[MOD - UI AP/TC] Gold HUD v1 2016 - 11/05/16

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TrixX
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[MOD - UI AP/TC] Gold HUD v1 2016 - 11/05/16

Post by TrixX » Sun, 10. Oct 10, 18:14

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[MOD - UI AP/TC] Gold HUD v1 2016
by TrixX

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Features:
  • Support for Colour Blind Users (well as much as possible)
  • Completely new bespoke Gravidar
  • Gold/Red/Grey Colour Scheme
  • New Ship/Factory Icons
  • New Brackets
  • Optional No Brackets versions
  • New Crosshairs and Lead Reticles
  • New custom Main Sidebar Icons
  • Full icon replacement (minus guns/missiles, need to re-port them from LU)
  • No sidebar
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Gold HUD 2016 v1

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Gold HUD 2016 v1 No Bracket Version

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Litcube's Universe Gold HUD 2016 v1

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Litcube's Universe Gold HUD 2016 v1 No Bracket Version

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To Do List (Still to do!!!)
  • Update Main Menu to match new UI
  • Update Loading Screen Overlays
  • Stock coloured version
  • Make a Cat/Dat version
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Version Info
  • 2016 v1
  • Reworked nearly everything...
  • New Gravidar based off solarhawk's version of bolgimo's jc hud
  • Updated Icons and Buttons for the Sidebar
  • Ported LU's icons to AP
  • New more minimalist style to reduce on screen clutter. Should make things easier to read.
  • v2.0
  • Reworked nearly everything...
  • Totally New Gravidar
  • New Icons and Buttons for the Sidebar
  • New Ship Icons to make it easier to differentiate them
  • Plus tons more than I can remember from editing almost 2000 layers in Photoshop :D
  • v1.3
  • Fixed Mission Bracket colours (thanks to clevider for pointing that out)
  • Gave all Brackets an overhaul for both Bracketed and No Bracket versions :)
  • v1.2
  • Released :D
  • Fixed a bracket issue with Hostile stations and No Brackets version
  • Added Languages to Start Menu change
  • Added Loading Overlays for English, L034 and L048
  • Fixed Gravidar alpha issue
  • v1.1
  • Misc fixes to colours and 1 or 2 missing icons - Beta Test - Not Public release
  • v1.0
  • Beta Test - Not Public release
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Screenshots:

(Click for full size image)
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Installation:
  • Download the 7zip archive (7zip Download).
  • Extract the package to your X3 TC/AP install directory.
Installation Notes:

Compatible with all mods except other HUD mods.

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Technical info

A list of the files contained in this mod.
  • dds\gui_bars.dds
  • dds\gui_master.dds
  • dds\interface_framework_XT_diff.dds
  • dds\interface_template_blackpearl_diff.dds
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Archive:

X-Universe HUD v2.0

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X-Universe HUD v2.0 No Bracket Version

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Credits:
Thanks to:
  • the makers of CMOD 3 for the inspiration of their Military HUD
  • Chestburster2 for a quick beta test and allowing my edit of his Red HUD
  • Jack08 for his help bugfixing
  • Requiemfang for beta testing this too
  • m00nch1ld, Brinnie and the others who found out this mod was useful for those with colourblindness
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Last edited by TrixX on Sun, 15. May 16, 08:04, edited 27 times in total.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson

dragonblue14
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Post by dragonblue14 » Sun, 10. Oct 10, 18:18

The "New custom weapon effects" would this be compatible with SRM, Cmod4?

Misinformed
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Post by Misinformed » Sun, 10. Oct 10, 18:27

Is that a new default 3rd person camera position, and is it included? Dogfighting from 3rd person looking nice and pratical there, i assume thats the idea anyway. And as mentioned already are those new weapon effects compatible with cmod3-4 (theres a 4? ah it was locked thats why i didnt know about it ) etc and if not itd be great to see a UI only release.

Looking impressive so far.

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TrixX
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Post by TrixX » Sun, 10. Oct 10, 18:36

Installation Notes:

Compatible with all mods. Make sure that this is the Highest number in your Fake Patch installs to get all the included changes.

If you want to revert to CMOD 3/4 weapon effects this mod needs to be installed as a LOWER number than the CMOD fake patch.
As for the 3rd Person thing it's a bit of a hack at the moment. If you use it, you are unable to have First Person view. Though it is cool being out the back and seeing the weapons fire and it all being accurate to the HUD too :D
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson

The-Last-Communist
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Post by The-Last-Communist » Sun, 10. Oct 10, 18:53

realy nice ! im really enjoying this
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Chestburster2
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Post by Chestburster2 » Sun, 10. Oct 10, 20:11

Finaly, you released it :)

Very nice mod TrixX.

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TrixX
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Post by TrixX » Sun, 10. Oct 10, 20:43

Thanks mate, forgot to add an acknowledgements bit, will do that 2mo :D

Took a bit longer to release as I split it up into 2 lots of 4 packages to get in the different ratios for the loading overlays. That way at least they'll look good on peoples systems now. Also seeing as there is barely any blurring on downsizing all are in Hi-Res for the loading overlays :)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson

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TrixX
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Post by TrixX » Mon, 11. Oct 10, 04:55

Probably should mention it doesn't have the 3rd person mod included ;)

I was just testing the idea on the Sabre as I checked the final mod :D
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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set23
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Post by set23 » Mon, 11. Oct 10, 16:21

it would be great to see if you succeed to make 3D view. cheers! :D

mrscribbler
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Post by mrscribbler » Wed, 13. Oct 10, 18:14

I take it you're just moving the camera to a position passed the back of the ship. While this might be cool for fighters, it would be a total godsend for capitals if you left even more distance (relatively) from the rear of the ship to the camera. One problem when I go into a furball in my Cerberus and all my fighters launched is that I keep on seeing my pup swallow one of my parasites because I was following an M6 with my main battery and got right in that fighter's way. So the only way to avoid painful death for my little fellas is to go into third person view, but that makes it impossible to follow ships with my main batts.

And with the autopillok as it is full of FAIL, it gets even worse :P

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TrixX
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Post by TrixX » Wed, 13. Oct 10, 18:49

:lol:

Yup all I did was move the camera behind the ship. Would be nice for the Cap Ship's but most of them have it from the bridge already. Not too bad compared to some ships. I just wish it could be a dual pivot setup where you have 2 cameradummy's linked to the primary cockpit allowing switching between them, along with using the ships centre of mass as the pivot. Would solve a hell of a lot of problems there and then camera wise :)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson

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urbanfreak
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Post by urbanfreak » Sun, 17. Oct 10, 16:51

Love the GOLD ! ... makes me feel rich when playing. :D
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If you are in a spaceship that is traveling at the speed of light, and you turn on the headlights, does anything happen?

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TrixX
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Post by TrixX » Sun, 17. Oct 10, 17:01

Glad you like it :)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson

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clevider
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Post by clevider » Mon, 25. Oct 10, 18:17

TrixX, I saw you post elsewhere and the stylishness of your mod's logo in your sig demanded I click it. ;) I'm so glad I did. Besides the slickness the interface you've shared, I like how you've made the station icons differentiate between the class of wares that they produce.

Most of all, I love that you changed the color of the targeting arrows. :thumb_up: The darkness of the default's blue has far too little contrast to easily identify and it's bugged me since v1.

One thing I think could be improved, for consistency's sake, is the color of the mission arrows. The mission objective indicator is still gold, but the mission arrows are blue/purple. It seems to me that either the arrows should be gold or the indicator should be blue. Personally, I would go with gold. I'll continue enjoying your mod either way, of course, but it's something I noticed.
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Chestburster2
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Post by Chestburster2 » Mon, 25. Oct 10, 19:12

All the icon stuff is stored inside the gui_master.dds . There are 12 station icons and i think ES in the first place wanted to make something similiar ;)

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