME { rect 568 400 32 32; color 0 1 0 1; }





#TeamCount_OWN { rect 620 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; }

#TeamIcon_OWN  { rect 600 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/sarge/icon_default.tga"; }

#TeamCount_NME { rect 620 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; }

#TeamIcon_NME  { rect 600 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/sarge/icon_pm.tga"; }





// own score border

// horizontal lines

Fill { rect 609 456 30 1; bgcolor 1 1 1 0.7}

Fill { rect 609 467 30 1; bgcolor 1 1 1 0.7}



// vectical lines

Fill { rect 609 456 1 12; bgcolor 1 1 1 0.7}

Fill { rect 639 456 1 12; bgcolor 1 1 1 0.7}



#Fill        { rect 610 467 15 15; bgcolor T 0.075}

#Score_OWN   { rect 611 469 15 11}





#Fill        { rect 625 467 15 15; bgcolor E 0.25}

#Score_NME   { rect 626 469 15 11}






Re: HUDs

PostPosted: 2011-04-26 12:49:52
by LeopolD
Two errors in my HUD:

FlagStatus_OWN/NME: colors need to be removed.
TeamX: First size parameter must be changed from 80 to 60.

Updated (and cleaned up) HUD here:
http://pastebin.com/R8CwbBd0

Re: HUDs

PostPosted: 2011-04-26 14:38:04
by Cyrax
Btw there is special powerup element for flags http://edawn-mod.org/binaries/edawn/doc ... werup0icon

Re: HUDs

PostPosted: 2011-04-26 17:31:59
by LeopolD
Now with Powerup0_Icon:P

Re: HUDs

PostPosted: 2011-04-27 19:39:26
by LeopolD
The red ammo count for RL in the screenshot above is because OSP has max ammo 200 for weapons, when picking up RL,GL,RG ammo count (10) is red, I think.