[Help] Radar

iceman21_23
10-18-2004, 06:33 AM
Is is possible to make the radar transparent? if possible do tell...

ilys
10-18-2004, 12:42 PM
Which part do you want transparent? There are four parts to the compass.

radarSurroundMaterial - the graphic on top of the radar that surrounds it.
compassMaterial - the compass graphic (anything other than transparent, or a 0 alpha, will show).
radarMask - the graphic that tells what part of the radar is translucent (white is solid, black is transparent)
radarNoise - the graphic that overlaps the radar when the sensor is down.

iceman21_23
10-18-2004, 01:33 PM
the map inside the graphic im basicaly laying it over my reticle so i dont have to look in the corner of the screen to see incoming enimes

ilys
10-18-2004, 01:53 PM
OK, you will need to make a file for radarMask. The default one is a white circle that fades to black, so you want one that is a shade of grey.
You can probably find a grey image already in TVEd in one of the other package files.

ilys
10-18-2004, 02:05 PM
Add one of the following to the default_radar section in the tribeshud.ini
radarMask=texture'GUITrib es.BorderDull'
radarMask=texture'HUD.MPD ialogueQuickPress'
The first will be translucent, the second will be transparent.
You may have a problem if you want it as a circle tho, as I have my radar as a square.

iceman21_23
10-18-2004, 02:21 PM
thanks that helps alot now only to get it as a cirlce or i might just decide to use that square on the corner seems to look good like that.

ilys
10-18-2004, 02:34 PM
I'm working on the circle right now.

iceman21_23
10-18-2004, 03:10 PM
awsome thanks ilys.

ilys
10-18-2004, 04:11 PM
http://ilys.nope.org/TransRadar.pkg

Place that in your content/art folder.
Open your tribeshud.ini and under the [default_radar] section add one of the following:

radarMask=texture'TransRa dar.radarmask_transparent '
radarMask=texture'TransRa dar.radarmask_translucent '

If you want to remove the compass from the miniCC add the following aswell:

compassMaterial=texture'T ransRadar.Compass'

Enjoy :)

Ending
10-18-2004, 08:15 PM
I tried to do this... But something messed up and it didn't show up transparent. Can you give a screenshot of what its suppose to look like??

ilys
10-19-2004, 02:34 AM
http://ilys.nope.org/translucent.jpg
http://ilys.nope.org/transparent.jpg

BFGanksta
10-20-2004, 03:31 AM
Ilys I installed the transparent mask, but now the noise (Static) won't show when the sensor is down. Can this be fixed? If so how. Thanks.

ilys
10-20-2004, 12:41 PM
You cant. The noise (radarNoise) is part of the mapTextureNoise shader (diffuse to be exact) and is affected by the opacity (which is set by the radarMask) of said shader.

BFGanksta
10-20-2004, 03:08 PM
So could one add the noise shader to the texture in your pkg?

ilys
10-20-2004, 04:36 PM
No. As I said, the noise will be the same opacity as the mask. If you have a transparent mask, you will be forced to have a transparent noise.

BFGanksta
10-20-2004, 05:00 PM
I meant to edit my post I was digging throught the script source and kinda figure this out. But thanks. Another quick question OT, is it possible to put hud elements such as the radar and scoreboard in there own separate INI files?

ilys
10-20-2004, 07:08 PM
Yes, it is possible to put each hud element into it's own ini, but you cannot put a whole container element with child elements. The same method can also be used to create duplicate hud elements.

Place the folling line in the usual place.
ExtensionSpecs=(ElementNa me="default_radar",ClassName="TribesGUI.HUDRadar",iniFile="radar.ini")
Create a file called radar.ini in your bin folder and move the [default_radar] section there.
You should then have the radar where ever it is you last had it on your screen.
The limitation of using this method is the inability to add more than one hud element at a time, so you'd need to create more ExtensionSpecs lines to move and add the other radar hud elements.
For example;
Move all of the radar hud elements (default_radarContainer, default_radar, default_ObjectiveNotifica tion and default_ObjectiveNotifica tionLabel) into a seperate file called radar.ini.
Then create ExtensionSpecs lines for each element
ExtensionSpecs=(ElementNa me="default_radarContainer",ClassName="TribesGUI.HUDContainer",iniFile="radar.ini")
ExtensionSpecs=(ElementNa me="default_radar",ClassName="TribesGUI.HUDRadar",iniFile="radar.ini")
ExtensionSpecs=(ElementNa me="default_ObjectiveNotifica tion",ClassName="TribesGUI.HUDObjectiveNot ification",iniFile="radar.ini")

Each line will add each element. As for the default_ObjectiveNotifica tionLabel, that is exclusivly used by another element so it does not need to be added through ExtensionSpecs.

As for duplicating an existing hud;
ExtensionSpecs=(ElementNa me="newRadar",ClassName="TribesGUI.HUDCommandMap")

[newRadar]
mapMaterial=(drawColor=(R =255,G=255,B=255,A=255),s tyle=1)
verticalFill=VFILL_Relati ve
horizontalFill=HFILL_Rela tive
RelativeHeight=0.33
RelativeWidth=0.33
That should duplicate the command screen's radar and place it at the top left. This can be done for *any* hud element.

BFGanksta
10-20-2004, 09:01 PM
Thanks. I was hoping you could move the parent and child into a separate ini. I wanted this so that new HUD installation would be more user friendly, and one could commentout elements they didn't want.

Oh yeah are you going to script for T:V?

[sCs]Slinger07
10-20-2004, 09:09 PM
Oh yeah are you going to script for T:V?

Hmmm...eagerly awaiting reply. :P

ilys
10-21-2004, 02:14 AM
I would love to, if it would let me compile them :P