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Working Draft for new mini-HUD view...
Posted: Wed Dec 06, 2006 11:42 am
by Tyranny
Got bored and decided to start making a Hi-Res version of the D2 mini-HUD. It's in fairly early stages, sort of. Still want to add a few bells and whistles to it, not to mention making compatible key images to go with it.
I tried staying true to the scheme (colors, look, etc) but it just needed to blend better with the upcoming releases of the Hi-Res texture sets.
Also thought I'd take a crack at re-mastering the large HUD and Rear view modes later down the line. If anyone is interested in seeing this completed and implimented, nows the time to say so
Files will be .tga format 32bit and extractable to the textures folder that now comes with D2X-XL.
Posted: Wed Dec 06, 2006 1:27 pm
by =Tempest=
I am working on 3d version of the main cockpit and rear view. It would actually be all one model and I'm sure diedel would be able to implement showing the hud model fairly easily. The upside is that it would show shadows.
However, that image looks really good, and I won't touch the mini-hud view.
\"...the upcoming release of the Hi-Res suite.\"
What is this you speak of? I didnt know there was any high-res suite coming out...
Posted: Wed Dec 06, 2006 3:18 pm
by d3jake
Cool... that may just make it worth it to use that view
I may have missed this, but are you planning on using hi-res pictures for the weapons?
And could you enlarge the text for the weapon selection windows..?
Posted: Wed Dec 06, 2006 6:35 pm
by Tyranny
Well, someone other then you has been working on Hi-Res textures. I guess it really doesn't matter as people could use whichever one they prefered.
Poor choice of words, sorry.
Jake, I'd imagine most every graphical aspect of D2 is on it's way to being redone. If Tempest is working on the Full HUD and Rear view modes that might allow me to take a crack at the static weapon images.
I'm not a 3D graphical artist though, so if somebody plans on doing those too, let me know and I'll bow out.
Posted: Wed Dec 06, 2006 9:25 pm
by =Tempest=
Tyranny,
I can't do 2d art. At all. Maybe we can collaborate to bring the best of everything to descent?
If you can texture already made models, I could send you my WIP models and accesories and cockpit (I kinda like it in 3d...) If you can make them turn out anything like your little mini-hud, D2X-XL will have the best looking models ever. If you can't, though, thats fine too, because we still need:
-Finished walls
-Upgraded robot textures (thats a big one)
-HUD stuff
IF Diedel decides to go with my 3d cockpit (again, its currently under construction...but I like where it's going) we may be able to have dynamic texture scaling on the panels, maybe even color changing, and crazy stuff like that.
Tyranny, I'd look forward to being able to work together to do something that I don't think has ever been done for descent: a highres, 3d cockpit.
Posted: Thu Dec 07, 2006 2:40 am
by Diedel
Tyr,
way too cool!
And what level is that?
Tempest,
the 3D HUD would not show shadows. I can shadow objects selectively.
Posted: Thu Dec 07, 2006 11:55 am
by Tyranny
The level is \"Goddess\" which I made years ago.
http://missions.dyndns.org/dmdnav.html - Should be in the missions vault.
Pretty generic, as were all my levels
Posted: Thu Dec 07, 2006 1:34 pm
by =Tempest=
I know you can shadow objects selectivley, and I think it'd be cool to have the cockpit shadowed dynamically. After all, Shouldn't the cockpit get dark in a dark room and lit up in a light room? Obviously this would be optional...
Posted: Thu Dec 07, 2006 3:15 pm
by Tyranny
Progress Report...
Posted: Thu Dec 07, 2006 5:17 pm
by =Tempest=
...
...
awesome.
freaking. awesome.
I think, however, the shield tube things would look better blue, not purple, to fit the shield. Again, just personal opinion.
Posted: Thu Dec 07, 2006 10:58 pm
by Tyranny
Yeah, I had second thoughts about the purple shortly after posting that. Changed the shield tubing to blue as well as the shield console indicator arrows to blue.
Posted: Fri Dec 08, 2006 2:41 am
by Tyranny
It's nice and all, but I'm beginning to think that Dizzy could make one far better then mine. One that matches the \"feel\" of what hes adding to the game so far.
In comparison to the game it kind of feels out of place. Not that I don't think it's any good, but I'd like to see what Dizzy could come up with too.
Posted: Fri Dec 08, 2006 4:41 am
by Diedel
Don't make your work worse than it is: It is very good. I like it, looks cool. As soon as it is done and I have it, I will make sure D2X-XL will load and display it.
Posted: Fri Dec 08, 2006 5:20 am
by Aus-RED-5
Nice Tyranny!
I like it.
Here is my custom HUD from 1998.
Very plain, I know!
Posted: Sat Dec 09, 2006 10:27 am
by DizzyRox
Man D2XL is looking/gonna look so kickarse
I dont use mini hud but nice work
Posted: Sun Dec 17, 2006 2:17 pm
by pATCheS
I don't really like the tubes, personally. You'd think that such hi-tech hardware would be very able to conceal such things.
Posted: Sun Dec 17, 2006 4:05 pm
by Tyranny
Which is why artists think outside the box. Yes, by all realistic accounts, all internal mechanisms would be hidden behind the dash. What you're left with is a very flat, and very boring console.
If thats what Parallax intended, thats fine. When I modified the Key, Energy/AB, Shield & Lives/Score displays with more enhanced borders then just the origional bevel, it still looked boring. So I thought about maybe adding circuitry, nah, tubes? maybe. It looked alright to me.
There are limitations to what I could add in there because you're restricted to the viewing area D2 is allowed to render. In all honesty it should look more like the full HUD, just in a smaller, less spread out form.
Posted: Tue Dec 19, 2006 7:56 am
by Diedel
Tyr,
it looks great. I like it, particularly all the extra stuff, protruding frames, tubes. Gimme. I will make sure it works with D2X-XL and put it up on my D/L section.