Custom Hud
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- {FcOd}Nemesis
- Posts: 90
- Joined: Mon Sep 13, 2004 1:47 pm
- Location: Dunno
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Custom Hud
How in the world do you get a custom hud to work? I know you need to do billions of zillions of ACS scripting, but could someone help plz?
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- Posts: 43
- Joined: Sun Dec 05, 2004 1:35 pm
- {FcOd}Nemesis
- Posts: 90
- Joined: Mon Sep 13, 2004 1:47 pm
- Location: Dunno
- Contact:
Ill do a quick sketch in paint
then post it here
Edit:

Thats the basic layout, obviously not what i want it to look like
I want the HP and Armor to be bar like things. I want a picture of the current weapon to show up on right, and avalible weapons on left (or maybe level stats/info)

Edit:

Thats the basic layout, obviously not what i want it to look like

Last edited by {FcOd}Nemesis on Tue Apr 19, 2005 6:01 pm, edited 1 time in total.
This subject realy needs to be added to the wiki
a custom hud is a long and teadious process. even worse so if your not up on yor ACS scripting. as far as i no there are no tutorials on how to do this. and i'm not good at writing them but i will try to explain as best i can.
we will go in steps here.
Step one, Create a graphic or graphics you want to use for the HUD.
Keep inmind the size of the avrage users screen EG 640X480 or 800X600
this is important because i can tell you that a 1024X768 HUD graphic does not scale down well. once this is done post back and i'll continue

a custom hud is a long and teadious process. even worse so if your not up on yor ACS scripting. as far as i no there are no tutorials on how to do this. and i'm not good at writing them but i will try to explain as best i can.
we will go in steps here.
Step one, Create a graphic or graphics you want to use for the HUD.
Keep inmind the size of the avrage users screen EG 640X480 or 800X600
this is important because i can tell you that a 1024X768 HUD graphic does not scale down well. once this is done post back and i'll continue

- {FcOd}Nemesis
- Posts: 90
- Joined: Mon Sep 13, 2004 1:47 pm
- Location: Dunno
- Contact:
Step 2
Load all the graphics you just made into your wad file.
make note of each graphics name as you will need them in the ACS script.
Next for the ACS
if you use doombuilder open map01 of your wad select scripts then edit behavure lump
to display the new HUD bar you use somthing like this
now compile and save.
NOTE in most cases setting 400.1 to half the sethudsize width and the 550.1 to the full highth - how many pixels tall the image is will work first time.
Load all the graphics you just made into your wad file.
make note of each graphics name as you will need them in the ACS script.
Next for the ACS
if you use doombuilder open map01 of your wad select scripts then edit behavure lump
to display the new HUD bar you use somthing like this
Code: Select all
Script 1 enter
{
sethudsize (800, 600, 1); // this is (width, highth, cover stat bar 0 for no 1 for yes)
SetFont("HUD image name"); // replace Hud image name with the name of your hud graphic.
hudmessage (s: "a";HUDMSG_PLAIN,1000,CR_UNTRANSLATED,400.1,550.1,0.0); // 400.1 and 550.1 will very depending on the hudsize
}
NOTE in most cases setting 400.1 to half the sethudsize width and the 550.1 to the full highth - how many pixels tall the image is will work first time.
- {FcOd}Nemesis
- Posts: 90
- Joined: Mon Sep 13, 2004 1:47 pm
- Location: Dunno
- Contact:
Demo .wad of complex hud (script code included):
http://65.190.172.84/files/alpha_hud.zip
It's overly complex in some places, but I tried to comment a lot...
http://65.190.172.84/files/alpha_hud.zip
It's overly complex in some places, but I tried to comment a lot...
Cool hud! i liked it a lot! good work!AFADoomer wrote:Demo .wad of complex hud (script code included):
http://65.190.172.84/files/alpha_hud.zip
It's overly complex in some places, but I tried to comment a lot...