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.
#User Interface Overhaul for Modders
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Circular or rectangular? ๐ค
Honestly either could be interesting
๐ณ Its beautiful
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 ๐ค
Both honestly, it's a tradeoff, less hud space but less info
The amount of info on a minimap, when it's displayed, how it works is an entire game within itself lol
I've made it modular, so just a check box to enable circular mode ๐
Made it even more configurable, now using RetainerBox SlateUI material for the mask, so modders can easily create their own style
Looks good
๐
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
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?
I'll release all of the source files, expanding on my previous Character Marker mod so that anyone can use it, no updates necessary
oh okay cool
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
Is there a way to change your mini maps style with the existing capture or do I have to make all that custom
cool
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
jesus, how long did all of this take you?
Few hours ๐คทโโ๏ธ
i think it would take me a few weeks just to make something that doesnt work quite right lmao
I mean, I've been at this a while...
seriously though, awesome, im sure theres plenty to learn in all this
Yeah, best case is people can use the examples to learn, that's always the best possible outcome
i know but i did actually want to know and it was still less than i expected lmao
my guess was 10 hours lol
Maybe 4(ish)
Who am I kidding, at least two of those hours were watching youtube and looking at references, because half of game development is procrastination! ๐
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
eh no thats work to me too, even if you happen to enjoy it
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
Will you be able to add friendly marker occlusion? Wherein, your radar will show friendlies normally, but if there is a building or object in btw you it wont show the friendly. Might be too difficult. I am thinking of how Shacktac UI works in arma
That exists already, it is just disabled for friendly so you can see them, but possible to enable
Nice.. feel like this would be good for squad cohesion, being able to have limited rader (25m) or so where you can mimic peripheral vision with this. No real need for the minimap part of it.
Minimap is common in many FPS's and the idea is to make it available to modders who are already working on mods stylized after games like CoD and Battlefield alongside the different styles of those games.
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.
I'm not adding spotting though, because that should be replicated and this is totally client authoritative
yep, i figured a lot of this was to just help get modders started anyway
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
Part of it (sort of) is available here if you want to get started : #1071135440008126504 message
The above has to do more with actor widget UI as oppose to the 2D elements on the player HUD, but it still might be helpful if you didn't already see it.
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
@pale grove
@torn rune