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

Posted: 2013-02-15 11:04
by Moszeusz6Pl
I have send you PM. Update with US version of A1H

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

Posted: 2013-02-15 11:22
by lucky.BOY
You did a fine job on these, Moszeusz.

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

Posted: 2013-02-16 05:30
by Rhino
Ye, really good mate!

Haven't yet had a chance to test these out ingame but have looked though the files and they are looking very good, but two points I noticed was:
1: they should all be saved in .tga so they can be built into the menu atlas at their highest quality, but take it you've saved them all as .dds so they would work ingame without having to build them into the menu atlas
2: The harrier bomb HUD has quite a lot of wasted space in it, I'm not 100% sure but I think, providing you saved the texture as .tga and built it into the menu atlas, the texture wouldn't need to be a power of two for its width and height, so you could cut out quite a bit of the unused space no?
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Other than that, looking good from the files! :D

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

Posted: 2013-02-16 07:18
by Xavo|xXx
Fantastic job on a relatively small part that literally stares us in the face the whole time!

Does wonders for immersion just looking at them :)

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

Posted: 2013-02-16 13:00
by Mongolian_dude
Holy frack! an AH1 HUD!

...mongol...

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

Posted: 2013-02-16 14:00
by Moszeusz6Pl
I was saving is as .dds to test it, and forgot to resave it as .tga before sending files.

As for Harrier Bomb HUD this wasted space annoyed me a lot, I was trying to make it with seperated line and circle textures to save some space, but it was rotating very weird, so I gave up this idea after several tries.

You are probably right about tat this textuers don't need to be in power of two when packed in HUD Atlas so I made it as 16x150 and PMed you with new version.

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

Posted: 2013-02-16 18:06
by Rhino
Cheers, any chance you can resave them in .tga however from your .psds? :D

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

Posted: 2013-02-16 18:56
by Moszeusz6Pl
Yes, I will resave this tomorrow and send you.

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

Posted: 2013-02-17 11:14
by Moszeusz6Pl
One question about resaving as .tga should I use RLE compression and should I make original in lower left or upper left?

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

Posted: 2013-04-11 06:36
by zombie-yellow
Would it be possible to make some gauges on the dashboard of planes/helicopters work ? Like the NAVmap, or the artificial horizon, the heading lock, etc... I'm sure at 99% that the answer will be "no" but just askin' anyway :p

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

Posted: 2013-04-11 06:39
by Rhino
zombie-yellow wrote:Would it be possible to make some gauges on the dashboard of planes/helicopters work ? Like the NAVmap, or the artificial horizon, the heading lock, etc... I'm sure at 99% that the answer will be "no" but just askin' anyway :p
No, as per my Zhi-9 and Panther Series Highlight: https://www.realitymod.com/forum/f196-p ... eries.html
'[R-DEV wrote:Rhino;1871663']This also included making a 3D, working cockpit since [R-DEV]mosquill had been experimenting with the concept on a small scale using the vBF2 Havok and shown some promising results.
This helicopter series was going to be the main test bed for implementing this idea into PR, but as we found out later during the export process, this concept was a no-go since there was a limit on the amount of moving parts you can have on a vehicle, which was especially a problem for this chopper due to its moving landing gear etc, as well as many other complications so while we don't have a working cockpit, it is still nicely detailed.

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

Posted: 2013-04-11 06:44
by zombie-yellow
Stupid BF2 engine :( why did DICE added these limitations anyway ? Like the ladder limit... WTF ?..

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

Posted: 2013-04-11 09:33
by lucky.BOY
Yes, it is possible, but doing that for all aircraft in pr is atremendous task, which would give little benefit in the end, as there is limited amount of moving parts you can have on a vehicle, and with retractable landing gear etc. there isnt many left for the cockpit.
In the end, not worth the effort for the dev team.

edit: lol, missed a page :/