[UPDATED][MOD]Neuman's HUD replacement v1.1 [XTM 0.7 & DDRS compatible!]
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If you installed XTM properly (guide) you should have cat/dat files from 1 to 11. When u download Neumans HUD mod it is already 12.cat/dat so just copy it to X3 main directory. If you have different numbers for cat/dat in your X3 dir (before neumans hud mod) - you prolly did something wrong. Also if you have for example only 10 cat/dat files, then rename neumans files to next in line (in mentoned case - 11.cat and 11.dat). There cant be a "hole" in cat/dat files.
I am using this mod and it works great with XTM (7.1 and newest 7.2 too).
I am using this mod and it works great with XTM (7.1 and newest 7.2 too).
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Sumo,
All you need to do is extract the gui_master.dds file from my mod using X3 Mod Manager (Sticky). You'll need to open it up with a photo-editor that has Nvidia's DDS plugin installed. Increase the size of the stations (alternatively, cut and past the stations from the one in XTM's cat/dat), fix the Alpha channel for the stations, save it as a dds again. Put it back in the mod using X3 MM again. Voila.
It's not easy, but if you want to do it, you are welcome to. There is a how-to out there on hud mods by a guy named fud. Search for it (It's ~1-1.5 years old now) by looking for topics written by fud. That will give you a lot more detail than I threw in here.
All you need to do is extract the gui_master.dds file from my mod using X3 Mod Manager (Sticky). You'll need to open it up with a photo-editor that has Nvidia's DDS plugin installed. Increase the size of the stations (alternatively, cut and past the stations from the one in XTM's cat/dat), fix the Alpha channel for the stations, save it as a dds again. Put it back in the mod using X3 MM again. Voila.
It's not easy, but if you want to do it, you are welcome to. There is a how-to out there on hud mods by a guy named fud. Search for it (It's ~1-1.5 years old now) by looking for topics written by fud. That will give you a lot more detail than I threw in here.
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Re: [UPDATED][MOD]Neuman's HUD replacement v1.1 [XTM 0.7 & DDRS compatible!]
perhaps you mean the only one in the english Forums



PS and thanks for the tip with the (EGO-)M7-Icons, i haven't noticed that they integrated them im the IconData with 2.0.. but i have added a seperate M7-Icon in the XTM-compatible Version of my mod ^^
PS2: IconData?? perhaps i have an idea to seperate the gui_master into multiple files.. so you can select your hair cross, Ship Icons, Station Icons and so on seperated... i will try this in my holiday..
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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UniTrader,
I didn't mean that my hud-mod is the only one that is XTM compatible... I only meant that the particular link is the only one that has the XTM compatibility added. The other two links do not have the XTM update.
JMCorp,
Unfortunately, no. All the windows are hard-coded to look at the same part of gui_background.dds, AFAIK.
I didn't mean that my hud-mod is the only one that is XTM compatible... I only meant that the particular link is the only one that has the XTM compatibility added. The other two links do not have the XTM update.
JMCorp,
Unfortunately, no. All the windows are hard-coded to look at the same part of gui_background.dds, AFAIK.
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The link works, but the ZIP file I get is corrupt.
Anyone by chance have a different link for this file ?
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Since that link had broken twice, I uploaded and a new link is on the OP, or right here:
http://www.megaupload.com/?d=F2342A1K
http://www.megaupload.com/?d=F2342A1K
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The only icon for the creatures is the "neutral" icon. I don't think there was any intent by the XTM folks to make them cappable. Based on conversations with al_main, the creatures are hard-coded to the ICON_LSR_HEPT1_HL position and can't be changed. I'm guessing (based on what you say) that if it tries to turn it friendly, it goes to one of the ICON_LSR_FLAK2 entries. Fixing this would require some work from the XTM guys to move the appropriate Beta Flak entry to one of the available LSR dummies. At that point, I could make a friendly symbol for the creatures and point the new dummy to the Beta Flak.
I doubt they'll do this since, again, I don't think they intended for the Shivan to be cappable.
I'm not paying much attention to XTM (or X3) these days, so if they release a patch for this let me know... I'll get the data and release a new version.
I doubt they'll do this since, again, I don't think they intended for the Shivan to be cappable.
I'm not paying much attention to XTM (or X3) these days, so if they release a patch for this let me know... I'll get the data and release a new version.
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Well, I really like this mod a lot.."Now"...For me the quickmenu color and bar color was just too overwhelming..So I deleted everything in the .cat except the following:
dds\gui_master.dds
types\lconData.pck
Now I have the great looking icons all in color and the default Egosoft quick menu and bars that are for me much easier on my old eyes.
Been using for long time now and very stable...Great mod and now a standard for me..Thanks
dds\gui_master.dds
types\lconData.pck
Now I have the great looking icons all in color and the default Egosoft quick menu and bars that are for me much easier on my old eyes.

Been using for long time now and very stable...Great mod and now a standard for me..Thanks
X3..The most fun a man can have...With his clothes on.
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Pogi,
Great to hear you like it. The only limitation you may notice with what you did is that deletion of those files will also affect the color bars on the sector map, so they won't match up with the colors on your radar. Not a big deal, just pointing out a potentially unintended consequence. You did keep the most important files for things to work right, though.
Great to hear you like it. The only limitation you may notice with what you did is that deletion of those files will also affect the color bars on the sector map, so they won't match up with the colors on your radar. Not a big deal, just pointing out a potentially unintended consequence. You did keep the most important files for things to work right, though.
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Good to hear - as long as you are getting something out of it, I'm happy to have helped. I'm definitely not offended. Colors are a very tough thing to get right and they may not work for some people. After all the iterations I went through, I could see why EGO went with the color scheme they did... It's one of the few that work with everything else.
TBH - When I play (which is rare these days), I don't even use v1.1 of my mod
... I have a "Neuman-only" version that I won't release because I used some texturing stuff I figured out (read: pretty much lifted
) from looking at someone else's hud mod... It made the colors much more to my liking. So I definitely don't mind fiddling.
TBH - When I play (which is rare these days), I don't even use v1.1 of my mod


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Just a point of clarification, if I may...
...Your mod DOESN'T change the icon for lifeforms, am I right?
It's just, well, I posted a thread asking if anyone knew how to change the icon for Lifeforms, and it was suggested that I try your mod, but after a quick glance up the page, I noted something about that not being the case... is that correct, or have I misunderstood?
...Your mod DOESN'T change the icon for lifeforms, am I right?
It's just, well, I posted a thread asking if anyone knew how to change the icon for Lifeforms, and it was suggested that I try your mod, but after a quick glance up the page, I noted something about that not being the case... is that correct, or have I misunderstood?
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Technically, I actually DID change the lifeform icon slightly. The original XTM lifeform icon is basically an oval. I pointed it to the UFO icon, which, if you haven't seen it, is also basically oval, but has two distinct lines... They are essentially the same size (~11 pixels wide by 6 pixels tall).
There is a SLIGHT difference, but it is probably hard to notice at those sizes.
If you want to put a different icon in for lifeforms, it is relatively easy to change it on the gui_master.dds that came with XTM. To change it with mine would require adding the new icon and changing the icondata.txt to point to it (Like I said - mine just redirects the lifeform to the UFO icon - So I guess you could just change the UFO icon).
One other thing to consider - Right now with basic XTM, you could make the icon a maximum of 53 pixels wide by 20 high (That's the size that the original icondata.txt has for lasers - lifeforms point to one of the AHEPT icons... long story). When I repointed it in mine, I used a max of 21 x 21. So just changing the ufo icon would be limited to 21x21 if you used mine as a base. For reference: The largest SHIP icon in the game (TL) is 11x13. The original SPP icon can be contained within a 31x31 box (as can all stations).
If you want more info on how to mod it yourself, feel free to ask and I'll provide some links and more insight.
There is a SLIGHT difference, but it is probably hard to notice at those sizes.
If you want to put a different icon in for lifeforms, it is relatively easy to change it on the gui_master.dds that came with XTM. To change it with mine would require adding the new icon and changing the icondata.txt to point to it (Like I said - mine just redirects the lifeform to the UFO icon - So I guess you could just change the UFO icon).
One other thing to consider - Right now with basic XTM, you could make the icon a maximum of 53 pixels wide by 20 high (That's the size that the original icondata.txt has for lasers - lifeforms point to one of the AHEPT icons... long story). When I repointed it in mine, I used a max of 21 x 21. So just changing the ufo icon would be limited to 21x21 if you used mine as a base. For reference: The largest SHIP icon in the game (TL) is 11x13. The original SPP icon can be contained within a 31x31 box (as can all stations).
If you want more info on how to mod it yourself, feel free to ask and I'll provide some links and more insight.