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Old 12-07-07, 09:20 PM   #1
AVGWarhawk
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Where is the location of the textures for the interface in the game....meaning the fun little buttons we press at the bottom of the screen:hmm: I have seen them once but for the life of me can not find them again
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Old 12-07-07, 09:26 PM   #2
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data/menu/gui if memory serves me correctly, or somewhere there abouts.
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Old 12-07-07, 09:28 PM   #3
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That is it! Thank you sir!
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Old 12-07-07, 09:33 PM   #4
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Now, this is what I'm ATTEMPTING to do . With the added buttons on the interface, they lack a little picture of what the button does. I want to create a picture of the function. Say for instance, the button for weather is blank. I want to create a picture for the button indicating it is the weather button. Right now it is nice to have words pop up for what it does but these blank buttons could use a picture in it. How would I associate the buttons with the pictures I create? Is is possible? Do I sniff to much glue?
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Old 12-07-07, 10:20 PM   #5
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Quote:
Originally Posted by AVGWarhawk
How would I associate the buttons with the pictures I create? Is is possible? Do I sniff to much glue?
I asked myself the same question when I started playing around adding buttons and did a lot of until I got it figured out. As far as associating the icons with a particular button, there is a basic array of icons on the ...Data\Menu\Gui\Layout\HUD.dds file. They are on the right side of the graphic. The icon section (enlarged for clarity) that I used on my MHSMC looks like this:



In the ....Data\Menu\Cfg\OrdersBar.cfg file, where you define the buttons used on the HUD, you will find a line for each button that looks like this :

Button2IconRowColumn=1,2

This is the icon reference for the crash dive button. As you can see it refers to the first row, second column of the array of icons. There are 9 rows of 21 columns that you can use for icons.

The trick with the icons is that the areas that you want to show up on the button must be part of the alpha channel and the parts where you want the button to show through must be deselected in the alpha channel.

If you are using Photoshop, go to the Select menu bar option and select "Load Selection..", then chose Alpha 1 (which should be the default) and you will see selected all of the parts of the icons that show up on the buttons. Then you can use the add selection tool to add the portions of any new icons that you want to use.
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Old 12-07-07, 10:27 PM   #6
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You don't have enough button icons man. I think you need a few more!
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Old 12-07-07, 10:33 PM   #7
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You don't have enough button icons man. I think you need a few more!
I think so, too, but I'm running out of places to put them:rotfl: . I added an 11th HUD station just to make room for more, though.
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Old 12-07-07, 11:02 PM   #8
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Im glad im a keyboard user, all those clickable buttons would confuse the hell out me. :rotfl:
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Old 12-08-07, 08:21 AM   #9
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Quote:
Originally Posted by Digital_Trucker
Quote:
Originally Posted by AVGWarhawk
How would I associate the buttons with the pictures I create? Is is possible? Do I sniff to much glue?
I asked myself the same question when I started playing around adding buttons and did a lot of until I got it figured out. As far as associating the icons with a particular button, there is a basic array of icons on the ...Data\Menu\Gui\Layout\HUD.dds file. They are on the right side of the graphic. The icon section (enlarged for clarity) that I used on my MHSMC looks like this:



In the ....Data\Menu\Cfg\OrdersBar.cfg file, where you define the buttons used on the HUD, you will find a line for each button that looks like this :

Button2IconRowColumn=1,2

This is the icon reference for the crash dive button. As you can see it refers to the first row, second column of the array of icons. There are 9 rows of 21 columns that you can use for icons.

The trick with the icons is that the areas that you want to show up on the button must be part of the alpha channel and the parts where you want the button to show through must be deselected in the alpha channel.

If you are using Photoshop, go to the Select menu bar option and select "Load Selection..", then chose Alpha 1 (which should be the default) and you will see selected all of the parts of the icons that show up on the buttons. Then you can use the add selection tool to add the portions of any new icons that you want to use.

Yep, I have photo shop. I will give this a try. I suspect I can create my button pictures on this .tga and then make the association to the new picture? You stated 9 rows of 21 channels. Perhaps I can not add more channels or rows.?
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Old 12-08-07, 09:25 AM   #10
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My mistake, I have MS photoshop. I can do cropping and such but this Alpha 1 is not present.
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Old 12-08-07, 11:49 AM   #11
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Originally Posted by Ducimus
Im glad im a keyboard user, all those clickable buttons would confuse the hell out me. :rotfl:
I'm the opposite, pictures work better for me than keys. And sh4speech does the clicking for me on voice command, I don't even have to remember where the button is (although I pretty much do). Besides, with my, at times, shaky hands, I have a better chance of staying on the button when I make a click than I do hitting the right key after I scratch my head for a week trying to remember the keys

But, that's the beauty of having both keyboard and mouse interface for the same commands. You use what works for you.
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Old 12-08-07, 11:59 AM   #12
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Originally Posted by AVGWarhawk
Yep, I have photo shop. I will give this a try. I suspect I can create my button pictures on this .tga and then make the association to the new picture? You stated 9 rows of 21 channels. Perhaps I can not add more channels or rows.?
Don't create any button pics on the tga or they won't show up in game, you need to work on the dds file. There's only room on the graphic for 9 rows of 21 columns, but there is pleny of room for adding icons (even on my overpopulated one). How many icons were you wanting to add?

I'm not familiar with MS photoshop. Does it have the ability to select portions of the graphic and save/load a selection? And does it work on dds files? If you don't have the tools to put the icons on the graphic, you could just design them to the correct dimensions, save them in jpg format and send them to me and I could put them on a stock HUD.dds file that you could use just for the icons by changing one line in the OrdersBar.cfg file (which you're going to modify anyway to add buttons).
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Old 12-08-07, 12:21 PM   #13
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Hang tight, I will get back to you on this!
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Old 12-08-07, 12:36 PM   #14
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Ok, the circled buttons are blank. I was looking to have something there other than a blank button. Heck, even a nice black dot would be fine.



Such a nice interface from Oakgroove and the added buttons are great but I would like something showing up on the blank buttons. What do you need from me to accomplish this? This little bit of work can also go into the other great interface that has the nice clean brass work as well!!!
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Old 12-08-07, 03:33 PM   #15
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I just need to know which mod the extra buttons came from, or if you could zip up the ....\Data\Menu\Gui\Layout\HUD.dds and ....\Data\Menu\cfg\OrdersBar.cfg files, host them somewhere and send me a link I can get the icons on there and make the change to the OrdersBar.cfg file to allow you to use any HUD interface without losing the icons.
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