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Milspec HUD

Posted: Sat Jan 06, 2007 8:23 pm
by Cmdr Wyvern
Just tossed it up on Oosat2.

For the time being, I'll let the screenshot speak...

Image
Milspec HUD installed on a stock Cobra 3

Posted: Sat Jan 06, 2007 9:08 pm
by DaddyHoggy
:roll: Tsk tsk. That screenshot is speaking volumes (at the moment.) :wink:

Posted: Sun Jan 07, 2007 12:34 am
by Cmdr Wyvern
The screenshot isn't doing it much justice. It looks much better ingame.

That thing in the gunsight simulates red dot sight optics to a certian degree; objects it passes over get brightened up a little, and a tiny semitransparent red dot sits dead in the middle. It doesn't track targets in any way, it just makes them a little easier to draw a bead on... (Inspired by the overlay sight in Kleptohud.)

Semitransparant polarized glass effects underlay the scanner, turn coordinator, compass, and instrument bar cluster. (Inspired by Dr_HUD.)

The scanner is the primary instrument, so it's quite large - almost twice the size as the basic hud scanner.

The turn coordinator is a modified (shrunk down a bit) version of a simular dial made waaaaay back by Flying_Circus. Everything else is totally made from scratch in my free time. Underlay glass and red dot optic effects made with multible layers in GIMP.

Posted: Sun Jan 07, 2007 12:56 am
by LittleBear
Screenie isn't coming up on my machine. I'm getting a red X in a box! :shock:

Posted: Sun Jan 07, 2007 1:00 am
by Cmdr Wyvern
@ LB - Try right-clicking the red X, and selecting 'view image' from the context menu. (Or simular command, depending on your brand of browser.)

Re: Milspec HUD

Posted: Sun Jan 07, 2007 1:45 am
by ArkanoiD
Cmdr Wyvern wrote:
Just tossed it up on Oosat2.

For the time being, I'll let the screenshot speak...

Milspec HUD installed on a stock Cobra 3
Looks nice but i still prefer KeptoHud. Looks awful on ships with enormous energy banks or amount of missiles, though

Posted: Sun Jan 07, 2007 2:33 pm
by DaddyHoggy
@Cmdr W - I still only get the red X even if I do a right click and "show picture" - hence my rolling eyes (IE6 - WinXP)

Posted: Sun Jan 07, 2007 4:10 pm
by Dr. Nil
Good job Cmdr Wyvern.

How about that bright diamond and red dot? Have you found a way to make them go away, when the sights are not displayed?

Even if not, it still looks less intrusive than the version of kleptohud I once tried.

On displaying the image. I get the image not found icon when opening this thread, but it does load if I reload the page :? (Firefox2, WinXP)

Posted: Sun Jan 07, 2007 4:23 pm
by Cmdr Wyvern
@ DH - Let's try it again...

Image

@ Arcanoid - Lots of energy and missiles, you say? These shots were done with a deliberately uber testbed ship w/ Milsped HUD installed on it. The pwr bar handles 8 energy banks very well, thank you. 8 missiles, 2 torpedoes, no problem.

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Sundiving. Dials easy to read in the glare, thanks to polarized glass.

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"Stand still, dammit! I promise, it'll only hurt for a second..." This pirate is about to get a laser burst right up his tailpipe.

Posted: Sun Jan 07, 2007 4:33 pm
by Cmdr Wyvern
Dr.-SPACE-Nil wrote:
Good job Cmdr Wyvern.

How about that bright diamond and red dot? Have you found a way to make them go away, when the sights are not displayed?

Even if not, it still looks less intrusive than the version of kleptohud I once tried.
Yeah, Klepto's big overlay sight that got in the way of text screens and starmaps was my biggest gripe with it.

The diamond lens vanishes on all text screens, leaving just the tiny red dot that can easily be ignored.

Posted: Sun Jan 07, 2007 4:47 pm
by Dr. Nil
Cmdr Wyvern wrote:
The diamond lens vanishes on all text screens, leaving just the tiny red dot that can easily be ignored.
Great!

I probably won't be able to stop myself from stealing that beautiful idea if I create a new HUD or update the old. ;)/:D Perhaps without the red point though. Did you try it out with a cross of 100% transparency (or any other setting different from that of the diamond) cutting the diamond in 4?

Posted: Sun Jan 07, 2007 5:18 pm
by Cmdr Wyvern
100% transparency has no effect at all in Oolite; Some opaqeness has to be there. 100% transparency layer = totally see-through, with no effect on the layers under or over it.
The lens is three layers - grey @ 3% opaque, white @ 5% opaque, and red dot @ 40% opaque.
It took a lot of trial and error to arrive at that magic formula.

Posted: Sun Jan 07, 2007 5:22 pm
by Dr. Nil
Cmdr Wyvern wrote:
100% transparency has no effect at all in Oolite; Some opaqeness has to be there. 100% transparency layer = totally see-through, with no effect on the layers under or over it.
The lens is three layers - grey @ 3% opaque, white @ 5% opaque, and red dot @ 40% opaque.
It took a lot of trial and error to arrive at that magic formula.
What I meant was that I'll probably try to cut a cross (=100% transparency) through the diamond instead of marking the center with the dot in order to have nothing whatsoever on the other screens. Might have been a bit opaque there ;)

There seem to be a lot of trial and error involved in making a HUD - especially if your graphics software and the game don't agree on origins or even directions of the x and y axis. :roll:

Edit: ...or perhaps cut a cross in the diamond except for the center which is then left gray or white.

Posted: Sun Jan 07, 2007 7:11 pm
by Cmdr Wyvern
I experimented a bit with that idea on an alternate sight optic, dialing the transparency on the dot up till it too was invisable on the text screens.

It wound up being very hard (read almost impossible) to see when steered onto a ship.

Posted: Sun Jan 07, 2007 8:07 pm
by DaddyHoggy
@Cmdr W - Nice (now that I can see it :) )

Am I right in guessing that the "bar" approach is built in to the code - i.e. you can move them around and alter their orientation but you can't make them into dials or anything like that?

Have to say I'm quite happy with the combination of ClearSkies and Doc's most recent HUD at the moment.

But I really like the idea of being able to know where the centre of the reticle is.

Has anybody considered (if possible) making the crosshair change colour if there's a target in the centre of the screen? I'm guessing impossible as it would require a static HUD to know where an in game object was positioned and react (overlay a sprite or something (or sprites, one line on each part of the crosshair to make it change colour)) in realtime.