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Bf2 Hud Blend Modes


UberWazuSoldier
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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.

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  • 4 months later...
  • 5 weeks later...

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 by Coronaextra
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  • 2 months later...

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)?

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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 by Spatchman
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  • 7 months later...
  • 3 weeks later...

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.

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