Alex6714 Posted August 26, 2009 Report Share Posted August 26, 2009 1111 is the laser code, non functional in BF2, just visual, REC just means iirc that the gun tape is recording, ATTK and RDY have to do with hellfire status messages. The guiindex is 503 because its in a mod and there are tons of guiindexes, plus cobra has 4 weapon modes for the gunner. You haven´t seen that hud before because its in a mod and it is designed to replicate a real AH-1 cobra hud. Quote Link to comment Share on other sites More sharing options...
Spatchman Posted January 12, 2010 Report Share Posted January 12, 2010 Been playing around with this in 2142 and it's very interesting. I can only find the code to effect like the crosshair, minimap etc. Where is the code for the entire screen? Sorry if this is a dumb question. Quote Link to comment Share on other sites More sharing options...
Coronaextra Posted February 10, 2010 Report Share Posted February 10, 2010 (edited) Could someone tell me where the code for the black-and-white tv color effect is. I could not find it in any of the chopper HUDs. I am looking for the vanilla bf2 tv camera feed effect. The only thing I could find that might be it is in the TWEAK file where the camera feed is created. ObjectTemplate.create Camera AHE_AH1Z_HellFireLauncherLaser_Camera ObjectTemplate.modifiedByUser "Mike" ObjectTemplate.createdInEditor 1 ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 0 rem ------------------------------------- ObjectTemplate.addTemplate S_AHE_AH1Z_HellFireLauncherLaser_Camera_RotationRpm rem ------------------------------------- ObjectTemplate.setMinRotation -100/-10/0 ObjectTemplate.setMaxRotation 100/60/0 ObjectTemplate.setPivotPosition 0/0/-0.3 ObjectTemplate.setAcceleration 5000/5000/0 ObjectTemplate.setInputToYaw PIMouseLookX ObjectTemplate.setInputToPitch PIMouseLookY ObjectTemplate.CameraId 11 ObjectTemplate.CVMChase 0 ObjectTemplate.CVMFrontChase 0 ObjectTemplate.CVMFlyBy 0 ObjectTemplate.cameraShakeStartSpeed 85 ObjectTemplate.cameraShakeMaxSpeed 100 ObjectTemplate.worldFOV 0.6 ObjectTemplate.insideFOV 0.6 ObjectTemplate.worldFOV 0.6 ObjectTemplate.insideFOV 0.6 ObjectTemplate.allowInsideDynamicLights 1 ObjectTemplate.allowInsideStaticSun 0 ObjectTemplate.insideStaticSunDirection 0/-1/0 ObjectTemplate.insideStaticSunColor 1/1/1 ObjectTemplate.insideStaticSunDamageColor 1/1/1 ObjectTemplate.insideDamageFrequency 3 ObjectTemplate.insideDamageThreshold 0.1 ObjectTemplate.insideStaticSunAmbientColor 0.7/0.7/0.7 ObjectTemplate.cockpitSubGeom 1 And a few lines down.. the object call rem ---BeginComp:ToggleCameraComp --- ObjectTemplate.createComponent ToggleCameraComp ObjectTemplate.zoom.startCameraId 11 ObjectTemplate.zoom.startCameraViewMode 1 ObjectTemplate.zoom.useProjectileCamera 1 ObjectTemplate.zoom.allowUntoggledFire 0 rem ---EndComp --- Edited February 10, 2010 by Coronaextra Quote Link to comment Share on other sites More sharing options...
rhysm_08 Posted April 21, 2010 Report Share Posted April 21, 2010 Does anyone know how to apply this to a genric firearm? Like a handheld weapon. I managed to get post-process tv guided fuzzyness to it. brand new to HUDS, what is the best way to get, say the gunner seat camera view to this. Because of the post-process it is in black and white, so generally a wide variety of blacks and whites (maybe soldier glow white)? Quote Link to comment Share on other sites More sharing options...
Spatchman Posted April 21, 2010 Report Share Posted April 21, 2010 (edited) I got the post processing to work on a firearm by adding info to the weapon tweak. ObjectTemplate.weaponHud.enablePostProcessingOnGuiIndex 100 ObjectTemplate.createComponent PostProcess ObjectTemplate.postProcess.tvDistortionScale 0 ObjectTemplate.postProcess.tvDistortionFreq 0 ObjectTemplate.postProcess.tvDistortionRoll 0 ObjectTemplate.postProcess.tvInterference 0.07 To add the invert thingy to a firearm, go to menu_server.zip, hud, hudsetup, weapons. Choose your weapon, Hudelementscarbine.con for example. These are the first few lines... hudBuilder.createSplitNode WeaponHuds CarbineHud hudBuilder.setNodeLogicShowVariable EQUAL GuiIndex 58 hudBuilder.setNodeLogicShowVariable OR GuiIndex 59 rem ------ Crosshair Standard (hip) ------ hudBuilder.createSplitNode CarbineHud CarbineCrossStandard hudBuilder.setNodeRGBVariables CrossHairColorRed CrossHairColorGreen CrossHairColorBlue hudBuilder.setNodeAlphaVariable CrossHairColorAlpha hudBuilder.setNodeLogicShowVariable EQUAL GuiIndex 58 Change it to something like this... hudBuilder.createSplitNode WeaponHuds CarbineHud hudBuilder.setNodeLogicShowVariable EQUAL GuiIndex 58 hudBuilder.setNodeLogicShowVariable OR GuiIndex 59 hudBuilder.createSplitNode CarbineHud InvertEffect hudBuilder.setNodeLogicShowVariable EQUAL GuiIndex 58 hudBuilder.setNodeLogicShowVariable OR GuiIndex 59 hudBuilder.addNodeBlendEffect 5 7 hudBuilder.createPictureNode InvertEffect Inverter 0 0 800 600 hudBuilder.setNodeColor 0 1 0 1 rem ------ Crosshair Standard (hip) ------ hudBuilder.createSplitNode CarbineHud CarbineCrossStandard hudBuilder.setNodeRGBVariables CrossHairColorRed CrossHairColorGreen CrossHairColorBlue hudBuilder.setNodeAlphaVariable CrossHairColorAlpha hudBuilder.setNodeLogicShowVariable EQUAL GuiIndex 58 I think that works, spent about a week testing all this after reading this post. There's definently some weird and wacky effects. You can stack them too to make it very high contrast or combine the use of more than one effect. Edited April 21, 2010 by Spatchman Quote Link to comment Share on other sites More sharing options...
Elemental Posted December 21, 2010 Report Share Posted December 21, 2010 this deserves a !sticky! excellent stuff. I'm working on ground vehicle hud post processing soon (my recon vehicles use a tunguska hud atm) Quote Link to comment Share on other sites More sharing options...
JONES Posted January 8, 2011 Report Share Posted January 8, 2011 Thats pretty amazing, i have to try that out, is there a way to fake a bloom effect on objects or different lightning to make the game look different beside the black/white and negative lightning stuff? Quote Link to comment Share on other sites More sharing options...
UberWazuSoldier Posted January 13, 2011 Author Report Share Posted January 13, 2011 Nah, it's pretty much limited to just modifying each pixel independent of the other surrounding ones, so you can do stuff like invert colours, increase contrast, that kind of thing. Contrast increasing can look quite effective actually, it's quite similar to what DICE did on all its pre-release screenshots (where they really ramped up the contrast). Not sure which of those blend modes I'd recommend the most for it, but you'd probably want something to initially darken it (so some of the darker colours turn pure black), and then something to increase the brightness (so that it gets stretched out and some of the lighter colours become white). It's fun to play with anyway. Quote Link to comment Share on other sites More sharing options...
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