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Custom HUD
Posted: Mon Nov 10, 2008 9:59 am
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
Posted: Mon Nov 10, 2008 10:05 am
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.
Posted: Mon Nov 10, 2008 10:08 am
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
Is there a general dev resource I can reference for oxp creation?
thanks
Posted: Mon Nov 10, 2008 10:15 am
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.
Posted: Mon Nov 10, 2008 10:24 am
by barabis
Thats great, many thanks. I look forward to my 1st release
Posted: Mon Nov 10, 2008 3:59 pm
by barabis
Another quickie, is there a way to override the default HUD colours for the energy bars, text etc?
thanks
Posted: Tue Nov 11, 2008 11:15 am
by Commander McLane
Can't help you on this one, sorry.
Other HUD-designers? Any answer?
Posted: Tue Nov 11, 2008 11:39 am
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.
Posted: Tue Nov 11, 2008 5:13 pm
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
Posted: Wed Nov 12, 2008 9:24 am
by Commander McLane
Nice look!
You may get in trouble for a ship with more than four missiles, though.