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MinimalismHUD
Alpha | Horizontal and Alpha | Vertical
Downloads:
Alpha | Horizontal and Alpha | Vertical
Downloads:
- All bars now use simplified "modern" white version
- Round timer is now above the MainHUD, instead of on top of the screen
- Lagometer background has been made a little bit more transparent
- Voicechat background is transparent
- Single, dual and staff hilts are not present, ACM glow is instead represented by number of your actual ACM as much as it could (limited options)
- Weapon icons don't have any background or frames
- Radar background is transparent
- FPS indicator has been made smaller and green in the top right corner
- Body icons have been removed
-haven't found any use for this, incase you want it reenabled, look into mb_hud_playerstatus.menu
- Class amounts such as rockets, tracker darts, poison darts, etc. are now placed above the Armor bar
- ACM numbers have pulsing effect, the more ACM the faster pulse
- Ability icons, such as flamethrower, that have been hidden under the actual weapon icon have been given readjustments to made them as visible as possible
- Scoreboard now uses lighter font, "Score" has been removed
-found it pointless
, small edits into your stats display at the bottom- Chat uses lighter font, and is adjusted based on the HUD you pick (higher position if you choose vertical)
- Clicking on the HUDs in Alpha settings menu no longer requires you to click apply and then click HUD reload, instead it now forces the HUD right on click
- Spectator and Following text is now in light font, both are displayed on top of the screen instead of the bottom
Alpha HUDs have been made by MaceMadunusus, I simply bring you the ability to actually choose them. They come with the edits for ability icons. Simply remove the .shader file in shaders folder if you insist on using only the Alpha HUDs.
NEW HUD Modding - both a blessing and a curse
You can now create your required directories (ui, gfx, shaders, etc.) in the MBII folder and place your files there to adjust the UI mid-game, using
+set fs_dirbeforepak "1"
in the Command Line in the launcher. Simply change your .menu and then type cg_loadui
into console. Any other changes require restartAs the new HUD is unfinished, and it probably will stay this way for a long time, many things are hardcoded. Although the *new* possibilities sound awesome, the hardcoded stuff is an actual pain in the ass.
acmglow - hardcoded position and size (currentweaponicon)
saberhilts - hardcoded position and size (currentweaponcion)
ability icons(such as flamethrower) - hardcoded position and size (currentweaponicon), and existence with background (WepMode)
No way of making the other thing on the sides of the HUD another style, = If ammo is circular, health points have to be circular as well
Can't add any new thing into the HUD, can only replace existing stuff
acmglow5 doesn't work
being gripped indicator doesn't work in any other hud than Classic
-------------
ACM icons and their actual ACM are as follow:
acmglow0 - 0
acmglow1 - 1
acmglow2 - 2
acmglow3 - 4
acmglow4 - 5
acmglow6 - 6
acmglow7 - 7
acmglow8 - 9
acmglow9 - 10 [ACM]
Textalign and aligns are responsible for making the HUD look like HUD when using stretched / no widescreen UI option
Rect is respnsible for the position and the size of the component, where
rect X Y W H
(X, W is horizontal position and size
Y, H is vertical position and size)
NEW: Style in frames
This is chosen by either 0 = horizontal, 1= vertical, 2= circular
It affects all the stats in the left / right HUD (left can be vertical, right can be horizontal)
// Main Frame
itemDef
{
name "frame"
forecolor 1 1 1 1
background "gfx/hud/..YourFrame"
rect -42 -25 165 80 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height
style 0 // Determines whether Player Status HUD is Horizontal (0), Vertical (1), Circular (2)
align 3
textalignx 26
}
NEW: Bars
For example;
// Health Frame
itemDef
{
name "HealthFrame"
forecolor 1 1 1 1
background "gfx/hud/...YourBar"
rect 618 -2.5 -106 11
align 5
textalignx -157
}
// Health Bar
itemDef
{
name "HealthBar"
forecolor 1 1 1 1
background "gfx/hud/..YourBarFull"
rect 618 -2.5 -106 11
align 5
textalignx -157
}
Health Frame is the .tga graphic you've made for your health bar, only that it is with no actual bar and its alpha is 0.5 (Most fitting)
Health Bar is the actual bar with the stats, BarFull in my case, is a shader override to allow for the Bar to;
1) exist
2) have different color
3) have different alpha channel
NEW: Ticks
These are assigned automatically by the game based on the amount of stats. They can be seen in the Alpha HUDs, as I have removed them for MinimalismHUD
Ex.
// Main Health Tick
itemDef
{
name "HealthBarTickMain"
forecolor 0 0 0 1
background "gfx/hud/YourTickMainGfx"
rect 0 0 0.75 11
textalignx 20 // Separation interval
textaligny 250 // Max value for sub ticks to show.
textstyle 1 // Value of 1 for raw number separation, 0 for percent.
}
// Sub Health Tick
itemDef
{
name "HealthBarTickSub"
forecolor 0 0 0 1
background "gfx/hud/YourTickSubGfx"
}
acmglow - hardcoded position and size (currentweaponicon)
saberhilts - hardcoded position and size (currentweaponcion)
ability icons(such as flamethrower) - hardcoded position and size (currentweaponicon), and existence with background (WepMode)
No way of making the other thing on the sides of the HUD another style, = If ammo is circular, health points have to be circular as well
Can't add any new thing into the HUD, can only replace existing stuff
acmglow5 doesn't work
being gripped indicator doesn't work in any other hud than Classic
-------------
ACM icons and their actual ACM are as follow:
acmglow0 - 0
acmglow1 - 1
acmglow2 - 2
acmglow3 - 4
acmglow4 - 5
acmglow6 - 6
acmglow7 - 7
acmglow8 - 9
acmglow9 - 10 [ACM]
Textalign and aligns are responsible for making the HUD look like HUD when using stretched / no widescreen UI option
Rect is respnsible for the position and the size of the component, where
rect X Y W H
(X, W is horizontal position and size
Y, H is vertical position and size)
NEW: Style in frames
This is chosen by either 0 = horizontal, 1= vertical, 2= circular
It affects all the stats in the left / right HUD (left can be vertical, right can be horizontal)
// Main Frame
itemDef
{
name "frame"
forecolor 1 1 1 1
background "gfx/hud/..YourFrame"
rect -42 -25 165 80 // (these positions are relative to the initial position of the menu) // X pos, Y pos, char size, char height
style 0 // Determines whether Player Status HUD is Horizontal (0), Vertical (1), Circular (2)
align 3
textalignx 26
}
NEW: Bars
For example;
// Health Frame
itemDef
{
name "HealthFrame"
forecolor 1 1 1 1
background "gfx/hud/...YourBar"
rect 618 -2.5 -106 11
align 5
textalignx -157
}
// Health Bar
itemDef
{
name "HealthBar"
forecolor 1 1 1 1
background "gfx/hud/..YourBarFull"
rect 618 -2.5 -106 11
align 5
textalignx -157
}
Health Frame is the .tga graphic you've made for your health bar, only that it is with no actual bar and its alpha is 0.5 (Most fitting)
Health Bar is the actual bar with the stats, BarFull in my case, is a shader override to allow for the Bar to;
1) exist
2) have different color
3) have different alpha channel
NEW: Ticks
These are assigned automatically by the game based on the amount of stats. They can be seen in the Alpha HUDs, as I have removed them for MinimalismHUD
Ex.
// Main Health Tick
itemDef
{
name "HealthBarTickMain"
forecolor 0 0 0 1
background "gfx/hud/YourTickMainGfx"
rect 0 0 0.75 11
textalignx 20 // Separation interval
textaligny 250 // Max value for sub ticks to show.
textstyle 1 // Value of 1 for raw number separation, 0 for percent.
}
// Sub Health Tick
itemDef
{
name "HealthBarTickSub"
forecolor 0 0 0 1
background "gfx/hud/YourTickSubGfx"
}
Shaders are necessary to create horizontal or vertical bars, they are also a way to include ACM indications without forcing it to be on the saber style color. (For example, the Doom ACM counter (which can not even work in this version), without having to turn off tint in console)
My indications for the bar background and the actual bar for MinimalismHUD;
gfx/hud/YourBar
{
nopicmip
notc
{
map gfx/hud/YourBar
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
alphaGen const 0.5
}
}
gfx/hud/YourBarFull
{
nopicmip
notc
{
map gfx/hud/YourBar
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
By default in the BarFull, there'd be
To add different bar for each stat, simply create more of these relations with different names following the same pattern. By default, the HUD frames are also being colored into black. To stop this from happening, insert it as well in the shader file with no rgbGen vertex.
gfx/hud/YourHUD
{
nopicmip
notc
{
map gfx/hud/YourHUD
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
Incase you are wondering, I've done the ACM pulsing through this:
gfx/hud/modernhud/acm8
{
nopicmip
{
clampMap gfx/hud/modernhud/acm8
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
alphaGen const 1
tcMod scale 1.0 1.0
tcMod stretch sin 1.0 0.25 0 1.5
}
}
gfx/hud/modernhud/acm0
{
nopicmip
{
clampMap gfx/hud/modernhud/acm0g
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
alphaGen const 1
tcMod scale 1.0 1.0
}
}
gfx/hud/modernhud/acm3
{
nopicmip
{
clampMap gfx/hud/modernhud/acm3
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
alphaGen const 1
tcMod scale 1.0 1.0
tcMod stretch sin 1.0 0.25 0 1
}
}
Acm 0 is static, while Acm 3 has pulse and acm 8 has faster pulse. It, as you could have noticed, stretches the image, from 1.0 default size by 0.25x extra size per frequency of 1. The more of the frequency, the faster the pulse
For adjustments to ability icons, although it's not good looking, but I haven't found any other alternative, I made the ability icon spin around the currentweaponicon. That's just to make sure it's not entirely hidden behind the weapon you're using. That was done through this;
gfx/hud/fthrower
{
nopicmip
{
clampMap gfx/hud/fthrower
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
alphaGen const 1
tcMod rotate 120
tcMod scale 1.0 1.0
tcMod stretch sin 1.0 0.2 0 0.5
}
}
My indications for the bar background and the actual bar for MinimalismHUD;
gfx/hud/YourBar
{
nopicmip
notc
{
map gfx/hud/YourBar
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
alphaGen const 0.5
}
}
gfx/hud/YourBarFull
{
nopicmip
notc
{
map gfx/hud/YourBar
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
map gfx/hud/modernhud/Bar
to map the actual graphic that it will have to use, can also use "clampMap
" to avoid potential duplication of texturesblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
serves for blending with other UI elements, I can't really explain italphaGen const 0.5
makes the alpha channel for the gfx be in 0.5, thus a bit transparentBy default in the BarFull, there'd be
rgbGen vertex
, which would be responsible for automatic color choose based on the stat (thus health points = red, armor = green). Removing it lets the texture be the same as you've chosen in your gfx .tga file.To add different bar for each stat, simply create more of these relations with different names following the same pattern. By default, the HUD frames are also being colored into black. To stop this from happening, insert it as well in the shader file with no rgbGen vertex.
gfx/hud/YourHUD
{
nopicmip
notc
{
map gfx/hud/YourHUD
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
}
Incase you are wondering, I've done the ACM pulsing through this:
gfx/hud/modernhud/acm8
{
nopicmip
{
clampMap gfx/hud/modernhud/acm8
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
alphaGen const 1
tcMod scale 1.0 1.0
tcMod stretch sin 1.0 0.25 0 1.5
}
}
gfx/hud/modernhud/acm0
{
nopicmip
{
clampMap gfx/hud/modernhud/acm0g
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
alphaGen const 1
tcMod scale 1.0 1.0
}
}
gfx/hud/modernhud/acm3
{
nopicmip
{
clampMap gfx/hud/modernhud/acm3
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen vertex
alphaGen const 1
tcMod scale 1.0 1.0
tcMod stretch sin 1.0 0.25 0 1
}
}
Acm 0 is static, while Acm 3 has pulse and acm 8 has faster pulse. It, as you could have noticed, stretches the image, from 1.0 default size by 0.25x extra size per frequency of 1. The more of the frequency, the faster the pulse
For adjustments to ability icons, although it's not good looking, but I haven't found any other alternative, I made the ability icon spin around the currentweaponicon. That's just to make sure it's not entirely hidden behind the weapon you're using. That was done through this;
gfx/hud/fthrower
{
nopicmip
{
clampMap gfx/hud/fthrower
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
alphaGen const 1
tcMod rotate 120
tcMod scale 1.0 1.0
tcMod stretch sin 1.0 0.2 0 0.5
}
}
clampMap
to avoid duplication in cornersrgbGen identity
functions the same as if there was no rgbGen definedtcMod rotate 120
, the bigger the number the faster the rotation around the centertcMod stretch sin 1.0 0.2 0 0.5
, increasing the size of the icon incase it has been made too small.Discontinued version of "Duel Extended"
Aimed to bring the visual of Old Class Bar back, although still can not be used while using Simple HUD.
*the force bar is actually vertical, only for dueling
For now, I don't plan on making any updates or fixes to the mod anytime soon. Sorry.
Last edited:
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