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Forum: All Forums : Call of Duty 2
Category: CoD2 General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Asset Manager - Weapon Hud?
Zaphax
General Member
Since: Jun 17, 2008
Posts: 251
Last: Dec 29, 2013
[view latest posts]
Level 5
Category: CoD2 General
Posted: Tuesday, Nov. 1, 2011 03:58 pm
How do i create weapon hud?


my weapon files have killicon\gfx/icons/weaponname_hud

weaponname = its name of my weapon

the file i have in images/gfx/icons folder is weaponname_hud

the file is right size and is working because it works for other gun but other gun already has stock hud so its same as i just repainted old but for my new gun it doesn't show it i see as that default texture.





Any ideas what options to use to make weapon hud in AssMan?
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD2 General
Posted: Tuesday, Nov. 1, 2011 04:21 pm
Zaphax writes...
Quote:
How do i create weapon hud?


my weapon files have killicon\gfx/icons/weaponname_hud

weaponname = its name of my weapon

the file i have in images/gfx/icons folder is weaponname_hud

the file is right size and is working because it works for other gun but other gun already has stock hud so its same as i just repainted old but for my new gun it doesn't show it i see as that default texture.





Any ideas what options to use to make weapon hud in AssMan?


1. Create you image in Asset Manager but make sure it is a materials file with a IWI file. Don't try to save it as a .TGA and IWI file (which go in the /gfx folder).

2. Reference the image in your weapon file by calling the materials file itself:

Quote:
hudIcon\inventory_stickybomb


Not:

Quote:
hudIcon\gfx/gfx/icons/hud@uinventory_stickybomb.tga


I say this because newbies get stuck on making the materials .TGA files. They are "special" materials, and Infinity Ward switched methods during development of COD2 to the simpler method which you see throughout COD4.

edited on Nov. 1, 2011 12:22 pm by Tally
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Zaphax
General Member
Since: Jun 17, 2008
Posts: 251
Last: Dec 29, 2013
[view latest posts]
Level 5
Category: CoD2 General
Posted: Tuesday, Nov. 1, 2011 04:35 pm
So i made my image for my weapon hud which is .dds file when i used .iwi file it said its something wrong.

So i put the material/gfx/icons/weapon.tga the compiled material file of the image in my mod right?


Can you say it step by step

1. i made my image .dds format

2. i put it in directory/main/images/ folder

3. i open asset manager i select material then what? what name what settings?


yes i changed from hudIcon\gfx/icons/hud_name to hudIcon\hud_name

so i need to call it to material file or to image file?
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD2 General
Posted: Tuesday, Nov. 1, 2011 05:19 pm
Zaphax writes...
Quote:
So i made my image for my weapon hud which is .dds file when i used .iwi file it said its something wrong.

So i put the material/gfx/icons/weapon.tga the compiled material file of the image in my mod right?


Can you say it step by step

1. i made my image .dds format

2. i put it in directory/main/images/ folder

3. i open asset manager i select material then what? what name what settings?


yes i changed from hudIcon\gfx/icons/hud_name to hudIcon\hud_name

so i need to call it to material file or to image file?


These are the settings I used for a custom image for a bouncing betty weapon in COD2:



The location of the directory for the DDS file is self-explanatory - it is shown under "color map".
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Zaphax
General Member
Since: Jun 17, 2008
Posts: 251
Last: Dec 29, 2013
[view latest posts]
Level 5
Category: CoD2 General
Posted: Tuesday, Nov. 1, 2011 06:44 pm
Well i did exactly like that, and nothing...





Code:
WEAPONFILE\displayName\WEAP_FLAME\modeName\\playerAnimType\none\altWeapon\\AIOverlayDescription\Specialist\weaponType\bullet\weaponClass\spread\weaponSlot\primary\twoHanded\1\rifleBullet\0\armorPiercing\0\semiAuto\0\boltAction\0\aimDownSight\0\rechamberWhileAds\0\noPartialReload\0\segmentedReload\0\wideListIcon\1\wideKillIcon\1\flipKillIcon\1\autoAimRange\0\slowdownAimRange\50000\slowdownAimRangeAds\50000\lockonAimRange\50000\lockonAimRangeAds\50000\enemyCrosshairRange\10\moveSpeedScale\0.2\gunMaxPitch\2\gunMaxYaw\2\ammoName\Fuel\maxAmmo\0\startAmmo\750\clipName\flamethrower\clipSize\750\shotCount\2\dropAmmoMin\240\dropAmmoMax\280\reloadAmmoAdd\0\reloadStartAdd\0\damage\60\minDamage\20\meleeDamage\150\maxDamageRange\800\minDamageRange\1500\locNone\1\locHelmet\1\locHead\1\locNeck\1\locTorsoUpper\1\locTorsoLower\1\locRightArmUpper\1\locRightArmLower\1\locRightHand\1\locLeftArmUpper\1\locLeftArmLower\1\locLeftHand\1\locRightLegUpper\1\locRightLegLower\1\locRightFoot\1\locLeftLegUpper\1\locLeftLegLower\1\
locLeftFoot\750\locGun\95\fireTime\0.0001\fireDelay\0\meleeTime\0.7\meleeDelay\0.1\reloadTime\0\reloadEmptyTime\0\reloadStartTime\0\reloadEndTime\0\reloadAddTime\0\reloadStartAddTime\0\rechamberTime\0\rechamberBoltTime\0\dropTime\0.25\raiseTime\0.25\altDropTime\0\altRaiseTime\0\clipOnly\1\quickDropTime\0.15\quickRaiseTime\0.15\standMoveF\0\standMoveR\0.7\standMoveU\-1\standRotP\0\standRotY\0\standRotR\0\standMoveMinSpeed\80\standRotMinSpeed\80\posMoveRate\6\posRotRate\8\duckedMoveF\0\duckedMoveR\850\duckedMoveU\-1\duckedRotP\15\duckedRotY\0\duckedRotR\0\duckedOfsF\-0.1\duckedOfsR\1\duckedOfsU\-0.2\duckedMoveMinSpeed\20\duckedRotMinSpeed\20\proneMoveF\-100\proneMoveR\-75\proneMoveU\-105\proneRotP\0\proneRotY\220\proneRotR\-300\proneOfsF\-0.5\proneOfsR\2\proneOfsU\0.8\posProneMoveRate\25\posProneRotRate\30\proneMoveMinSpeed\0\proneRotMinSpeed\0\hipIdleAmount\30\adsIdleAmount\2\hipIdleSpeed\1\adsIdleSpeed\0.8\idleCrouchFactor\0.8\idleProneFactor\0.4\adsSpread\0\adsAimPitch\0\adsTransInTime\0\adsTransOutTime\
0\adsTransBlendTime\0\adsReloadTransTime\0\adsCrosshairInFrac\0\adsCrosshairOutFrac\0\adsZoomFov\65\adsZoomInFrac\0.5\adsZoomOutFrac\0.4\adsBobFactor\1\adsViewBobMult\0\adsViewErrorMin\0\adsViewErrorMax\0\hipSpreadStandMin\6\hipSpreadDuckedMin\6\hipSpreadProneMin\6\hipSpreadMax\6\hipSpreadDuckedMax\6\hipSpreadProneMax\6\hipSpreadFireAdd\0\hipSpreadTurnAdd\0\hipSpreadMoveAdd\0.1\hipSpreadDecayRate\5\hipSpreadDuckedDecay\1\hipSpreadProneDecay\1\hipGunKickReducedKickBullets\0\hipGunKickReducedKickPercent\0\hipGunKickPitchMin\0\hipGunKickPitchMax\0\hipGunKickYawMin\0\hipGunKickYawMax\0\hipGunKickAccel\0\hipGunKickSpeedMax\0\hipGunKickSpeedDecay\0\hipGunKickStaticDecay\0\adsGunKickReducedKickBullets\0\adsGunKickReducedKickPercent\0\adsGunKickPitchMin\0\adsGunKickPitchMax\0\adsGunKickYawMin\0\adsGunKickYawMax\0\adsGunKickAccel\0\adsGunKickSpeedMax\0\adsGunKickSpeedDecay\0\adsGunKickStaticDecay\0\hipViewKickPitchMin\0\hipViewKickPitchMax\0\hipViewKickYawMin\0\hipViewKickYawMax\0\hipViewKickCenterSpeed\0\
adsViewKickPitchMin\0\adsViewKickPitchMax\0\adsViewKickYawMin\0\adsViewKickYawMax\0\adsViewKickCenterSpeed\0\swayMaxAngle\0\swayLerpSpeed\0\swayPitchScale\0\swayYawScale\0\swayHorizScale\0\swayVertScale\0\swayShellShockScale\4\adsSwayMaxAngle\0\adsSwayLerpSpeed\0\adsSwayPitchScale\0\adsSwayYawScale\0\adsSwayHorizScale\0\adsSwayVertScale\0\fightDist\720\maxDist\680\aiVsAiAccuracyGraph\m1garand.accu\aiVsPlayerAccuracyGraph\\reticleCenter\\reticleSide\gfx/reticle/side_skinny_xenon.tga\reticleCenterSize\20\reticleSideSize\64\reticleMinOfs\0\hipReticleSidePos\0\adsOverlayShader\\adsOverlayReticle\none\adsOverlayWidth\0\adsOverlayHeight\0\gunModel\viewmodel_flamethrower\handModel\viewmodel_hands_cloth\worldModel\xmodel/weapon_flamethrower\idleAnim\viewmodel_trenchgun_idle\emptyIdleAnim\viewmodel_trenchgun_idle\fireAnim\\lastShotAnim\\rechamberAnim\\meleeAnim\viewmodel_trenchgun_melee\reloadAnim\\reloadEmptyAnim\\reloadStartAnim\\reloadEndAnim\\raiseAnim\viewmodel_trenchgun_pullout\dropAnim\
viewmodel_trenchgun_putaway\altRaiseAnim\viewmodel_thepo_pullout\altDropAnim\viewmodel_raygun_putaway\quickRaiseAnim\viewmodel_katana_pullout\quickDropAnim\viewmodel_banana_putaway\adsFireAnim\\adsLastShotAnim\\adsRechamberAnim\\adsUpAnim\viewmodel_trenchgun_ADS_up\adsDownAnim\viewmodel_trenchgun_ADS_down\viewFlashEffect\fx/weapons_fire/flamethrower_fire.efx\worldFlashEffect\fx/weapons_fire/flamethrower_fire.efx\shellEjectEffect\\lastShotEjectEffect\\pickupSound\weap_pickup\ammoPickupSound\weap_carbine_ammopickup\fireSound\weap_flamethrower_fire_gs\fireSoundPlayer\weap_flamethrower_fire_gs\lastShotSound\\lastShotSoundPlayer\\meleeSwipeSound\melee_swing_large\rechamberSound\\rechamberSoundPlayer\\reloadSound\\reloadSoundPlayer\\reloadEmptySound\\reloadEmptySoundPlayer\\reloadStartSound\\reloadStartSoundPlayer\\reloadEndSound\\reloadEndSoundPlayer\\altSwitchSound\\raiseSound\\putawaySound\\noteTrackSoundA\\noteTrackSoundB\\noteTrackSoundC\\noteTrackSoundD\\hudIcon\hud_flamethrower\
modeIcon\\killIcon\hud_flamethrower\fireRumble\m1garand_fire\meleeImpactRumble\melee_medium
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD2 General
Posted: Tuesday, Nov. 1, 2011 07:09 pm
Your screenshot shows a default "missing image" error ( the checker-board image). That means the materials file is correct, but the game cannot find the IWI file associated with the materials file. So, check your IWD file. Make sure it has the necessary IWI file.
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Zaphax
General Member
Since: Jun 17, 2008
Posts: 251
Last: Dec 29, 2013
[view latest posts]
Level 5
Category: CoD2 General
Posted: Tuesday, Nov. 1, 2011 07:13 pm
i got the material/hud_flamethrower.tga and i got images/hud_flamethrower.iwi those are both files i gotten from the AssMan compile so i don't know what the problem is what more files should i have? I know that i dont need assetcache, assetscache nor the convertcache folders and/or files...

You have xfire? so we could chat.
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Zaphax
General Member
Since: Jun 17, 2008
Posts: 251
Last: Dec 29, 2013
[view latest posts]
Level 5
Category: CoD2 General
Posted: Tuesday, Nov. 1, 2011 09:31 pm
Yeah! It works, i needed to have hudIcon/hud_flamethrower.tga

you need to have .tga in the end cause the material file is .tga file but nobody ever told to use file extension in the end but with out the extension it doesn't work
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liltc64
General Member
Since: Feb 12, 2007
Posts: 906
Last: Oct 22, 2012
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD2 General
Posted: Tuesday, Nov. 1, 2011 10:18 pm
Zaphax writes...
Quote:
Yeah! It works, i needed to have hudIcon/hud_flamethrower.tga

you need to have .tga in the end cause the material file is .tga file but nobody ever told to use file extension in the end but with out the extension it doesn't work


the post before that you said you have "i got the material/hud_flamethrower.tga" ?? oh well glad you found a solution.
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Zaphax
General Member
Since: Jun 17, 2008
Posts: 251
Last: Dec 29, 2013
[view latest posts]
Level 5
Category: CoD2 General
Posted: Wednesday, Nov. 2, 2011 07:42 pm
I wanned to show my friend i asked him to choose an image and i make it cod2 style hud, so here it is.


Original pic
http://www.cabom.se/img/products/30550804/product-30550804-big.jpg


My Hud:

I did this one fast so the background grey color is not the orignal i just took any fast but it doesnt matter cause real huds i make i do alpha transparancy so you dnt see grey you see only outline and gun i usally make thicker outline and do smaller alpha and i make sure you dont see grey its better to see more black then background.





What do you think of my work? :) It's not final product i just did it fast in 10 second [tongue] [wink]
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