#User Interface Overhaul for Modders

74 messages ยท Page 1 of 1 (latest)

torn rune
#

This mod will be aimed at overhauling the entire player user interface / user experience, including all elements of the HUD and all on screen markers, and will serve to give modders the tools they need to completely customize the game UI/UX. I will be creating a GitHub repo so that others can more easily pull, fork and contribute once the core work is done.

torn rune
#

Circular or rectangular? ๐Ÿค”

stark ingot
#

Honestly either could be interesting

torn rune
stark ingot
#

๐Ÿ˜ณ Its beautiful

torn rune
#

Quick and dirty pass, not optimized at all, but has squad colors and solid fill for squad leaders, still a ton left to do

#

Something is definitely wrong with the squad leader icons though ๐Ÿค”

blissful topaz
#

The amount of info on a minimap, when it's displayed, how it works is an entire game within itself lol

torn rune
torn rune
#

Made it even more configurable, now using RetainerBox SlateUI material for the mask, so modders can easily create their own style

stark ingot
#

Looks good

torn rune
#

Super easy to add elements to, making everything like this instance editable so for the most part anyone who wants to integrate this won't have to edit the files, just drop the widget in their HUD and set some options

#

Map is automatically grabbed from the existing minimap texture in OHD game settings

stark ingot
#

Don't worry I'll still find a way to mess it up

#

Does this come with the release or is there an update for the sdk coming?

torn rune
#

I'll release all of the source files, expanding on my previous Character Marker mod so that anyone can use it, no updates necessary

stark ingot
#

oh okay cool

torn rune
#

You can add material styles for the map itself, for example I included a level capture utility, which works just like the existing OHD Minimap Generator except having it in a blueprint it is more configurable

stark ingot
#

Is there a way to change your mini maps style with the existing capture or do I have to make all that custom

surreal wing
#

cool

torn rune
#

So here I captured the a height gradient using a post process material on the scene capture, and once converted to a regular texture and use another material to apply a color gradient to it, alternatively a single checkbox option toggles between a material or just the regular texture which someone could have made in Photoshop or whatever

#

These are the current defaults, but the actual minimap texture will be grabbed from OHD when the character spawns, so it is fully dynamic just like the existing map in-game

blissful topaz
#

jesus, how long did all of this take you?

torn rune
blissful topaz
#

i think it would take me a few weeks just to make something that doesnt work quite right lmao

torn rune
#

I mean, I've been at this a while...

blissful topaz
#

seriously though, awesome, im sure theres plenty to learn in all this

torn rune
#

Yeah, best case is people can use the examples to learn, that's always the best possible outcome

blissful topaz
#

my guess was 10 hours lol

torn rune
#

Who am I kidding, at least two of those hours were watching youtube and looking at references, because half of game development is procrastination! ๐Ÿ˜„

#

Thing about stuff like this is, sure you could grab some asset off the marketplace or another project, but it isn't going to work with [INSERT GAME] out of the box which has its own systems and API like OHD does, so it is much better to do something custom

#

Using a pre-made asset in my experience will tend to spend more time trying to debug why it doesn't work than it would have actually implementing your own solution

blissful topaz
torn rune
#

OHD User Interface Overhaul for Modders

#

Updated the scope of this mod as follows:
This mod will be aimed at overhauling the entire player user interface / user experience, including all elements of the HUD and all on screen markers, and will serve to give modders the tools they need to completely customize the game UI/UX. I will be creating a GitHub repo so that others can more easily pull, fork and contribute once the core work is done.

#

Note, the previous Character Marker mod will remain as is for anyone who just wants that, and won't be updated from there, but it is already being improved in this mod which will be much more broad

#

User Interface Overhaul for Modders

dapper nimbus
torn rune
dapper nimbus
blissful topaz
#

So far I've seen (or think I've seen) CoD4, Battlefield 2, and I think some mentioned a BF3/BF4 style, the latter of which is a relief because while my own ideas are heavily influenced by BF3, they are divergent enough to not be close enough to be called that, however, if no one else made it, I suppose I would - or at least made enough to encourage others to finish or what not.

#

The minimap is something I have gone back and forth with while thinking of concepts and I often end up not wanting to have it in order to focus on screen space, however because there is a ton of opportunity for variations on the style and mechanics of how a minimap works, it's hard to dismiss.

#

On the other hand, it almost certainly is nearly required for a much longer term project related to an FPS-RTS style and potentially a FPS-MOBA before that, so it might make sense to do anyway, but I think it requires a pretty thorough spotting system, beyond the scope of what games like BF have done so it might make sense to just run with it anyway.

torn rune
blissful topaz
#

i started to review your code and was thinking "oh...this is how my script should look..."

#

granted i kind of knew that from the other OHD core script, but still lol

small walrus
#

Do you have the source code PogU @torn rune

#

would be sick for my casual mod

blissful topaz
torn rune
#

@urban fox @zealous whale โ˜๏ธ

#

@dense hamlet

dense hamlet
#

looks very good

torn rune
#

Added ammo types to the supply crate, so now you can allow only certain magazines to be resupplied

#

There are two default static meshes, one for the case and one for the item (weapon, magazines, or whatever) and when the available items have been depleted the item mesh will be hidden, visibly indicating the supply crate it empty

#

If a Loadout (kit) is defined the supply crate will replace the entire kit, otherwise it will act as an ammo resupply

#

Thanks to @jolly heath who give me the ammo resupply script a while back

main valve
torn rune
#

@pale grove