Announcement

Collapse
No announcement yet.

Fully transparent HUD+Menu

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • talisa
    replied
    thanx for the tips moon[Drunk],
    ill give it a try and see wether ill like the hud better at those settings or not moon[Drunk]


    EDIT: just tried it and nah, ill keep it at 840x480, at 960x540 its to small and to much detail of the item on hud gets lost
    and at 640x360 the hud is way to big instead

    thanx anyway for the tip moon[Drunk] , but i prefer my hud at how i had it now
    Last edited by talisa; 05-27-2012, 02:32 PM.

    Leave a comment:


  • Moon[Drunk]
    replied
    @Splitterface:

    I saw that you use 1920*1080 and that you now uses a consize of 840*480.
    I would recommend you to try 960*540 or 640*360 to see if the hud look even better at those resolutions.
    It should look better as e.g. 960*540 is half your screen resolution.
    I've tried to explain why here.

    Leave a comment:


  • Ruohis
    replied
    i wonder if darkplaces supports the same command lines as for example ezquake...
    I used the following ezquake-gl.exe -conheight 240 -conwidth 320 -width 1920 -height 1200


    Edit: Lol, seems this was already answered while I was uploading the image

    Leave a comment:


  • talisa
    replied
    i knew someone would correct me on the hud thing


    dont get why you'd like to resize it ,or even upscale it, though

    i use 1920x1080 res, and i personally think the hud is actually kinda huge even at that resolution


    EDIT:
    btw thanx for those cvars web@angel. i just tried them out for fun, and i fixed the hud to be less wide.
    i always felt it was to wide, and i just tried raising the width to 840 and that looks a lot better
    now in the icons are the right aspect ratio and i can see names in multiplayer fully.
    before half of names of players were outside the screen

    suppose it makes perfect sense, seeing as the standard values of width and height are 640x480, which is 4x3 aspectratio.
    and 840x480 is 16:9. kinda funny though that darkplaces doesnt automatically fix the aspectratio of the hud and menus
    Last edited by talisa; 05-27-2012, 03:55 AM.

    Leave a comment:


  • webangel
    replied
    vid_conheight is "480" ["480"] virtual height of 2D graphics system
    vid_conwidth is "640" ["640"] virtual width of 2D graphics system

    Leave a comment:


  • talisa
    replied
    @syluxman
    hmm. i wouldnt know...
    i checked the list with cvars from darkplaces, but i couldnt find any kinda cvar to upscale the hud or such

    so i dont think its possible to upscale the hud unless its scripted to do that through csqc.

    if someone does know otherwise, please do correct me of course
    but afaik you cannot upscale the hud in DP without special csqc code to allow for that


    EDIT:
    @ seven & seanstar
    yeah that would be totally awesomes, if you could have 3d-models on the hud and have spinning armor and such
    that would be so cool, if that could be made possible. would love to have models on hud, that would make the hud look so much more awesome

    (btw random thought, we totally need to have a heart added to smiles list, so i dont have to copy and paste some heart from another site every time )

    Leave a comment:


  • Ruohis
    replied
    Just had to make a quick post
    All the weapon icons, the turtle, quad, ring, penta, suit and ram icons are mine and they just happen to be in the QuakeBrasil eXtreme Pack v1.0

    Leave a comment:


  • Syluxguy28O3
    replied
    is there a way to increase the resolution of the hud so i can seee the numbers better?

    Leave a comment:


  • xolve
    replied
    Just discovered this - very cool, makes the HUD much less obtrusive.
    Nice fontography too-

    Leave a comment:


  • PapaSmurf
    replied
    What we really need is a high res netmenu set. Has anyone made one of these yet? Everything looks nice and clean, and then you go to the network menu, and the TCP/IP and IPX options look horrible.

    Leave a comment:


  • Seven
    replied
    Hello seanstar,

    to answer your HUD-shader question:
    This was my dream for many many weeks.
    I always wanted a slowly spinning armor and ammo icon.
    In the end I found, that it is not possible (as far as my knowledge goes).

    Reason:
    There is no brush or model behind the HUD textures.
    They are simple textures, pinned on the screen.
    Therefore you cannot add shaders (without changing the code).
    Shaders for HUD textures are fully ignored by the engine.

    If someone finds out, that it DOES work, I will be the first to make the slowly spinning armor and ammo icons.


    Regarding your HUD version:
    Yes, if you compare the weapon models and stuff you use, your HUD match very good.
    The only problem I personally have is, that its Doom3 and not Quake1.
    Mixing both is a thing I wouldnt do. But that is of course just a personal liking thing.
    Your graphical skills are without a doubt really good !

    Best regards,
    Seven

    Leave a comment:


  • seanstar
    replied
    hey

    not a bad hudpack seven...gave it a try after you said its different.

    its pretty good.


    it got me thinking about how much i dont like the player face set.

    so i worked a new face set out of my doom3 marine avatar.

    i also did some new sb_ammo textures to go with my rouhis boxes

    and so far ive made one armor texture sb_armor3 with rouhis new armor.


    here is my current hud but i want all doom3 weapons included...i wish rouhis was doing awesome gfx of my weapons again



    is it possible to run a shader of hud textures?

    like a hud face animation thats looks from side to side.
    Last edited by seanstar; 03-13-2011, 03:21 PM.

    Leave a comment:


  • Seven
    replied
    Hello Spinvis,

    Thank you for your feedback.
    If you compare the release date fromt QRP´s and mine, you will see that mine is older.
    QRP were the first ever to create the High Res textures you mentioned (with the mission-texts).
    Thats why they are of course not in my release.
    You did the correct thing to use those new mission-text textures !
    They are beautiful. QRP did a great job.


    Hello seanstar,

    thank you too for your feedback.
    No, the textures used in the new QRP HUD pack and mine are different.
    In the end, all of those textures have been made by Moon[Drunk] of course,
    but it is a clompletely different set.
    I described very detailed which sets I used for my compilation in the 1st post.
    All of the weapon and powerup icons are not from Moon[Drunk].
    The armor model in my pack is not Ruohis´s. I asked himself just a few days ago.
    Thered armor screenshots has been made near lava and is therefore much too red.
    I didnt touch/modify any of the armor textures.

    But you are right, most people seem to dislike this armor set I used in the pack.


    Kind regards,
    Seven

    Leave a comment:


  • seanstar
    replied
    sup seven

    i dont think im going to try this one because your choice of armor and it looks
    like all moons textures otherwise.

    your red armor screenshot looks over saturated with red light...is that your base texture?

    its clear to me that rouhis made that nice armor.

    i ported that neogenesis armor 7 years ago and posted it on the quakeworld or fuhquake forum.

    Leave a comment:


  • Spinvis
    replied
    Sup Seven, finally got around comparing it to the transparant HUD from QRP, and i must say, i like yours better, the font type, the powerups, the weapons, etc... everything looks much more 'modern' and slick. Even the loading/saving screen. Only things i replaced where the conback, backtitle, all the box files, bigbox, box_bl, etc... And the armor, all from QRP.

    But i have discovered a file is missing, and that is the finale.tga, the one that shows once you defeat Chthon and Shubbie . Can you include it to make it complete? And maybe some other files as well, haven't had time to compare one on one yet.

    Leave a comment:

Working...
X