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I'm assuming it's transparent, and the overall layout seems fine. Although certainly a lot more artistic elements can be put into it to make it look more modern. But I'm sure you're far from finished. I'm pretty sure you can put even less stuff in there, and it would still look fine.
Hey I like that a lot, much better than my first few attempts. I had hoped to create a spin off of the original HUD design from Aliens Online, but the design just doesn't work...
Aliens Online HUD
Spoiler:
The HUD's from both AVP titles are very appealing but I want to avoid copying them directly and create something new for AVM. I'll work with what you posted, thanks!
I'm not familiar with SBARINFO, so I'm not really sure if you can make a life/armor bar that scrolls diagonally like that. I wanted to use something like that for DE as well, but don't even know where to begin with SBARINFO. :/
Finally have a decent example of some higher res content. The floor panel is the only one shown in it's full glory, I've been working hard to improve my artistic abilities. The stuff below was created from a mixture of video images and a bit of manual editing.
High Res/Texture Preview
Spoiler:
Last edited by Tragos on Wed Mar 30, 2011 8:41 pm, edited 2 times in total.
Testing out some of the new content. The dynamic lighting, textures and layout are not final but things are starting to shape up. Thanks again to Deimos Anomaly for providing such a wonderful map.
Eriance wrote:I'm not familiar with SBARINFO, so I'm not really sure if you can make a life/armor bar that scrolls diagonally like that. I wanted to use something like that for DE as well, but don't even know where to begin with SBARINFO. :/
You could make a HUD with a diagonal portion, if you don't mind it being perfectly horizontal (the bar can't actually change direction, but it should work horizontally with that configuration). I might try throwing together an example based on the sample image later on.
Here you go, Tragos - I made a working example from dissecting and editing Eriance's mock-up HUD at the top of the page. Credits to Eriance for the graphics. I took some artistic license on the health/armor bars, and I also borrowed a BMF of the font from Abuse to display the player's name below the EKG (which, in this example, is not animated - you could probably use mugshots and ANIMDEFS to make it animate differently depending on the player's health level). I also took the liberty of making the ammo numbers interpolate at a rate of 1 per tic, so switching weapons makes the number rapidly count up/down to the correct values. It's very cool-looking and I dare say is accurate to the way the pulse rifle ammo counter works, too.
Oh another idea I thought up- what about using TWO bars, one horizontal and one vertical directly on top of each other? That oughta give it a unique look.
wildweasel wrote:Here you go, Tragos - I made a working example from dissecting and editing Eriance's mock-up HUD at the top of the page. Credits to Eriance for the graphics. I took some artistic license on the health/armor bars, and I also borrowed a BMF of the font from Abuse to display the player's name below the EKG (which, in this example, is not animated - you could probably use mugshots and ANIMDEFS to make it animate differently depending on the player's health level). I also took the liberty of making the ammo numbers interpolate at a rate of 1 per tic, so switching weapons makes the number rapidly count up/down to the correct values. It's very cool-looking and I dare say is accurate to the way the pulse rifle ammo counter works, too.
Thanks a bunch, it works perfectly! I'm nearly done with vector versions of Eriance's HUD design. How can I make this same feature work with Skulltag? I plan on also moving the health bar to a different location. The heart monitor doesn't have to be functional, other than when you're health is at half the graphic changes. Near death it would pulse very fast and erratically. It's only purpose other than displaying your name and rank is to cause tension to the player.
Skulltag's pretty badly out of date, so I can't guarantee all of my SBARINFO code will work. I'd honestly forgotten you needed this to be compatible, so some elements might need to be altered (like removing the spacing, alignment, and interpolation flags from DrawNumber and DrawString, removing the Alpha code block, etc). There is an alternative, though, and that'd be pestering the dev team to freakin' update their ZDoom base once in a while. =P