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Thread: Custom HUD?

  1. #31
    Entity Zero PlasbianX's Avatar
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    Re: Custom HUD?

    Quote Originally Posted by Boo Diddly View Post
    wow, thats a nice hud idea. it probably would be better if that was for halo 2 because of the secondary weapon and displaying both gernades
    Yea, im working on a slightly modified version for CE, and that will be for H2. Some of the effects for it are only possible in H2V anyways.

    EDIT: And that little lightning bolt, is for your flashlight power :P. Its the energy bar.
    But armor... hmm... dunno if thats possible. Id have to look into it.
    Last edited by PlasbianX; September 20th, 2006 at 08:07 PM.
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  2. #32
    Senior Member Chewy Gumball's Avatar
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    Re: Custom HUD?

    It would either be a separate bitmap, or just a colour box in the shield part of the tag.
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  3. #33

    Re: Custom HUD?

    Quote Originally Posted by PlasbianX View Post
    And that little lightning bolt, is for your flashlight power :P. Its the energy bar.
    But armor... hmm... dunno if thats possible. Id have to look into it.
    Damn, for a second there I thought we'd implement some logic into Halo. I never really got how your shields dropped and how half a ton of armor couldn't stop jack and any hits splurted blood and killed him within a few shots.

    Quote Originally Posted by Wikipedia
    The armor plates are specifically designed for combat with the Covenant. It resists the Covenant's plasma-based weaponry extremely well; a SPARTAN soldier wearing this armor can survive approximately three times as much damage from plasma weapons than an ordinary human marine could. The armor also provides basic protection from human ballistic projectiles, although only to a slightly higher degree as regular marine combat armor. The suit itself is practically indestructible and is capable of sustaining tremendous damage and still be able to function, but even though the suit will continue to operate, the human inside can still be injured or killed by a penetrating round or by sufficient plasma impacts to the suit's outer shell.
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  4. #34
    HCE= »ßx£« §party Chizzle110's Avatar
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    Re: Custom HUD?

    Thats cool that could help me make a custum HUD
    Last edited by Chizzle110; July 30th, 2007 at 02:19 PM. Reason: my last post for this thread was a infraction and violation of the rules of the forum.
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  5. #35
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: Custom HUD?

    I would have made a tutorial on HUDs ages ago, but I'm too damn lazy.

    Remember, I released the source files for my H2 HUD; I tried to emulate Bungie's HUD bitmap creation methods as closely as possible; you can take a look at them if you'd like to see how they did it.

    Here are some rules-of-thumb of HUD making:

    • There are two kinds of HUD interface bitmaps; high-res and low-res. Low-res bitmaps are bitmaps intended for best display on a 640x480 resolution (the XBox's native resolution), and examples of low-res bitmaps in the stock tagset are reticles, the ammo display backgrounds, and the motion tracker. Hi-res bitmaps are intended for best display on 1024x768 resolution. Examples in the stock tagset are the shield, health, and ammo meters.
    • Offsets are a bitch, but you can easily get them. When laying out your HUD, do so on a 640x480 canvas. You can simply paste your low-res bitmaps onto the canvas, but you will have to scale down your high-res bitmaps by 50%. Take note of the chosen anchor in the HUD interface tag, and line up the corresponding corner of your bitmap with that anchor (i.e. line up the top left corner of your bitmap with the top left corner of the canvas if the anchor in the tag is "top left"). Then, move your bitmap into position pixel by pixel, counting how many pixels you've moved it horizontally and vertically.
      • The X value is how many pixels you've moved the bitmap from the anchor towards the other side of the screen horizontally.
      • The Y value is how many pixels you've moved the bitmap from the anchor towards the other side of the screen vertically.
    • Whenever you reference a high-res bitmap, be sure to tick the "use high res scale" flag, or else you're going to get an LOLHUEG bitmap taking up the screen.
    • All HUD meters work in the same exact way; some just have more options. Watch TheGhost's HUD meter tutorial. Even though it was meant for ammo meters, the same rules apply for shield, life, and flashlight meters... hell, even gauges on weapon models (like PP and PR)!
    • Most HUD interface bitmaps are of the 2D Texture type; however, stock meter bitmaps, the stock HUD reticle warnings (reload, no ammo etc), stock waypoint bitmaps, and the stock weapon pickup icons are of the sprite type.


    There's more to it than that, but that's just some core stuff to keep in mind.
    Last edited by p0lar_bear; July 17th, 2007 at 04:00 PM.
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  6. #36
    The Cake is a Lie. Jay2645's Avatar
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    Re: Custom HUD?

    Meh, here's my HUD idea. I made it mostly by myself, I used the HUD in the H3 HUD topic as a source template, and modified it severely.

    It's a cross between the H3 Multiplayer HUD and the H3 singleplayer HUD. I need to change the angle of the Grenades and the Assault Rifle about 1 degree each.
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  7. #37
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    Re: Custom HUD?

    You know, i found a pic someone used of yours and converted it in a 360 view which looks sooooooooo much better.
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  8. #38
    Entity Zero PlasbianX's Avatar
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    Re: Custom HUD?

    I totally forgot about this thread. Too busy working on some stuff to do a HUD atm :X
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  9. #39
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    Re: Custom HUD?

    Quote Originally Posted by Jay2645 View Post
    Meh, here's my HUD idea. I made it mostly by myself, I used the HUD in the H3 HUD topic as a source template, and modified it severely.

    It's a cross between the H3 Multiplayer HUD and the H3 singleplayer HUD. I need to change the angle of the Grenades and the Assault Rifle about 1 degree each.
    I hate to say this, but the only differents between the Halo 3 "MP" and the Halo 3 "SP" HUD is the age of it, when we saw the "MP" HUD it was old and was reworked by the time every one got the beta, the so called "SP" HUD was made most likely.
    Quote Originally Posted by PlasbianX View Post
    I totally forgot about this thread. Too busy working on some stuff to do a HUD atm :X
    :X that's just fine Plas, you might be working really hard on something very cool, and/or inportent(SP?).
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