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    Free Kantanomo English Mobster's Avatar
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    Re: [Tutorial] The Ultimate Halo CE Tutorial Index

    User Interface (UI) Element Creation
    [VIDEO] TheGhost - Custom Ammo Meters for Weapons

    [PDF: ghost.halomaps.org] Mithos - Custom Reticles (Aiming Crosshair)

    [VIDEO] Burnination - Creating Sprites (for Crosshairs/Reticles)

    [GBX] Random - Creating new .font tags
    Local:
    Quote Originally Posted by Random
    Getting new and interesting Fonts into Halo by:Random

    Step one: Find what font you want in halo, You can find many new custom fonts online for download or just use the ones that came with windows.

    Step two: Open up good old Tool and type "tool windows-font"

    Step three: A cool little window will pop up and in there you will pick your font, the font size, and how the font will look. If you want big font in halo make the size of the font in this window bigger.

    Step four: Create a back up of large_ui.font and rename the new font you just compiled large_ui.font. (you can replace any font you want, by creating a back up and saving your new font with the name of the font you are coping.)

    Step Five: Compile your ui or map and enjoy.

    Optional, you can change the color of the text in widgets, but it will not change everything using the font to the color you choose. So if you want all red text, It will take some time to get everything red.


    [GBX] Kornman00 - Creating New HUD Messages
    Local:
    Quote Originally Posted by kornman00
    Grab some propcorn and prepare for a little present from Korny...

    HUD Message Text Tutorial, by Kornman00.
    I figured this stuff out a while back, but never cared enough to write a tutorial, but I thought, as a gift for you guys for the holidays I would :^)

    NOTE: Anywhere you see quotes, its to say that this is EXACTLY how this value must be or w/e it is.
    Also, this is COMPLETELY different from a string list or unicode string list, and thus can't be created or imported with Steelix's app thing. These are those blue messages that appear in the hud like "you picked up 24 rounds of pistol ammo"

    Step 1: Preparing your files
    To start off, you will need to create 2 files.
    1st file is the "hud messages.hmt" file. This file MUST be in Unicode format and goes in your "data\" folder where your editing tools were installed to. For this case, we are going to be putting it in the path "data\levels\test\hud messages.hmt". The name of the file is important. Tool will be looking for the file titled "hud messages.hmt". So....don't be a rebel!

    NOTE: If you don't know how to save a text file in Unicode, when you go to save with Notepad or something better than it (anything out there...), there should be a dropdown box at the bottom of the save dialog entitled "Encoding" or "Converter". Find "Unicode" in this list and select it and save.

    2nd file is your scenario tag. To keep things consistant the name of the scenario file is "test.scenario" in this case. The path for the scenario tag is "tags\levels\test\test.scenario". Again, the folder "tags\" is where your editing tools were installed to. You don't HAVE to use those parths and scenario tag name, these are just for this test case. If your map was called "zombie" then your set up could be like so:
    HMT file: "data\levels\zombie\hud messages.hmt"
    Scenario tag: "data\levels\zombie\zombie.scenario"

    Step 2: Creating your HUD Messages
    Heres the meat of the tutorial, where we actually do something fun!

    brb
    .
    .
    .
    .
    back

    OK, the format in which each "message" is, goes like this:
    "<name>=<text>"

    For example:
    "pickup=Hold %action to pick up %custom-1"

    all buttons always begin with "%". To mark where your test begins, you use the "=" character.

    For a list of button identifiers refer to listing 1

    a-button
    b-button
    x-button
    y-button
    black-button
    white-button
    left-trigger
    right-trigger
    dpad-down
    dpad-left
    dpad-right
    start-button
    back-button
    left-thumb
    right-thumb
    left-stick
    right-stick
    action
    throw-grenade
    primary-trigger
    integrated-light
    jump
    use-equipment
    rotate-weapons
    rotate-grenades
    zoom
    crouch
    accept
    back
    move
    look
    custom-1
    custom-2
    custom-3
    custom-4
    custom-5
    custom-6
    custom-7
    custom-8
    NOTE: "custom-#" is for internal stuff in the engine. It uses them for formatting strings at runtime with names of a weapon, or the icon of a weapn.

    Step 3: Importing this **** into a tag...
    To import a hud message text data file, we use this Tool command signature:
    "tool hud-message <path> <scenario-name>"

    For this test case, we would fill in this signature with the following data:
    "tool hud-message levels\test test"

    We didn't include the trailing '\' in the "<path>" argument because Tool likes to be a rebel and do its own thing by adding '\' to the end of it anyway.

    We entered "test" into the "<scenario-name>" argument because tool takes the "<path>" and appends it to the begining of "<scenario-name>", along with its damn rebelious '\' character, and the ".scenario" file extenstion. The end result of the all this would be "levels\test\test.scenario". Tool looks for this in your "tags\" folder. NOT CREATE, it LOOKS for it. If it can't find it, it *****es at you with a message like this one:
    "file_open('tags\levels\scnr.scenario') error 0x00000002 'The system cannot find the file specified. '
    couldn't open scenario tag 'scnr.scenario'."
    So again...don't be a rebel!

    Recap
    HMT file: "data\levels\test\hud messages.hmt"
    Scenario tag: "data\levels\test\test.scenario"
    tool command: "tool hud-message levels\test test"

    Example
    pickup=Hold %action to pick up %custom-1
    swap_powerup=Press %action to swap %custom-1 for %custom-2
    touch_device=Press %action to touch device %custom-1
    custom_device=Press %action to %custom-1
    swap_weapon=Hold %action to swap for %custom-1
    remind_to_switch_weapons=Press %rotate-weapons to switch to %custom-1
    enter_vehicle=Press %action to enter %custom-1 of %custom-2
    exit_vehicle=Press %action to exit %custom-1
    flip_vehicle=Press %action to flip %custom-1
    respawn_fail_moving=Waiting to respawn...teammate moving to fast
    respawn_fail_unsafe=Waiting to respawn...too many enemies nearby
    respawn_fail_combat=Waiting to respawn...teammate in combat
    respawn_fail_vehicle=Waiting to respawn...teammate must exit vehicle
    Questions, Comments, tutorial corrections mb?

    PDF mbmb


    [PDF] Zeph - Custom UI Map Creation Basics

    [VIDEO] dg945 - Custom UI / Main Menu Map

    [VIDEO] TheGhost - Custom Pickup Icons

    [VIDEO] UnevenElefant5 - Making HUD Bitmaps in 3DS Max

    [PDF] Kirby_422 - Custom Health Bar Tutorial

    [TEXT] S3anyBoy - Making a Scoring System
    Last edited by English Mobster; February 5th, 2010 at 08:29 PM.
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