View Poll Results: What do you think about having more advanced HUD indicators?

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  • I like the idea and agree with the thread.

    92 79.31%
  • HUD should have more options for advanced users.

    52 44.83%
  • I don't care or don't like change.

    1 0.86%
  • What is HUD?/I don't know how to use it.

    4 3.45%
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Thread: Advanced HUD Indicator

  1. #11
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Indicator

    Nifty!

    The problem isn't with drawing it though, that's easy enough (libs are there for that) its getting the on-screen position of a position in 3D.

    If anyone knows the Lua for that, throw it my way!

    -=Update=-

    I have got moving HUD indicators, with their positions modifiable from wire inputs! Whoo!

    Ok, now to work on different types...
    Last edited by moggie100; 08-07-2008 at 01:57 PM.

  2. #12
    Wirererer Generic Default's Avatar
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    Default Re: Advanced HUD Indicator

    Quote Originally Posted by moggie100 View Post
    Nifty!

    The problem isn't with drawing it though, that's easy enough (libs are there for that) its getting the on-screen position of a position in 3D.

    If anyone knows the Lua for that, throw it my way!

    -=Update=-

    I have got moving HUD indicators, with their positions modifiable from wire inputs! Whoo!

    Ok, now to work on different types...

    Use trigonometry. If you can get the bearing and elevation to the target you can then use some trig stuff to make a box or whatever appear around the XYZ coordinates.

  3. #13
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Indicator

    Well, yes I know that much, its the getting the bearing and elevation to the target from the camera's position I dont know how to do :/ or indeed, even get their positions.

    I did say I was a Lua newbie! >.<

    -=Update=-

    Nevermind! Got it! --> "Vector.ToScreen" if anyone wants to know
    Last edited by moggie100; 08-07-2008 at 04:16 PM.

  4. #14
    Wirererer Generic Default's Avatar
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    Default Re: Advanced HUD Indicator

    So Vector.ToScreen will make the indicator appear around the XYZ coordinates on your screen? That would be a very nice feature to have, like a check box that says "Use XYZ inputs instead"

    If/When you release this I'll use it with a ranger mounted on my gyro-aimed turret so when you're in a helicopter cockpit you can see exactly where your gun will shoot.

    Could you possibly upload some screen shots of this? Maybe get a picture of it while in a vehicle and another of the menu.
    Last edited by Generic Default; 08-08-2008 at 01:26 AM.

  5. #15
    Wire Amateur nutsandy's Avatar
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    Default Re: Advanced HUD Indicator

    I like the idea here, would it be possible to link the indicators to more than one pod so a co-pilot could see without doubling the number of hud indicators?

    Also some more hud designs would be nice, like vertical bars, and designs for aircraft pitch and roll (havent a clue what the instruments are called)

  6. #16
    Wirererer Generic Default's Avatar
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    Default Re: Advanced HUD Indicator

    Quote Originally Posted by nutsandy View Post
    I like the idea here, would it be possible to link the indicators to more than one pod so a co-pilot could see without doubling the number of hud indicators?

    Also some more hud designs would be nice, like vertical bars, and designs for aircraft pitch and roll (havent a clue what the instruments are called)
    I agree with nutsandy. You should be able to link several vehicles to one HUD. And by aircraft pitch and roll do you mean an artificial horizon? If we had inputs to change the position and angle of the HUD then that would be easy.

  7. #17
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Indicator

    Screenshots you say? Voila! (see the attachment)

    Thats a 'targetting rectangle' on the locator beacon and a 'basic' percent-input hud indicator (as per the origional HUD indicator) but tracking a hoverball's position.

    The speed of updates isn't that great as I'm having to pump entity data into "client space" data using usermessages... and it can only update as fast as the Think() function is run.

    So it tends to jump about rather than move smoothly... but to me, that actually looks better for a targetting system

    As for the points made by 'nutsandy' - I'm going to have to make a ton of indicator types... but that'll be done later once I get the basics done, like dynamic inputs (angle if angle is checked, world position if world coordinates is checked, etc.) so not much will appear to happen for a bit while i refine my currently 'hacked up' code

    But never fear! I -will- get this working now...

    In the mean time, can you lot draw up some ideas for HUD indicators for when I come to implement them?

    Remember that I can only draw:
    1. Lines
    2. Boxes (solid)
    3. Boxes (outline)
    4. Text
    5. Wordboxes (like the 'basic' indicator on the origional)
    However, there are 'textured' rectangles and 'rotated textured 'rectangles... but that can come later, initially all we need are some basic items.

    Aaaand just to show it working better; VIDEOS! (whoo!)



    Attached Thumbnails Attached Thumbnails Advanced HUD Indicator-gm_construct0000.jpg  
    Last edited by moggie100; 08-08-2008 at 06:41 PM. Reason: Video update

  8. #18
    Wirererer Generic Default's Avatar
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    Default Re: Advanced HUD Indicator

    WOOOOOOOOOT! That Targeting rectangle is EXACTLY what we need!

    "In the mean time, can you lot draw up some ideas for HUD indicators for when I come to implement them?"

    Ok, here's my idea. Make the targeting box have settings in the menu for the highlighting inside the box(color, brightness,etc.) as well as settings for the box around it.

    And just to make sure, the HUD will have XYZ inputs to make the indicator appear around it(like the locator in the box)?

    Another idea is to make your screen black and white and have options like contrast,invert colors etc.
    I don't know if that is possible with HUD but it has been done in things like Teta Bonita's xray vision.

    Keep us posted with pictures!

  9. #19
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Indicator

    See prev post for videos as well

  10. #20
    Wirererer Generic Default's Avatar
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    Default Re: Advanced HUD Indicator

    Quote Originally Posted by moggie100 View Post
    See prev post for videos as well
    I just watched them a few secs ago.
    This is going to be one of the best wire components ever!
    And you said they update slow? They seem fine.

    I forgot to ask, can you change the size of the box/indicator?

    I really think this is going to change targeting and vehicles forever!
    Anybody using target finders knows that it's very hard to tell who you are about to kill, but now you can see them!
    Last edited by Generic Default; 08-08-2008 at 07:01 PM.

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