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  1. #23
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: [WIP]Halo 3 HUD

    Quote Originally Posted by Explosive American View Post
    H1 has a stored weapon icon, and it's possible to show the number of the grenades you're not using. CMT did it for their HUD, if I remember correctly.
    I did the SPv1 HUD. I know what I'm talking about. Neither thing is possible.

    Halo 1's HUD interface system works as such:

    • First, you have the Unit HUD Interface (unhi), which is defined in any unit tag (bipd, vehi). If one is referenced, it is rendered, and a unhi contains any sort of static background (like if you wanted a border to appear on the HUD), outlines and meters for health and shields, the background for the motion sensor, auxiliary outlines and meters (actually, the only auxiliary function is the unit's integrated light), and team icon backgrounds.
    • If the unit is holding a weapon, then it renders the weapon's Weapon HUD Interface (wphi). That tag contains definitions for backgrounds, meters, and HUD numbers that can be tied to all sorts of things (magazine ammo, reserve ammo, heat, age, charge), reticle definition, then zoom and nightvision properties (mask, screen convolution, tint), and then finally there's a block where you can define the pickup icon and strings.
    • Finally, if the unit has grenades in their inventory, the game checks to see what grenade is ready, then checks the Game Globals (matg) tag to get what the proper Grenade HUD Interface (grhi) tag is. Grhi tags contain the background, foreground, icon (overlay), and number.


    Halo 2's HUD interface is very much different from what I hear; instead, each unit has a HUD interface tag that contains all of the bitmap and coloration info, and I think weapon icons and meters are defined in the weapon tag. This is why Halo 2 is able to display reserve weapon icons, and reserve grenade counts, and Halo 1 can't.
    Last edited by p0lar_bear; May 15th, 2007 at 12:11 AM.
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