Skin_tech

Is it possible to add a different Skin_tech/Hud display for the stock races and or Modded races?

I'm thinking of a themed Hud display per Race.

If so, how? 

Sorry i've created another post, but i may get some answers back quicker than my own thread.

 

Theo

23,068 views 15 replies
Reply #1 Top

Best place for such questions is right here.

But anyways, in the player.entity file you can specify different HUDs for each race.

Reply #2 Top
Ok thanks, I will post there if I have a specific question in the future. For this one, how would I do it. I would need 6 different skin_tech/HUD files in the textures folder, which I can do. But I don't know the code to link them. Can anyone show me an example or something. Theo
Reply #3 Top

Download and look at 7ds's mod. Rjhughes67 put that together for 7ds.

Reply #4 Top

The first code is located in the Player entity file under hudSkinData . Here is an example:

    BottomWindowBackdrop "BottomWindowBackdropTech"
    BottomWindowOverlay "BottomWindowOverlayTech"
    TopWindowBackdrop "TopWindowBackdropTech"
    TopWindowOverlay "TopWindowOverlayTech"

This tells the game what to look for in the "HUD" window file.

Then look in the "HUD" file in the Window folder for the above entries. Here is an example:

brush
    name "BottomWindowBackdropTech"   -----> This is the brush entry from the player entity file
    content "Simple"
    fileName "Skin_Tech"                         ------> This is what texture is going to be used
    pixelBox [ 0 , 384 , 1024 , 128 ]         ------> Coordinates of what will be used from within the texture
brush                                                                    [ X , Y , Width , Height ]
    name "BottomWindowBackdropPsi"
    content "Simple"
    fileName "Skin_Tech"
    pixelBox [ 0 , 384 , 1024 , 128 ]
brush
    name "BottomWindowBackdropPhase"
    content "Simple"
    fileName "Skin_Tech"
    pixelBox [ 0 , 384 , 1024 , 128 ]
brush
    name "BottomWindowOverlayTech"
    content "Simple"
    fileName "Skin_Tech"
    pixelBox [ 0 , 255 , 1024 , 128 ]
brush
    name "BottomWindowOverlayPsi"
    content "Simple"
    fileName "Skin_Tech"
    pixelBox [ 0 , 255 , 1024 , 128 ]
brush
    name "BottomWindowOverlayPhase"
    content "Simple"
    fileName "Skin_Tech"
    pixelBox [ 0 , 255 , 1024 , 128 ]

Hope this helps.......

+2 Loading…
Reply #5 Top
Thanks I will have a look at it tomorrow.
Reply #6 Top

nvm

Reply #7 Top

double

Reply #8 Top
Ok, so that code is telling me that the stock races use the same skintech/HUD. If I want the advent to have a different HUD, I name my texture to skintech02, and change the window reference to suit for both the top window and bottom window brush.
Reply #9 Top
I've got the first 3 races done, I have 6 races in total in my mod. How do I reference the other 3 races? Do I add a line under the existing brushes ex. BottomWindowOverlayRace4? Then reference back to the player entity?
Reply #10 Top

Quoting Theophantus, reply 8
Ok, so that code is telling me that the stock races use the same skintech/HUD

Yes

Quoting Theophantus, reply 8
If I want the advent to have a different HUD, I name my texture to skintech02, and change the window reference to suit for both the top window and bottom window brush.

Yes

Reply #11 Top

Quoting Theophantus, reply 9
I've got the first 3 races done, I have 6 races in total in my mod. How do I reference the other 3 races? Do I add a line under the existing brushes ex. BottomWindowOverlayRace4? Then reference back to the player entity?

You will have to add a new brush entry to the HUD window file. like this:

brush
    name "BottomWindowBackdropRace4"
    content "Simple"
    fileName "Skin_Tech"
    pixelBox [ 0 , 384 , 1024 , 128 ]

 

Then at the top of the file where it says "brushCount 138"  you will have to add to that number how ever many new brushes you add to the file.

Reply #12 Top

Sins is very capable of having faction specific UI, but IC chose to use a universal UI to keep the texture memory as low as possible. That is not saying much, because the Sins UI takes up a sizable chunk of the total texture memory used by sins.

Reply #13 Top

@rjhughes67,

Thanks i will have a go at adding them as noted. I have to change the FileName "Skin_Tech" to "Skin_Tech02", Skin_Tech03" etc and the code in the Player entity file under hudSkinData. as follows:

    BottomWindowBackdrop "BottomWindowBackdropRace4"
    BottomWindowOverlay "BottomWindowOverlayRace4"
    TopWindowBackdrop "TopWindowBackdropRace4"
    TopWindowOverlay "TopWindowOverlayRace4

Race4 refers back to the player.entity, Skin_Tech03, is that Races Hud texture sheet.

@Major Stress,

Well thanks, that's something i would never know about. I could really do with someone who knows what they are doing.I wouldn't want to slow down the game by adding stuff willy-nilly, because to load the game from a save a couple of hours in, takes quite a while. I understand the TXT format doesn't help speed up the process, but i couldn't convert to Bin every time i wanted to check something. I want to send it to someone to check over, optimise it, convert it etc, but Myfisto has gone MIA.

How are you fixed to join me and form a little team? With your skills you would be a great asset to the Mod................

 

 

 

Alternatively, any tips? Apart from don't do it!!!!!!!!!!

Theo

Reply #14 Top

Too much RL going on that I dont have enough free time to work on the projects i currently have going on. So sorry cant help you. Just know that Sins WILL dump when the game itself reaches 2 gigs of ram usage (see The Sins Optimization Project for details on this issue). Just keep that in mind when adding new textures.

Reply #15 Top
Ok thanks, I will bear that in mind.