Custom HUD

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barabis
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Custom HUD

Post by barabis »

I am currently attempting to create a custom HUD and not having much luck. I thought it would be as easy as creating a new folder customHud.oxp, and then a further two, Images and Config. Then placing the new background HUD image in the image folder and editing the HUD.plist two move around and generally tweak the HUD elements, scanner etc.

I suspect that I have underestimated the requirements for creating a new HUD as all I am achieving is a new background image but I am unable to move the individual HUD elements by editing the hud.plist file. I have attempted to google the process for custom HUDs but have found nothing. Any help will be grate :)
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Commander McLane
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Post by Commander McLane »

In principle the two steps you mentioned should be exactly what is required.

Are you re-starting Oolite while holding SHIFT? This is required in order to make changes in your plist appear in game. If you don't press SHIFT Oolite just uses the old content of hud.plist, which it takes from its cache.

Also have a look into your log-file. There you should be informed, if there are any problems with your edited hud.plist.
barabis
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Post by barabis »

ahh no I wasnt pressing SHIFT, I now have and things seem to be moving. As you can probably guess this will be my 1st oxp, much noobness :D

Is there a general dev resource I can reference for oxp creation?

thanks :)
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Post by Commander McLane »

Start with everything linked from the Writing OXPs-section of the Oolite FAQ.

All you need to know about the scripting model is referenced in the Oolite_scripting category index. Personally I keep open that page all the time when writing OXPs, so that I can quickly find any information I need.
barabis
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Post by barabis »

Thats great, many thanks. I look forward to my 1st release :)
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Post by barabis »

Another quickie, is there a way to override the default HUD colours for the energy bars, text etc?

thanks
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Post by Commander McLane »

Can't help you on this one, sorry.

Other HUD-designers? Any answer?
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ClymAngus
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Post by ClymAngus »

Commander McLane wrote:
Can't help you on this one, sorry.

Other HUD-designers? Any answer?
Hmm not that I've found, you can vary the sizing of the output (have more of a bar that a colomn, and certain bits can be combined to give a multi functional display. The problem is that the stats bars are always written over any backing image (or images) you build into the hud.

There might be a clever "convert to piechart option" (I mean we are dealing with raw data here) but I have yet to find it.
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Post by barabis »

So here's my first attempt at a HUD, very much in the Star Trek theme. It's optimsed for a 1680 x 1050 display, so the hud.plist may need tweaking for other resolutions. I'll test other resolutions soon and include alternate hud.plist files if needed.

http://wiki.alioth.net/images/d/d9/TrekHud.zip

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Post by Commander McLane »

Nice look! :D

You may get in trouble for a ship with more than four missiles, though.
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