#Cartoonish / flat heads-up display
1 messages · Page 1 of 1 (latest)
I'll admit I like it when indicator bars show the little white bar to show how much it recently changed by
It's a good feature
That weapon switching menu looks nice, but it doesn't really match the rest of the HUD
It feels like it's from a different interface entirely
Some people say my intelligence is frightening
I made some tweaks to make it more proper
And it does work really well with any resolution
How'd you skew the text? When I tried skewing text myself using a matrix, it created a weird ugly staircase effect
give me a sec
I don't know exactly what causes it but here's the code if it helps
Font:
surface.CreateFont( "Rocks-24-nss", {
font = "SDK_JP_Unity",
size = 24,
weight = 60,
outline = false
} )
Drawing: (this is inside 3D2D, inside a 3D
local m = Matrix()
m:SetTranslation( postShakenPos )
m:SetAngles( postShakenAng + Angle( 180, 0, 180 ) )
m:SetScale( Vector( 0.03, -0.03, 1) )
cam.PushModelMatrix( m )
DisableClipping( true )
draw.SimpleText( weapon:GetPrintName(), "Rocks-24-nss", -8, 23, colors_main, TEXT_ALIGN_RIGHT )
draw.SimpleText( weapon:Clip1().." / "..maxAmmo, "Rocks-24-nss", -8, 40, colors_main, TEXT_ALIGN_RIGHT )
DisableClipping( false )
cam.PopModelMatrix()
Oh.. I was just using hudpaint
The way I'm doing it is starting the matrix on the far right side of that bar, then drawing the text a little bit behind it
Yeah, this is in hudpaint
But the drawing code is in cam.Start3D( vector_origin, angle_zero, 90 ) cam.Start3D2D( panelPos, panelAng, 0.03 )
HUDPaint is really just a thing that runs every frame using a 2d context
So you can change it to run in 3d
okay