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Stevio

Joined: 04 Jun 2005 Posts: 1983 on topic Location: Kent, England

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Posted: Mon, 6. Nov 06, 11:40 Post subject: |
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pepperg > you can install the minimal HUD as a Fake patch aswell
xj220 > when you save it leave everything as it is originally set, EXCEPT the mip maps make sure it is set to no mip maps
that should sort it out
_________________ My Scripts
So say we all! |
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xj220
Joined: 24 Sep 2005 Posts: 17 on topic

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NumNuts

Joined: 20 Jul 2004 Posts: 166 on topic

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Posted: Sun, 12. Nov 06, 00:50 Post subject: 2.0.01 |
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Hi Lefthand,
I think version 2.0.01 replaces the "dds\gui_master.dds" file in the .cat/.dat patch.......
I haven’t used it yet but am wondering if you know what they may have changed? And if it's worth keeping would you consider updating your HUD MOD??
Thanks for any info.
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lefthandblack

Joined: 13 Jun 2005 Posts: 62 on topic

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Posted: Sun, 12. Nov 06, 22:58 Post subject: New Version: 2.0 |
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Version 2.0 has been uploaded.
www.lefthandblack.com/mods/MinimalHud2.zip
As far as I can tell, the only thing they changed was to add an icon for
the PlayerHQ, so that is all this new version does as well.
If anyone finds anything I missed, let me know and I'll fix it.
_________________ C2D E6750
4096MB DDR2 dual channel
BFG Geforce GTX 280
SB X-FI Gamer
500 GB Seagate Barracuda SATA HD
Sony DRU-840A
XP Pro SP3 |
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NumNuts

Joined: 20 Jul 2004 Posts: 166 on topic

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Posted: Mon, 13. Nov 06, 07:13 Post subject: |
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Thanks. 
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arcana75

Joined: 02 Dec 2003 Posts: 2154 on topic

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Puruco
Joined: 06 Dec 2005 Posts: 505 on topic

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Posted: Mon, 20. Nov 06, 19:55 Post subject: |
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Hi lefthandblack: Just a suggestion, can make the blue slield indicator more visible?
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LuckyKnight
Joined: 13 Nov 2006 Posts: 173 on topic

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Posted: Wed, 22. Nov 06, 23:20 Post subject: |
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Hi Lefthandblack,
I like the "No-more-Boxes"-Feature on "blue" ships, which aren't targeted and the little icons for stations of your version, too.
But for the right part of the master_gui I would prefer the tiny lines of the original master_gui. I tried to make my own hud with gimp and dds plugin, but I can't get the "background" invisible, so all ends up in dark-blue boxes.
Here's my favorite, how the master_gui should look for me personally:
Maybe it can be a inspiration for a alternative version of your own hud with slimmer lines 
_________________ proud to be ***modified***  |
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lefthandblack

Joined: 13 Jun 2005 Posts: 62 on topic

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Posted: Fri, 1. Dec 06, 14:43 Post subject: |
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| Puruco wrote: |
Hi lefthandblack: Just a suggestion, can make the blue slield indicator more visible?
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You could change the color, making it brighter, I suppose.
Changing the size of the indicator would require an entirely new master_gui as well as the corresponding file that plots the locations of all the icons. This would be something that would be ALOT of work, and I feel would be counterproductive to what the minimal hud was supposed to be in the first place.
This is the first time someone has suggested this.
If you were referring to changing the color only, it might be something I
would take into consideration for possible future versions if more people
feel that it is needed.
| LuckyKnight wrote: |
Hi Lefthandblack,
But for the right part of the master_gui I would prefer the tiny lines of the original master_gui. I tried to make my own hud with gimp and dds plugin, but I can't get the "background" invisible, so all ends up in dark-blue boxes.
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The problem you are describing is caused by the alpha-channel of your
version of the gui. I'm not very familiar with gimp, but I would think there
would be a way to edit the alpha-channel with it.
You want everything that is going to be invisible to be completely black
and everything visible to be white or shades of grey depending on the
amount of transparency you want.
@arcana75
I've edited the first post to include your link.
Thanks, btw
_________________ C2D E6750
4096MB DDR2 dual channel
BFG Geforce GTX 280
SB X-FI Gamer
500 GB Seagate Barracuda SATA HD
Sony DRU-840A
XP Pro SP3 |
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Commander Zane
Joined: 03 Aug 2006 Posts: 272 on topic

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Posted: Wed, 6. Dec 06, 06:02 Post subject: |
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| Dread wrote: |
Yeah I thought this as was looking for it earlier this week.
I wanted some changes to be considered if its still being looked after. I like the idea of no crap flying all over on my HUD, but I still feel that maybe the Mod can have a few options to install (when I say options I mean different variations of Cat and Dat files) with this current version for all those who like it the way it is and maybe some other types. Here's what I would like to see on the Minimal HUD.
No Boxes Or Icons whatsoever for any ships or stations onscreen or offscreen (around the side of the screen) except for the targetted object obviously.
The Leading target to go back to what it was.
Whatever is targetted to give more tech-like appearance of info. Instead of the old green and blue bars for shields and hull that I dont mind on the sector map list of stuff, whatever is targetted I would rather see the Hull, Shields, Ship ID all as text, around the target box, none of this coloured bars business as looks a bit too childish for a main Target GUI.
As with above point, the Sector Map, I quite agree on the coloured bars for Hull and Shields, BUT why is it only showing on your owned ships in the list. Why cant there be the bars for all ships there in the list. Reason I ask this is you can see straight away any ship that is in battle.
Probably a bit out of the possibility for this Mod, but why cant we have a choice of HUD styles. I have talked about this once every couple of months and no one ever gives any feedback or agrees, and I know its better. The GFX style used throughout for the HUD is crap. Its far too digital and computer looking as everything has a slightl black outline. The target boxes, the aim, the icons... everything basically. This is where X2 is far superior and I dont understand the mentalilty behind the person at Ego who decided to change it to the current style as its just plain comical looking. The old style of watery blue colour which faded out, looked like the proper HUD effect that our own pilots see when in fighter planes, you know the 'projection onto glass' effect. If you still dont know what I am on about look at the comparison below. And bear in mind the the pic with old style from X2 with the faded-out blue HUD is from a X3 Loading screen - so they had originally meant to implement it in X3 and at last minute changed it to the crappy digital style we currently have to look at
1st, The Cheap, Black Outline, ZX Spectrum, Effect
2nd The Previous true feeling Projection On Cockpit Effect
I guess most ppl will disgree on thi point, but to my naked eye the latter looks far more real to me |
No freaking kidding...That reticle looks badass, same with the X2 circular radar screen, I HATE the boring square grid beyond all reason. I'm using some German HUD mod that has the circle radar screen but some letters are different (German spelling obviously differs from English). I'd absolutely love to see someone make a HUD mod that adds that reticle and radar screen at the same time.
And a Wing Commander style VDU screen set would be neat too. But that's pretty much impossible, the ship stats and such in screens in the cockpit (Imp's cockpit mod, Cockpit Callback, stuff like that).
You know what I mean. 
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Fistantantilis
Joined: 07 Feb 2004 Posts: 58 on topic

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Posted: Fri, 9. Feb 07, 11:34 Post subject: |
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This is a great mod,
any chance of the mod with the original crosshair, or equivalently version 1.3 of the mod with the shield fix included. The original fact icons might be nice too.
Like I said this mod is great but I want even less.
Cheers.
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UKPartisan

Joined: 02 Dec 2006 Posts: 7 on topic Location: Norfolk, England

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Posted: Sun, 25. Feb 07, 17:54 Post subject: |
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Nice one, a huge improvement! I hate the original HUD with a passion. EGOSOFT have a history of making bizarre design decisions, the HUD as it was shipped was messy and amateurish. It reminded me of being surrounded
by a swarm of flies...utterly silly!
I do have one question though, is it possible to remove all the passive symbols around the edge and leave only hostile targets?
Great work

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cnecktor
Joined: 11 Dec 2003 Posts: 290 on topic

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Posted: Sat, 22. Sep 07, 11:56 Post subject: |
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I have a question will this work with xtm?
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Commander Akenaton
Joined: 24 Jul 2007
Location: Unknown Sector
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Posted: Sat, 22. Sep 07, 12:34 Post subject: |
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| cnecktor wrote: |
| I have a question will this work with xtm? |
idem.
Up. 
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defiant1

Joined: 07 May 2006 Posts: 1125 on topic

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