View Full Version : [WIP] Battlefield 3 UI
Dozo
April 9th, 2012, 03:32 AM
Hey Modacity, as you've probably guessed, I'm working on a UI for Halo: Custom Edition based off Battlefield 3.
Concepts:
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(Click for Larger)
Now to find Purista
Looking for critiques, suggestions etc...
Amit
April 9th, 2012, 12:11 PM
BF3 doesn't exactly have the best UI. I can see it working, though, since it's simple enough. Any ideas for the HUD? Or you're just doing the menus?
Kornman00
April 9th, 2012, 12:19 PM
Just as long as there's no fucking rediculous start menu that requires interaction to actually get to the real menu (fuck your UI designers, DICE). Or an over the top splash screen.
Interesting concepts so far. I.E., keep doing what you're doing.
ThePlague
April 9th, 2012, 12:49 PM
Why don't you make it so whenever you want to join a game or check your stats, you have to view a webpage? :smugsome:
Limited
April 9th, 2012, 01:17 PM
You know what I really like that concept design. Keep it going.
Dozo
April 10th, 2012, 06:48 AM
27432745The HUDs for reference.
The thing with the Battlefield HUD is that is very different from Halo's HUD and some features are different or removed entirely. One of these being a grenade icon. If I were to create it, it would lack a few BF features like a the map (lower left) which is an actual map, not just a radar. Would have loved that feature though.
Okay, on to updates. I've worked out the main menu layout but I've run into an aesthetics problem. In the Battlefield 3 main menu you've got a background of various vehicles while mine is bare. Any ideas for the background? I could just shop some Halo vehicles into the background but I'd like to see what you guys think.
Progress so far
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E: wtf is up with that attached thumbnail
jcap
April 10th, 2012, 10:50 AM
Don't forget, it's going to look a whole lot crappier once you get it in-game. Unless you miraculously find out a way to use high resolution bitmaps in a UI, your elements are going to be scaled up from a maximum size of 640x480.
Also you'll need to figure out how to reliably script getting rid of the HUD and desaturate+color the background when you pause. I'm sure OS could do this, but then you'd either need to rely on all players to have OS or you would need some tradeoff for people without OS (without crashing the client).
Let us know if you figure this out because I need to do the same this summer.
Limited
April 10th, 2012, 11:15 AM
Don't forget, it's going to look a whole lot crappier once you get it in-game. Unless you miraculously find out a way to use high resolution bitmaps in a UI, your elements are going to be scaled up from a maximum size of 640x480.
Also you'll need to figure out how to reliably script getting rid of the HUD and desaturate+color the background when you pause. I'm sure OS could do this, but then you'd either need to rely on all players to have OS or you would need some tradeoff for people without OS (without crashing the client).
Let us know if you figure this out because I need to do the same this summer.
I havent looked into how the hud and UI system works in Halo so this may be completely pointless. But can you use a blue bitmap that has like 30% opacity?
Dozo
April 10th, 2012, 11:36 AM
I havent looked into how the hud and UI system works in Halo so this may be completely pointless. But can you use a blue bitmap that has like 30% opacity?
You could, but you would have residual other colours left over at 30% What I think BF does is: Switch to Black/White>Raise Light Contrast>Blurred Blue Overlay which may or may not be possible in halo.
Limited
April 10th, 2012, 11:44 AM
You could, but you would have residual other colours left over at 30% What I think BF does is: Switch to Black/White>Raise Light Contrast>Blurred Blue Overlay which may or may not be possible in halo.Well yeah BF3 has access to its own code so it will make it how it wants it to look. The image is definitely monochrome and then a colour layed on top. I was just trying to think how we could do it in Halo, as we have limited access.
If you could make the menu systems + pause screen work thats all I would want really. Any of the like in-game hud stuff I dont really care for too much.
Sean Aero
April 10th, 2012, 08:28 PM
Any of the like in-game hud stuff I dont really care for too much.
I feel the same, digging the menu.
jcap
April 10th, 2012, 08:42 PM
It looks like total ass if you use a transparent background. It just turns the background into multicolored shit. You're better off removing the background entirely or dimming it black.
Dozo
April 12th, 2012, 10:35 AM
Ugh, more problems. The pause menu this time. In BF3, for every level in the campaign, there is a different level image, difficulty and level name on the pause screen in addition to the various options. In Multiplayer however (See below) you are provided with your team, various objectives and a map of the battlefield. My question is, Is there any way the HCE UI can tell what type of map your running may it be SP be or MP? Also, are any of the functions above like team and difficulty possible for a Halo UI?
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Kornman00
April 12th, 2012, 02:05 PM
Every map has the UI tags built directly into it, save for stock tag data that is also found in loc.map. If someone changes a tag that appears in there, that modified tag is added to the map instead of using the non-modified tag.
Timo
April 12th, 2012, 07:09 PM
The only way to get your UI onto stock maps is to upload your own version to halomaps or somewhere else with your tags added.
Dozo
April 12th, 2012, 08:28 PM
Noted. Thanks for that.
E: Would have been working on the server browser but Halo's being a bitch :/
Started on game modes instead.
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Dozo
April 20th, 2012, 06:07 AM
Updates.
I've had a lapse of progress due to several surprise exams.
Anyway, finished the server browser.
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Game creation screen is nearing completion as well.
Sean Aero
April 20th, 2012, 07:07 AM
Looks sweet, do you think it's possible to increase the Mode column so the full text is shown and decrease the players column as it never goes beyond 5 characters?
jcap
April 20th, 2012, 06:23 PM
Oh that's cool.
Let me know if applying filters on the server browser itself actually works. idk if it does. Never gave it a thought. Could be hard coded in which case you're screwed. Also, you can't change the number of servers displayed per page.
Amit
April 20th, 2012, 07:26 PM
Oh that looks sweet. Do want.
Dozo
April 28th, 2012, 09:03 AM
I've fixed the proportions as per Sean's suggestions. As for Jcap, I can't seem to find an option to merge the filter and browser screens but I swear I've seen it happen in another ui. Might have been kirby's yelo
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To the left is the screen for stuff like quitting the game and checking if you want to save settings.
The right is pretty self explanatory. It's the color selection screen. I'd like to use an MC biped image
for each of the colours in the white box on the right but I really do not want to use the stock MC.
Updated the background as well (finally found a clear version)
Amit
April 28th, 2012, 05:33 PM
Who needs Delta UI if this completes :D
Timo
April 28th, 2012, 08:41 PM
While these concepts are pretty sweet Dozo, don't forget everything needs to fit inside a 640x480 window. The background will scale up from that as well, so it won't look that nice for people running at 1920x1080. I got Veegie to render an MC for us for the DH UI, I don't think he/jcap would have any objections for you to use it, jcap should still have it.
jcap
April 28th, 2012, 09:42 PM
Yeah everything Timo said. You should really make a proof of concept to see how things are going to turn out in-game. You may be disappointed and be forced to change some things.
Also, as Timo said, if you want a new Chief render then you can have the one from our UI.
Dozo
May 6th, 2012, 01:27 AM
Thanks for the feedback. I noticed the degraded image quality when I ingamed part of the main menu this morning. My question is, wouldn't creating the assets at a higher DPI theoretically fix the issue of degraded image quality? Also thanks for the Chief render, I'll have it and of course credit.
jcap
May 6th, 2012, 02:35 AM
DPI is irrelevant if a maximum of 640x480 pixels can be displayed.
Dozo
May 6th, 2012, 03:49 AM
Got it. (testing next solution)
Dozo
May 20th, 2012, 07:23 AM
As an alternative for having just a flat image background, would be following the actual Battlefield 3 method be viable? What I mean is have a textured surface (the road) stretching out into the distance where it meets another vertical textured surface in this case the city in the background. IDK if I'm explaining this the right way so pics.
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Higuy
May 20th, 2012, 02:17 PM
That seems like a pretty viable option, yes.
Donut
May 20th, 2012, 03:14 PM
if youre asking if you can have 3d geometry and a camera in your ui background, then yes, you absolutely can.
Amit
May 20th, 2012, 03:22 PM
That's a lot of work, though, isn't it?
Higuy
May 20th, 2012, 04:10 PM
That's a lot of work, though, isn't it?
Compared to most other UI skyboxes, no, that is relatively simple and still can look pretty good if pulled off correctly.
Amit
May 20th, 2012, 10:27 PM
Oh right, it would look best as a skybox.
jcap
May 21st, 2012, 01:04 AM
You can also give it the smoke effect with the background as a model.
Sean Aero
June 15th, 2012, 05:01 PM
Any news on this?
Dozo
June 15th, 2012, 11:14 PM
Not really, most of the functions, assets and the like are in progress. That and a lot of troubleshooting.
Sean Aero
June 16th, 2012, 02:43 AM
Not really, most of the functions, assets and the like are in progress. That and a lot of troubleshooting.
Well I hope you'll be able to finish it, it's a very promising fresh new look.
Timo
June 16th, 2012, 02:50 AM
Not really, most of the functions, assets and the like are in progress. That and a lot of troubleshooting.
Good luck man. Exceptions are damn annoying when tooling around with widgets.
homebrued
September 12th, 2012, 02:29 PM
Update?
Dozo
September 15th, 2012, 04:35 AM
Not really, most of the functions, assets and the like are in progress. That and a lot of troubleshooting.
I'm getting there. While the majority of the work is getting stuff to cooperate in the UI, recently I replaced all of the default mp menu map images with new ones.
Sample Images:
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Amit
September 15th, 2012, 01:21 PM
Nice. What's with the darkish filter on the images, though? It looks nice for Timberland and Sidewinder, but it makes the shadowed areas in the Blood Gulch image seem too dark. Why not use a vibrant version of that one?
itszutak
September 15th, 2012, 02:55 PM
Nice. What's with the darkish filter on the images, though? It looks nice for Timberland and Sidewinder, but it makes the shadowed areas in the Blood Gulch image seem too dark. Why not use a vibrant version of that one?I think the idea is to replicate BF3's color pallet, which is fairly desaturated.
Amit
September 15th, 2012, 05:54 PM
I think the idea is to replicate BF3's color pallet, which is fairly desaturated.
Battlefield 3 doesn't look like that. That's what Unreal Tournament 3 looks like. Battlefield 3 just has that gay blue filter over everything.
Dozo
September 15th, 2012, 09:33 PM
The map images in the BF3 Multiplayer menu don't use the blue filter while the loading images do.
As BF3 pc doesn't use an ingame mp menu, I looked to consoles for some inspiration.
Anyway:
I agree the saturation filter for Blood Gulch was over the top. It was one of the maps I tested
the saturation filter on and I was never totally happy with it. I've gone back and redone it, thoughts?
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Amit
September 16th, 2012, 02:06 AM
That's interesting. Well, it does look better now.
ncascouts
September 17th, 2012, 05:21 PM
I cant wait till this comes Out!
Im just really waiting this looks cool!
Approved :)
Any Updates? Us players cant keep waiting lol.
homebrued
September 17th, 2012, 05:21 PM
Glad to hear its moving forward. Nice images btw.
Cortexian
September 21st, 2012, 02:03 AM
ncascouts, I just merged all three of your posts. Please don't make a new post if you have the last post in a thread. Instead, use the http://www.modacity.net/forums/styles/modacity/buttons/edit.gif button to add to your last post.
ncascouts
November 14th, 2012, 06:36 PM
Ok so when is this coming how far did you make it to finish the UI.map?
=sw=warlord
November 15th, 2012, 01:43 AM
-when it's done-
Dozo
February 9th, 2014, 08:41 AM
Well, this hasn't been updated since 2012.
Pretty much all progress on this stopped soon after the revelation that the various UI elements would be scaled to 640x480 and then back up to 1080p. It looked horrible. Absolutely, train-wreckingly horrible. After putting all the small intricate details into the existing elements I just didn't see the point of continuing if it was all going to be a blurry pixelated mass anyway. Now, I am interested in picking this up again since I have all the source files (the only thing unfinished is the options menu) and a few tests in the game itself but only if there is a way to resolve the issue of Halo scaling down the image.
I've actually thought of a possible way to do it. Now, as is established, a UI can only display flat images at 640x480 but what is the limit of the size of images inside the game engine itself? In the same way a wall is textured, images could be textured on a flat surface and UI buttons that are invisible (somehow) are placed over the top of them so when you click on a part of the image, an action would be performed. I think this might be better illustrated by an image:
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Is there anything wrong with this theory? I haven't tested it out myself since I'm away from where I've got Halo installed but I'm interested in getting this UI finished if this actually works. Any feedback would be great thanks.
Higuy
February 9th, 2014, 09:22 AM
Pretty sure the max resolution is 4096x4096. Thats kinda unnecssary though, as you could just break up the elements into smaller textures while still retaining 1080p if your going to use geometry.
There dosen't seem anything wrong with the theory but I have no idea how you will animate the textures when they are clicked on/hovered etc
p.s i think you might be wrong about the ui elements, ive seen some UI's that definitely look nice at 1080p??
Dozo
February 9th, 2014, 07:11 PM
Yeah I wasn't planning on having the UI as one big image but rather cutting it up into the buttons, foreground objects and background objects.
please direct me to these UI's. I haven't seen one yet that isn't downscaled.
Timo
February 10th, 2014, 03:22 AM
Yeah I never found a way to do this while working on the delta halo UI. You could use ingame textures models but you'd likely run into issues with people using different FOVs?
Dozo
February 10th, 2014, 08:09 AM
I thought of this problem too and tbh, it's just something I think I'm going to have to live with. I'll be sure to give people ample warning to set their FOV to 90 or something.
Higuy
February 10th, 2014, 09:18 AM
Or you could just use the actual ui elements traditionally, suffer the loss of having your work a bit downsized but still having a nice working UI that everyone can use...
Dozo
February 10th, 2014, 05:26 PM
This is one part me trying to retain the highest visual quality possible but also trying to do things that haven't been done before. As far as I know, nobody has ever made a UI like this.
Timo
February 11th, 2014, 01:25 AM
How are you planning on getting the map to update upon clicks? You'll need a pretty beefy set of scripts to keep up with the number of menus, and ways to navigate. Another thing I couldn't quite get working was a script to function when the escape button was pressed instead of clicking the go back button.
Dozo
February 11th, 2014, 06:56 AM
Setting up navigation should be relatively simple; pressing button x will send you to another set of invisible buttons and images.
One thing I've forgot to mention is that the button-image method I've proposed applies to the main areas of navigation such as the campaign and multiplayer menus while the less navigated areas eg key bindings and audio/video options will simply be an ordinary UI part. I'm content with providing the highest quality imagery for what users see the most (map selection) and keeping the rest simple.
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