<!--QuoteBegin--Verthandi+Dec 22 2003, 05:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Verthandi @ Dec 22 2003, 05:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'll be enlightened as to how you would go about achieving that. AFAIK, there is no way to reposition the HUD elements without changing the code, but I'd love to be wrong on this. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>hud.txt</b> number_0 640 640hud7 0 0 20 24 number_1 640 640hud7 24 0 20 24 number_2 640 640hud7 48 0 20 24 number_3 640 640hud7 72 0 20 24 number_4 640 640hud7 96 0 20 24 number_5 640 640hud7 120 0 20 24 number_6 640 640hud7 144 0 20 24 number_7 640 640hud7 168 0 20 24 number_8 640 640hud7 192 0 20 24 number_9 640 640hud7 216 0 20 24<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> For every number, you'd have to make its own sprite. It would have to be about 1/4 the size of the screen (so that the top right corner is where the crosshair would be). Then put the numbers in the top right corner of its sprite, and specify its range in hud.txt to be the entire sprite. Then, when the game draws the number sprite, it will center it in the bottom-left corner of the screen, but since the actual number is near the top right, the number will end up coming up near the crosshair.
Of course, that's a lot of work, and it might not even work; I assumed that the game would try to fit the entire sprite onscreen (ie use its bottom left corner as the reference point). You can try if you want <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Trying won't be necessary. If you really tried to offset the sprites, think about what would happen to the ammo count. It, too, would be offset, and pushed off the screen.
<!--QuoteBegin--Windelkron+Dec 22 2003, 08:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Dec 22 2003, 08:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Verthandi+Dec 22 2003, 05:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Verthandi @ Dec 22 2003, 05:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'll be enlightened as to how you would go about achieving that. AFAIK, there is no way to reposition the HUD elements without changing the code, but I'd love to be wrong on this. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>hud.txt</b> number_0 640 640hud7 0 0 20 24 number_1 640 640hud7 24 0 20 24 number_2 640 640hud7 48 0 20 24 number_3 640 640hud7 72 0 20 24 number_4 640 640hud7 96 0 20 24 number_5 640 640hud7 120 0 20 24 number_6 640 640hud7 144 0 20 24 number_7 640 640hud7 168 0 20 24 number_8 640 640hud7 192 0 20 24 number_9 640 640hud7 216 0 20 24<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> For every number, you'd have to make its own sprite. It would have to be about 1/4 the size of the screen (so that the top right corner is where the crosshair would be). Then put the numbers in the top right corner of its sprite, and specify its range in hud.txt to be the entire sprite. Then, when the game draws the number sprite, it will center it in the bottom-left corner of the screen, but since the actual number is near the top right, the number will end up coming up near the crosshair.
Of course, that's a lot of work, and it might not even work; I assumed that the game would try to fit the entire sprite onscreen (ie use its bottom left corner as the reference point). You can try if you want <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Won't work, cuz sprites are 256x256 max. Plus, the other numbers won't OVERLAP.. so they'll be pushed aside. 256 pixels further <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I did a animated 1, but it only plays frame 1 <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
<!--QuoteBegin--Dark Soul+Dec 22 2003, 04:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dark Soul @ Dec 22 2003, 04:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--vP-|Pikey+Dec 22 2003, 03:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (vP-|Pikey @ Dec 22 2003, 03:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> "The Specialists" mod has a semi-animated xhair... maybe if you emailed them, they'd help out. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> it's coded <img src='http://www.unknownworlds.com/forums/style_images/2/icon3.gif' border='0' alt='user posted image'> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> they KNOW how to do it.. so bug them for help <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Ive looked into the HL SDK tonight. Seems like all the NS team needs to change is 2 lines of code and the crosshair can animate easily <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
hope the NS-team will change those 2 command lines, an animated crosshair would be real nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> can some1 send this request to flayra or somebody else? i dont like to send it, cos my english suxx ^^ (/me is from germany). thx guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I've got an animated crosshair, but its so dark you can barely see it, and every time i try to lighten it nothing happenes, so i put it back to normal. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
Comments
it's coded <img src='http://www.unknownworlds.com/forums/style_images/2/icon3.gif' border='0' alt='user posted image'>
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>hud.txt</b>
number_0 640 640hud7 0 0 20 24
number_1 640 640hud7 24 0 20 24
number_2 640 640hud7 48 0 20 24
number_3 640 640hud7 72 0 20 24
number_4 640 640hud7 96 0 20 24
number_5 640 640hud7 120 0 20 24
number_6 640 640hud7 144 0 20 24
number_7 640 640hud7 168 0 20 24
number_8 640 640hud7 192 0 20 24
number_9 640 640hud7 216 0 20 24<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
For every number, you'd have to make its own sprite. It would have to be about 1/4 the size of the screen (so that the top right corner is where the crosshair would be). Then put the numbers in the top right corner of its sprite, and specify its range in hud.txt to be the entire sprite. Then, when the game draws the number sprite, it will center it in the bottom-left corner of the screen, but since the actual number is near the top right, the number will end up coming up near the crosshair.
Of course, that's a lot of work, and it might not even work; I assumed that the game would try to fit the entire sprite onscreen (ie use its bottom left corner as the reference point). You can try if you want <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>hud.txt</b>
number_0 640 640hud7 0 0 20 24
number_1 640 640hud7 24 0 20 24
number_2 640 640hud7 48 0 20 24
number_3 640 640hud7 72 0 20 24
number_4 640 640hud7 96 0 20 24
number_5 640 640hud7 120 0 20 24
number_6 640 640hud7 144 0 20 24
number_7 640 640hud7 168 0 20 24
number_8 640 640hud7 192 0 20 24
number_9 640 640hud7 216 0 20 24<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
For every number, you'd have to make its own sprite. It would have to be about 1/4 the size of the screen (so that the top right corner is where the crosshair would be). Then put the numbers in the top right corner of its sprite, and specify its range in hud.txt to be the entire sprite. Then, when the game draws the number sprite, it will center it in the bottom-left corner of the screen, but since the actual number is near the top right, the number will end up coming up near the crosshair.
Of course, that's a lot of work, and it might not even work; I assumed that the game would try to fit the entire sprite onscreen (ie use its bottom left corner as the reference point). You can try if you want <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Won't work, cuz sprites are 256x256 max.
Plus, the other numbers won't OVERLAP.. so they'll be pushed aside. 256 pixels further <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
it's coded <img src='http://www.unknownworlds.com/forums/style_images/2/icon3.gif' border='0' alt='user posted image'> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
they KNOW how to do it.. so bug them for help <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Seems like all the NS team needs to change is 2 lines of code and the crosshair can animate easily <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Mmm the possibilaties.....
can some1 send this request to flayra or somebody else? i dont like to send it, cos my english suxx ^^
(/me is from germany). thx guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->