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Unknown Worlds Forums > Natural Selection > Natural Selection Creation > NS Customization > Concepts and Requests
Supernorn
I just watched a short in-game movie for "Republic Commando" I was most impressed with the HUD, which includes the helmet you are wearing.

user posted image

I was wondering if it would be possible to add something similar to the marine viewpoint in NS. (so you are essentially looking through your visor)

Would you have to attatch it to the weapon origins to get it to work? or would it be possible to do by editing the HUD sprites?

Perdition
The Project Timless mod has something similar to this with their Gasmasks.
MrKNifey
Don't forget Metroid Prime.
Chrono
should be very simple to do just make it part of the V_model it just wont show the hud sad-fix.gif
Perdition
Meh, I dont ever read my hud in NS anyway, cept for health. So this is no problem! (for me)
TommyVercetti
If you changed around the positions of the HUD objects or maybe just got a whole new set of HUD sprites the HUD would still show up on the visor though.
mirrodin
Not with the HL engine but the v_models eh?

I don't see why not. I'm sure one of the forum's leet 3DS Max or MS3D haxor modellers could do it.
6john
one thing i have noticed with all the v_models ingame is that they move in and out a little bit when you look up and down. if you look straight down your weapon will appear like you pulled it in a little bit, and if you look straight up it will look like your holding it further out. if you just attach the helmet model to the v_model it would definitely look weird when you looked up and down.
6john
oh one thing i think might be possible (keep in mind i know nothing of sprites) would be perhaps making the crosshair big enough to cover the whole screen, and put kinda like transparent bluish visor lines. that might work. maybe.
mirrodin
Or some leet Photochop ppl could haxor the hud. That seems more plausible.
Maus
v_models: as has been mentioned, the model moves on-screen when the player walks ("view bob"). This can be turned off however, but he effect of a static weapon is not at all attractive.

crosshair sprite: the maximum size for sprites in HL is 256x256, so you're not going to get one that covers the entire screen, unfortunately.

hud sprites: First issue - it may be the case that the sprites are unable to use a solid render mode. Some mods are like that (CS for example). Second issue - the current HUD layout is not going to work with solid bits. It would require the devs to completely redesign the HUD.
Chrono
QUOTE (Maus @ Sep 21 2004, 04:23 PM)
v_models: as has been mentioned, the model moves on-screen when the player walks ("view bob"). This can be turned off however, but he effect of a static weapon is not at all attractive.

but cant a idle animation be made for a v model with the weapon moving?
CaptainPanaka
QUOTE (Maus @ Sep 22 2004, 01:23 AM)
v_models: as has been mentioned, the model moves on-screen when the player walks ("view bob"). This can be turned off however, but he effect of a static weapon is not at all attractive.

crosshair sprite: the maximum size for sprites in HL is 256x256, so you're not going to get one that covers the entire screen, unfortunately.

hud sprites: First issue - it may be the case that the sprites are unable to use a solid render mode. Some mods are like that (CS for example). Second issue - the current HUD layout is not going to work with solid bits. It would require the devs to completely redesign the HUD.

*remembers the 31-poly LMG* wow.gif
6john
QUOTE (Chrono @ Sep 21 2004, 07:45 PM)
QUOTE (Maus @ Sep 21 2004, 04:23 PM)
v_models: as has been mentioned, the model moves on-screen when the player walks ("view bob"). This can be turned off however, but he effect of a static weapon is not at all attractive.

but cant a idle animation be made for a v model with the weapon moving?

it can but then when your standing still it would be moving. and when you reload or play any animation other than idle it wouldnt look right.


plus what i mentioned before was not viewbob, and i dont think viewbob effects that.
Chrono
QUOTE (CaptainPanaka @ Sep 21 2004, 07:04 PM)
QUOTE (Maus @ Sep 22 2004, 01:23 AM)
v_models: as has been mentioned, the model moves on-screen when the player walks ("view bob"). This can be turned off however, but he effect of a static weapon is not at all attractive.

crosshair sprite: the maximum size for sprites in HL is 256x256, so you're not going to get one that covers the entire screen, unfortunately.

hud sprites: First issue - it may be the case that the sprites are unable to use a solid render mode. Some mods are like that (CS for example). Second issue - the current HUD layout is not going to work with solid bits. It would require the devs to completely redesign the HUD.

*remembers the 31-poly LMG* wow.gif

but those arent sprites they are a bunch of planes with textures and transperancy on them
CaptainPanaka
no, what I meant was:

Problems with sprites while having that "hud" all over your screen sad-fix.gif
CoolCookieCooks
cl_bob 0 fixes this problem i believe.
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