BabyRutH
05-02-2003, 07:50 AM
I need some help in VP4. I've tried following Spy's tutorial to making a color GUI to have a backdrop for some of the trans huds, such as the flag and item hud. With the white text, I often can't see who has the flag or how many items I have without staring at some darker backdrop color on the screen.
Can someone help me? In tree(); I try to lock the container and make it opaque, but it reverts when I restart tribes. Thanks in advance.
Runar
05-02-2003, 02:46 PM
You'd prolly be better off with new colors on the existing bitmaps. I'm not home right now, but I'll provide with a link to the original (un-skinned) bitmaps tomorrow.
Runar
05-04-2003, 05:45 AM
Here you go: http://hem.bredband.net/ronhel/VP40_Bmp.zip
BabyRutH
05-09-2003, 02:42 PM
Thanks, forgot that I even posted in here.
Also, is there a way to unhide the V-chat menu? I'm not used to your chat setup (like vvv, vfr, vet, and so on) because mine was a slight bit different. I'd like to unhide it to view which letters correspond to which macros.
tia :bandit:
insidious
05-09-2003, 02:55 PM
1. Go into ~tree();
2. Go to PlayGUI
3. Go to chatHUDdisplay
4 Uncheck commander mode.
BabyRutH
05-14-2003, 09:02 AM
Dropped those .bmps in. It caused the compass and the energy bars to show up with a black background, and the others didn't show. Any ideas?
Shinigami
05-14-2003, 10:49 AM
Dropped those .bmps in. It caused the compass and the energy bars to show up with a black background, and the others didn't show. Any ideas?
They're unskinned, you haveta change them yourself.
Gringo
05-19-2003, 01:09 PM
Turns out I'm in Glide. Does it not work with Glide? (saw someone post that in another thread)
Shinigami
05-19-2003, 02:12 PM
Turns out I'm in Glide. Does it not work with Glide? (saw someone post that in another thread)
Nope.
bLiSS
05-19-2003, 07:57 PM
I'll convert VP 4.0 to Glide in maybe.. 2 weeks ?
If you want to settle for VP 3.3, which I liked better and converted it with the help of dutchy.. I have it saved somewhere.
It looks like this :
http://hosted.tribalwar.com/conversion/bLiSS/VP33glide.jpg
Gringo
05-20-2003, 12:18 AM
Quite alright, I have my stuff set up allllmost the way I like it.
Last thing I need to know is how to move the GUIs easier than by editing GUI.cs. Is there a HUDMover for VP? How can I move the HUD containers around at ease with out a lot of trial and error?
Foodey
05-20-2003, 05:52 AM
http://members.home.nl/apvdmeer/readme.gif
Runar
05-22-2003, 12:00 PM
Quite alright, I have my stuff set up allllmost the way I like it.
Last thing I need to know is how to move the GUIs easier than by editing GUI.cs. Is there a HUDMover for VP? How can I move the HUD containers around at ease with out a lot of trial and error?
I never bothered to actually make a "hudmover". So it is a bit complicated to move the huds in VP.. you have to not only edit gui.cs but the scripts themselves since all hud's are created when playGui are opened for the first time every "session".
However.. if you do have some scripting experience it shouldn't be hard.. just find the xyzhud::create function in the beginning of each script. it might look something like this:
function xyzHUD::Create()
{
// Check to see if the hud exists..
if($xyzHUD::Exist)
{
// Update instead of create
xyzHUD::Update();
// We're done for now
return;
}
// Get current screen resolution
%x = Viking::ScreenSize("x");
%y = Viking::ScreenSize("y");
// Just to make sure we delete any stale objects
xyzHUD::Destroy();
// Make sure we don't double it!
$xyzHUD::Exist = "True";
// Here's the main container, this one is 16 x 16 pixels in the middle of the screen
// Note the x & y co-ordinate calculations and size (x-pos, y-pos, width, height)
%hudContainer=newObject("xyzHUD_Container", SimGui::Control, %x / 2 - 24, %y / 2 + 24, 16, 16);
// Here's the text-control (can be used for bitmaps too..)
%xyzText=newObject("xyzHUD_Text", FearGuiFormattedText, 0, 0, 16, 16);
// Add the text-object to the "control-container"
addToSet("xyzHUD_Container", %xyzText);
// Add the whole container to PlayGui
addToSet(PlayGui, %hudContainer);
// Update the HUD to set values and/or bitmap properties
xyzHUD::Update();
}
Then make a note of the container location and size and use those values in Gui.cs to be able to re-position and re-size if you change the resolution "on the fly" or create a new play.gui.
Hope this info is what you needed..