[Menu] New/Improved HUDs (PR:F) [WIP]

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Moszeusz6Pl
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by Moszeusz6Pl »

[R-DEV]Rhino wrote: Ye meant they need to be removed. What I would suggest is to use/make separate Artificial Horizon lines between normal HUD and screen HUD (normal HUD staying the same as it is now) and possibly just using one from another HUD, or just making a new line if you really need to and have it act the same way it dose on other jet huds where they don't have the pitch markers.
I have made new Artificial Horizon. Was a bit surprised, when I found out that every artificial horizon PR have are different size :D .

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[R-DEV]Rhino wrote: Looking good, don't think you really need any sepration between weapon text and number avalible but still might be worth adding.

Only thing I would suggest from here is to add some static noise too the screen if you can since the plain black looks a bit odd, especially for an old radar screen. In the vid above it looks like there was some noise on the green BG, but not sure if that is just the video compression or an effect. Don't do it via a texture however.

Keep up the good work! :D
I have made separation and moved symbol a bit to right and down. Screenshoots I posted before had post effect of Militia UAV still active, but since there is solid texture on top of it, it wasn't visible. I could try making black texture a bit transparent, which could show this effects, but it will show normal view at the same time, so I just removed post effect.

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I'm thinking about moving texts a bit more toward buttons. Also I will lower Target Locked text.

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Navo
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by Navo »

[R-DEV]Rhino wrote:Black screen is for the Exocet which is radar guided.
Alright
SShadowFox
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by SShadowFox »

Is it possible to move the camera or we'll see this only on the modern planes?
Moszeusz6Pl
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by Moszeusz6Pl »

You won't be able to move camera while in ATGM and Exocet HUD, although ATGM will be used only in modern jets.

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Stemplus
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by Stemplus »

On the AGM view I think you should remove everything left from normal hud except the new artificial horizon, compass and crosshair, move the text somewhere because it is almost invisible, and add some random text next to the buttons like on the Exocet camera and it should look baws. Ofc if the camera will be moved below the plane, but you can't do that yet. Also the whole HUD could be a bit bigger so it will cover most of the screen like on Rhino's photos. You could also add some random text so it will have more details.

Another idea I had was to make the AGM camera point a bit downwards and not straight forward, because no jet would fly straight at it's target IRL. I know it will make it hard to aim, but the missile will be guided so it doesen't matter.

BTW: I know it's a bit of a suggestion, but what about giving the AGM-65 Maverick with this HUD to one of the israeli F16s on Iron Eagle?
Last edited by Stemplus on 2013-02-02 18:20, edited 2 times in total.
Rhino
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by Rhino »

Moszeusz6Pl wrote:I have made new Artificial Horizon. Was a bit surprised, when I found out that every artificial horizon PR have are different size :D .

http://s12.postimage.org/p98161dm5/bf2_ ... 151427.png
http://s12.postimage.org/7x7oklk4t/bf2_ ... 151617.png
Looks good, a few points however:
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First of all a few issues on the big cross, which is the dash on the right isn't the same distance from the central crosshair as the dash on the left, should be moved in more, and the top and bottom dashes need to be moved to the left by one px also so they are also in line with it. Next the Armed text on the bottom isn't at the same level as "Laser guided missile" text, should be moved up a tad so it is.

Other than that, looks good :)

Moszeusz6Pl wrote:I have made separation and moved symbol a bit to right and down. Screenshoots I posted before had post effect of Militia UAV still active, but since there is solid texture on top of it, it wasn't visible. I could try making black texture a bit transparent, which could show this effects, but it will show normal view at the same time, so I just removed post effect.

http://s12.postimage.org/7oa3uo7cd/bf2_ ... 151749.png
http://s12.postimage.org/xz546vv3h/bf2_ ... 151929.png

I'm thinking about moving texts a bit more toward buttons. Also I will lower Target Locked text.
Looks good.

Ye, I'm not sure a way around adding the static noise without removing the black bg either. If you or anyone else can think of a way of doing it, other than showing normal view would be good, but from what AM tells me, its applied to the screen, but then the HUD sits on top of it so it doesn't look like it can... Try possibly experimenting with like 95% opacity on the black bg etc, see what its like, if it doesn't work then we can just revert to this.
SShadowFox wrote:Is it possible to move the camera or we'll see this only on the modern planes?
Yes, its possible :p
Moszeusz6Pl wrote:You won't be able to move camera while in ATGM and Exocet HUD
Ye, Exocet HUD will be static, but the idea is to be able to move the view of the ATGM HUD to look around for targets and to possibly also manually target them like on choppers and two seater jets as per this vid at 42secs: PR 0 85 Top Attack Missiles - YouTube

But that's just the general idea we are rolling with right now, will have to see how it turns out :)

Of course, pilot can still choose not to rotate the camera from the forward position and just dive the plane towards the target to lock it too, like he dose now, but just without the cockpit around him in the same view :)
Stemplus wrote:On the AGM view I think you should remove everything left from normal hud except the new artificial horizon, compass and crosshair, move the text somewhere because it is almost invisible
well its only invisible right now because the cockpit is in the way. Once the camera is mounted on the nose, with no cockpit in front, it will be fine and all of that data is pretty much all on the refs as per post #83: https://www.realitymod.com/forum/f388-p ... ost1859606
Stemplus wrote:and add some random text next to the buttons like on the Exocet camera and it should look baws. Ofc if the camera will be moved below the plane, but you can't do that yet. Also the whole HUD could be a bit bigger so it will cover most of the screen like on Rhino's photos. You could also add some random text so it will have more details.
Ye, buttons could use some text, going from this ref top row from left to right reads, from what I can tell, but could be totally wrong on some of them :p
Top, left to right: HOECR, HTAPE, VSTOL
Left side, top to bottom: TAS, MAIZAMOT, TOAY
Right Side, top to bottom: A204C, COM
Bottom: MENU
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HUD size, I would keep it the same just for simplicity and consistency sake, isn't that far off from the refs either IMO.
Stemplus wrote:BTW: I know it's a bit of a suggestion, but what about giving the AGM-65 Maverick with this HUD to one of the israeli F16s on Iron Eagle?
And why would we only give it to the IDF F-16 when loads of modern jets have targeting pods?
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Jafar Ironclad
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by Jafar Ironclad »

Is it possible to move the camera or we'll see this only on the modern planes?

Yes, its possible
Before you guys flip out on this, note that any manual guided AGM setup would have to be set up so that it can be effectively used whether or not you have coordination/mousing ability, as you'd need to both fly the plane and slew the missile targeting at the same time. If you don't feel like doing this, the "default" camera orientation will allow you to aim missiles cleanly just by pointing the nose toward and above the target, without slewing the camera.

If we do pursue this, you'll need to set up your flight controls so that moving the mouse doesn't pitch/roll the aircraft like it does by default in BF2 controls.
Stemplus
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by Stemplus »

[R-DEV]Rhino wrote: And why would we only give it to the IDF F-16 when loads of modern jets have targeting pods?
I was thinking about the same jet having 2 loadouts, one with CAS loadout and other with AA loadout, and only maps/factions that have 2 fighter jets and nothing else are Iron Eagle and russians on Black Gold.

i.e. one F16 with 2 AIM-9Xs, 4 LGBs, 2 AGM-65s, the other with 4 AIM-9Xs, 2 AIM-120s, and 2 LGBs.
SShadowFox
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by SShadowFox »

[R-DEV]Jafar Ironclad wrote:Before you guys flip out on this, note that any manual guided AGM setup would have to be set up so that it can be effectively used whether or not you have coordination/mousing ability, as you'd need to both fly the plane and slew the missile targeting at the same time. If you don't feel like doing this, the "default" camera orientation will allow you to aim missiles cleanly just by pointing the nose toward and above the target, without slewing the camera.

If we do pursue this, you'll need to set up your flight controls so that moving the mouse doesn't pitch/roll the aircraft like it does by default in BF2 controls.
It isn't a HUGE challenge keep pressing W and whatever are your buttons to pitch up/down, and use the mouse to control the camera, could be a little hard for veterans, but it wouldn't take more than 1 week to get used.

But keeping it pointing to where the nose is pointing would only give some aesthetic modification but the system would keep working the same way.

If one keeps using the Mouse + Keyboard to control the jet should change this since who uses Keyboard only or Joystick gonna have a nice advantage in Air-Air Battles.
Moszeusz6Pl
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by Moszeusz6Pl »

I have added more text to AGM HUD and fixed it:

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I was trying to make it a bit transparent and adding noise, but when I set opacity to 95% I didn't saw any noise:

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Then I tried doing this with 85%, saw a bit of noise, but it was possible to see what is in front of jet, and there was completely no noise on darker part:

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I don't think that it will be possible to add this noise.

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Rhino
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by Rhino »

looks good and ye, forget the noise for now.
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J.F.Leusch69
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by J.F.Leusch69 »

for noise check the vbf2 huds, i think some of them had it

EDIT: the TV guided stuff had them!
Rhino
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by Rhino »

Problem isn't having the noise, got that on the early WIP ones Leusch, problem is having the noise, over the black HUD bg.

BTW any updates here? :D
Last edited by Rhino on 2013-02-07 22:24, edited 1 time in total.
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Moszeusz6Pl
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by Moszeusz6Pl »

I didn't wok so much on this, because I had exams, but since I passed it all I can put more time on it.

I have done some small fixes to most HUDs

Here are screenshoots:

Mirage3ea

680 Cannon & AA
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681 Cannon & AA2
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682 Cannon & Bombs
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683 Cannon & Exocet
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684 Cannon & Flares
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685 Cannon & AA Radar
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686 Cannon & AA2 Radar
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A4C

680 Cannon & Bombs
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681 Cannon & Flares
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A1H

694 Hydra & Cannon
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695 Bombs & Cannon
Same as above but with Bombs instead of Rockets

696 Napalm & Cannon
Same as above but with Napalm instead of Rockets

697 Flares & Cannon
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Harrier

612 AA & Canon
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613 AA & Cannon Radar
Same as above

614 Bombs & Cannon
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615 Rockets & Cannon
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616 ATGM & Cannon
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I manage to make it only thermal, but I am limited to white thermal only. You should ask Mosquill about making it green thermal, because it will require quite deep changes in code, and he said in some files to don't touch it, so I won't.

617 Flares & Cannon
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All HUDs have 'Target Locked' text for all weapons tat can lock on target and 'Missile Warning', although this warning is displayed while somebody start locking it. I have delayed it by one second, so it shows with locking sound for missiles which have 1s lock time, but it shows after lock sound, for missiles, which lock for 0.5s. Was looking to link it somehow with second lock warning sound, but couldn't find a way.

Also all AA weapons can see heat lockboxes within weapon lock range, while radar ones can see it to VD. All weapons that are designed for CAS see Laser lockboxes.

I think that this is pretty much final now.

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lucky.BOY
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by lucky.BOY »

Moszeusz6Pl wrote: 616 ATGM & Cannon
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I manage to make it only thermal, but I am limited to white thermal only. You should ask Mosquill about making it green thermal, because it will require quite deep changes in code, and he said in some files to don't touch it, so I won't.
Still think you should either move the camera out of cockpit, looks wierd now.
Stemplus
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by Stemplus »

It's the DEVs work to move it out of the cockpit (which will also remove some of the wierd looking text). Moszeusz can't do it because he doesen't have the newest harrier files or something.
SShadowFox
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by SShadowFox »

Well, he can, the DEVs, in this case Rhino I think, would need to port it to the new versions of the Harrier, tweaking what is needed, etc.
Rhino
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by Rhino »

Sorry totally missed this last update Moszeusz, its looking awesome! :D
Only thing I can see that needs changing is the ATGM Thermals from grey to green as per the refs, but other than that, awesome work!! :D

Any chance you might be able to upload these HUDs etc and PM me the link?

Cheers!
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Moszeusz6Pl
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by Moszeusz6Pl »

Yes, I will send it to you, but I noticed, that A1H used in Vietnam should have HUD in English, not in Spanish, so I will need to change this. I will send it later today.

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Rhino
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Re: [Menu] New/Improved HUDs (PR:F) [WIP]

Post by Rhino »

ah ye good point :p

Sounds good! :D
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