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  • HUD.ini


    OWA
    • Supported Version: W3D Engine 5.0

    Overview

    The Hud.ini is the main editable .ini text file that creates the colors and placements for all the HUD (Heads Up Display) you see in-game. While it typically utilizes .dds files inside the always.dat as well.. the hud.ini is the main part where a lot of the settings including color (Which follows the RGB code of numbers 0-255) of the HUD can be edited.

    There are a lot of HUDs created for different games across the W3DHub game spectrum including A Path Beyond and of course Renegade itself. However, should you choose to transfer one HUD meant for Renegade to A Path Beyond you will typically have to adjust the settings to accommodate the new game layout. Furthermore be aware that when crossing HUDs into different games a certain script may be needed to make said HUD work at all.

    Explanation of a basic Hud.ini

    [General] Section

    NodHouseRed=int (Nod color for chat messages, goes from 0 to 255)
    NodHouseGreen=int (Nod color for chat messages, goes from 0 to 255)
    NodHouseBlue=int (Nod color for chat messages, goes from 0 to 255)
    GDIHouseRed=int (GDI color for chat messages, goes from 0 to 255)
    GDIHouseGreen=int (GDI color for chat messages, goes from 0 to 255)
    GDIHouseBlue=int (GDI color for chat messages, goes from 0 to 255)
    PrivateMessageRed=int (private message color for chat messages, goes from 0 to 255)
    PrivateMessageGreen=int (private message color for chat messages, goes from 0 to 255)
    PrivateMessageBlue=int (private message color for chat messages, goes from 0 to 255)
    PublicMessageRed=int (public message color for chat messages, goes from 0 to 255)
    PublicMessageGreen=int (public message color for chat messages, goes from 0 to 255)
    PublicMessageBlue=int (public message color for chat messages, goes from 0 to 255)
    TitleColor=color (changes UI colors)
    TitleHilightColor=color (changes UI colors)
    TextColor=color (changes UI colors)
    TextShadowColor=color (changes UI colors)
    LineColor=color (changes UI colors)
    BkColor=color (changes UI colors)
    DisabledTextColor=color (changes UI colors)
    DisabledTextShadowColor=color (changes UI colors)
    DisabledLineColor=color (changes UI colors)
    DisabledBkColor=color (changes UI colors)
    HilightColorBkColor=color (changes UI colors)
    TabTextColor=color (changes UI colors)
    TabGlowColor=color (changes UI colors)
    DialogTextTitleColor=color (changes UI colors)
    DialogTextTitleGlowColor=color (changes UI colors)
    MenuHiliteColor=color (changes UI colors)
    MerchandiseTextColor=color (changes UI colors)
    MenuStaticGlowColor=color (changes UI colors)
    MenuActiveGlowColor=color (changes UI colors)
    MenuPushedBaseGlowColor=color (changes UI colors)
    MenuPushedHighlightGlowColor=color (changes UI colors)
    ListColumnColorEnabled=bool (whether to change the list column color)
    ListColumnColorRed=int (list column color, goes from 0 to 255)
    ListColumnColorGreen=int (list column color, goes from 0 to 255)
    ListColumnColorBlue=int (list column color, goes from 0 to 255)
    HidePlayerList=bool (hide the player list)
    HideBottomText=bool (hide the time and credits text)
    LodBudgetDialogValue1=int (value to use for lower LOD budget position on the config dialog)
    LodBudgetDialogValue2=int (value to use for higher LOD budget position on the config dialog)
    CenterMainMenu=bool (whether to center the main menu)
    WinScreenGDIColor=color (color to use for GDI on the win screen)
    WinScreenNodColor=color (color to use for Nod on the win screen)
    HideHelpScreenKeys=bool (hides the key text on the help screen
    HideWeaponBox=bool (hide the weapon box)
    HideInfoBox=bool (hide the info box)
    HideCenter=bool (hide the centre bits)
    HidePowerupIcons=bool (hide the powerup icons)
    WeaponChartColor=color (color for the weapon chart icons
    WeaponChartEmptyColor=color (color for the empty weapon chart icons)
    DecalLimit=int (decal limit)
    MaxStaticLODBudget=int (max static lod budget)
    MaxDynamicLODBudget=int (max dynamic lod budget)

    [Team HUD] Section

    Enabled=bool (enable per-team hud stuff)

     

    [Crosshair] Section

    This section documents the crosshair displacement tech, which is used to move the crosshair when weapon spread is applied by any of the following settings in a weapon and/or ammo preset (see image to the right).

    This section was written by @ OWA

     

    Spray Settings


    Weapon Settings

    image.png

     


    Ammo Settings

    image.png

     

    Control

    Type

    Description

    Enabled

    True/False Bool

    Enables/Disables the dynamic crosshair

    Up_Left

    Integer

    All of these various controls are used to tell the engine where the edges of each part of the crosshair are on the crosshair texture (hd_reticule.dds).

    The values for each of these correspond to the number of pixels from the left side or bottom of the image file that the sides of the various elements (up/down/left/right) occupy.

    See the labelled diagram to the right for a visual reference of what each control corresponds to.

    The code block to the right contains the settings used in the diagram.

    Note: Top and Bottom being the wrong way round is intentional. That's the way the engine reads it.

    Up_Top

    Integer

    Up_Right

    Integer

    Up_Bottom

    Integer

    Down_Left

    Integer

    Down_Top

    Integer

    Down_Right

    Integer

    Down_Bottom

    Integer

    Left_Left

    Integer

    Left_Top

    Integer

    Left_Right

    Integer

    Left_Bottom

    Integer

    Right_Left

    Integer

    Right_Top

    Integer

    Right_Right

    Integer

    Right_Bottom

    Integer

    DistanceFromCenter

    Decimal Number

    Used to define how far away each of the dynamic crosshair parts are from the centre by default.

    OffsetMultiplier

    Decimal Number

    Multiplies the SprayAdd* penalties for movement from the weapon preset to control how far the dynamic crosshair elements go away from the centre.*

    AddSprayAngle

    True/False Bool

    This adds the SprayAngle from the ammo preset to how far away the dynamic crosshair elements are from the center. This angle can be dynamic (see SprayAngleIncreasePerShot).
    NOTE: This setting is currently always on.

    SprayAngleMultiplier

    Decimal Number

    Multiplies the SprayAngle component to control how far the dynamic crosshair elements go away from the centre.*

    *The spray penalties are calculated in radians in the engine, so the multipliers are pretty large. An example calculation:
     

    SprayAddJumping      = 3.25 deg (~0.057 rad)
    SprayAngle           = 0.75 deg (~0.013 rad)
    OffsetMultiplier     = 600
    SprayAngleMultiplier = 300
    DistanceFromCenter   = 2 pixels
    Resulting Offset     = 600 * 0.013 + 300 * 0.057 + 2 = 26.9 pixels

     

    Diagram

    image.png

     

    [Crosshair]
    Enabled=true
    Up_Left=30
    Up_Top=43
    Up_Right=34
    Up_Bottom=57
    Down_Left=30
    Down_Top=7
    Down_Right=34
    Down_Bottom=21
    Left_Left=7
    Left_Top=30
    Left_Right=21
    Left_Bottom=34
    Right_Left=43
    Right_Top=30
    Right_Right=57
    Right_Bottom=34
    DistanceFromCenter=2
    OffsetMultiplier=600
    AddSprayAngle=true
    SprayAngleMultiplier=300

     

    Todo

    Hud.ini stuff I can't document, @ Romanov  will probably be able to help with this given his rewrite of hud.ini and all the work he did in adding things to it:

    Colors, TextureQuads, Bullet, Clip, WeaponText, WeaponImage, HealthBar, ShieldBar, HealthText, ShieldText, Compass, Credits, TimeRemaining, HealthIcon, ShieldIcon, VeterancyBar, VeterancyText, VeterancyIcon, SprintIcon, BurnIcon, CooldownHUD, ElectricfiedIcon, ChemIcon, Radar, WeaponChargeBar, SneakIcon, SuperweaponTimer, BuildingHealth, Mines, TrackingLock, Target Box Shield Bar, Target Ctrl settings.

     

    Also the ObjectiveMarker stuff (AR only)

     


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