Originally Posted by Nitrousoxide
In the cyborg_mp.unit_hud_interface tag there is an option at the top to choose where the HUD will be baised (top right, bottom left, etc.). By default, it is set to top right. To make the HUD that I did, I set that to bottom left. Making new HUD items isn't as hard as it seems. Bungie implemented their HUD items in bitmaps that have multiple HUD items all on one page of a sequence. I find it much easier to make all new bitmaps for each new item and reference them in the cyborg_mp.unit_hud_interface tag accordingly.
To make new items, you need to make a new bitmap in Photoshop (or your editor of choice) that is a decent amount of pixels (256*128 usually works nice). Fill the canvas with all black, and begin your editing with any color along the grey scale (colors will not show up correctly). Create your item here, and when you are finished (or want to test), do a 'select all' (ctrl+a) and copy it (ctrl+c). Go into the 'channels' tab in the 'layers' box (or whatever it's called) and create a new channel. It will be called 'alpha 1' by default, you can leave it like that. Paste into that channel and then adjust the contrast to your liking, brighter white for more opaque in game, blacker for more transparent.
Also, regarding the alpha, when you are creating the filler part of the health bar (the stuff that goes away when you get hit), in the alpha channel, you must make this gradient in the direction you want the filler to move. For example, for my health bar, when it recharges, it moves from left to right. What I did, was I made the filler horizontally gradient, dark grey to the left, light grey to the right (never put pure black or pure white in the filler's alpha, it comes out looking very strange). If I was home, I'd post pictures, but I'm at school. I'll post pictures later.
Compile your bitmaps in tool, and open them in Guerilla. Make them '32 bit color', save, and recompile them. Now, in the cyborg_mp.unit_hud_interface tag, look at the bitmaps already referenced there so you know which ones to reference (so you know which one is the outline, which one is the filler). Reference your bitmaps and make sure you set the sequence index to zero [0].
Save the tag, close it and reopen it. At the top, click 'view HUD'. If it looks somewhat like what you intended, then it will probably look right in game. If not, j00 fuxxored! (or maybe I left something out )
Compile your map and test!