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HUD Concept

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  • replied
    humm, why can we have various HUD's theme like .. one is an Sniperer,
    one is an walker or the other it is Monsterhunter with heavy weapons and something..
    the default design should be the UT99, this can be overholen/beef up/vamp up or camp up..
    with maybe plugins/snapins as zip maybe .. selectable by an dropdown menu


    and so on ..
    Originally posted by UT-User-Controls
    Standard Hud Theme:[_Standard_UT99_[^]
    Users standard/jump back Hud Theme:[_MH_Ultragore_UT99_[^]
    Auto-use-Server-HUD-theme, when entering the server [X]
    and by mishmash or errors jumps back to the UT99 standard HUD .
    With it is possible for create different UTengine4 hud's

    and any can use this hud what he want and like,
    so it is the ut highest customizable in this direction

    the theme-HUD-files can consist of
    an css-file or/& inifile
    and the to need grafics..
    (the best maybe png's and animated gif's and ttf-rendering for use ttf in the hud
    and console theme-related also able for translation in different languages in xml style,
    also easy to make for (human)translators and if give no translation file can maybe
    use google-translationengine or bing-translationengine .. maybe automatic)

    And the Designers have something to do also
    greetings to Deviantart-Peoples

    so it is also able for autodownloading the theme-releaded Server HUD
    if it in the control's enable :
    Originally posted by UT-Controls-configuration
    Download-Server-HUD-theme [X]
    Autoinstall-Server-HUD-theme [X]
    Auto-use-Server-HUD-theme, when entering the server [X]
    Save the Theme-Hud in UT Folder/downloads [X]
    the same should be able with the Player avatars where should saved inside of the UTfolder/downloads)
    for saving and autoreinstall in the game for view the other avatars also what they use in the Game (automatical download&&install)
    Enable upload your Playeravatar for see in the game by others [X]
    Originally posted by UT-User-Controls
    Download player avatars from the players [X]
    Autoinstall player avatars[X]
    save the avatar-files in UT Folder/downloads [X]

    but this is offtopic in this tread

    therewith it is possible for the Serverowner to use different hud's for different Server/Games .. like in UT99
    my die Friend Pizzi from had let run more as 12 UT99 servers on his rented Server,
    so various game types.. from stronger-monster-hunt with ultragore , up to sniper and "return to napali" and much other !

    and the zipped files make it more easyer for put in an folder and use..
    so put it easy in /UnrealTournament/Downloads
    and by selecting the menu, autoinstall the avatars and/or the HUD from the download-folder..
    it's also more easy for distributing at end, upload/download and the zip,
    it is possible for become open source zip it is possible for use zipfs for all systems ..
    so, read out the files for using..
    and the hud and avatar need only read..

    best regards
    Last edited by Blackcrack; 10-20-2014, 02:59 AM.

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  • replied
    Originally posted by GreatEmerald View Post
    Z-axis? But that's clearly the Y axis!
    ^ hehe, OpenGL guy.

    In OpenGL the Z-axis is the depth (towards cam, behind you) and Y is up accodring to the standard. In DirectX the standard is Z-axis up, Y is depth (away from cam, forward). So on the image the hud elements are rotated around the Z axis according to DX standards

    If you mean shearing though, you're right, it's Y-axis in DX.

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  • replied
    Originally posted by HenrikRyosa View Post
    Not in Unreal coordinates.
    If by "transform" you mean "draw a line that shows the Z coordinate and then rotate the widget around it", then that's true, but my line of thought is more of "the left part of the widget is closer to the camera while the right part is further from it", i.e. the widget's coordinates are moved in the Y axis and not moved in the Z axis.

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  • replied
    If depth in the HUD is just done as swoopy wavy eye candy — "because we can" — well then yes, of course, that eye candy's sugary empty calories are going to burn off real fast.

    But if the depth can add something, if it has some function, some subtle role in funneling the user's focus/attention toward certain parts of the screen for some reason, then I think it can still be worth considering. Indeed, some games do make good, conservative use of this effect, and it works well.

    So while I share the rather cautious sensibility, generally, IMO it might be a mistake to prematurely just throw out the idea altogether.

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  • replied
    Not in Unreal coordinates.

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  • replied
    Originally posted by JoeWilcox View Post
    I'm not a big fan of z-axis transforms on a hud.
    Z-axis? But that's clearly the Y axis!

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  • replied
    I like the style for sure, but I'm with everyone else on the tilted items.

    The bottom right makes me happy

    Are you working on this? Great job so far, eager to see what else you have in store!

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  • replied
    Not fan of z-axis too
    I prefere an old one like the one of UT2K4 but with some changes

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  • replied
    I'm not a big fan of z-axis transforms on a hud. It forces the eye to work harder for no reason. I do like the clean nature of some of though.

    Leave a comment:

  • started a topic [CONCEPT ART] HUD Concept

    HUD Concept

    Hello! Here is a quick HUD/Menu concept I was looking to get some feedback on. It's still in the early stages of concept but being implemented slowly but surely

    Ideally the hud and menu will be alive with some movement, fx and color driven properties ... but for now there is just this.

    Perhaps this is merely UT inspired ...but hopefully it can promote some beneficial design discussion for everyone

    Last edited by pigspigs76; 07-30-2014, 10:17 AM.