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Hazematman
Joined: 15 Jul 2010 Posts: 31
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Posted: Wed Jul 21, 2010 9:05 pm Post subject: Quake hud tutorials |
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Does anyone know any good tutorials to get someone started on making a new hud for quake? |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Wed Jul 21, 2010 9:12 pm Post subject: |
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No, but gazing at sbar.c helps (engine-side, anyway) _________________
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Hazematman
Joined: 15 Jul 2010 Posts: 31
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Posted: Wed Jul 21, 2010 9:13 pm Post subject: |
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Ok I guess il do that and get a good understanding on how the hud works. |
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Wed Jul 21, 2010 11:04 pm Post subject: |
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Maybe looking at QuakeWorld's might be a better idea? It has an alternate HUD already implemented as an example, and doesn't have the quite severe rogue/hipnotic ugliness in it.
Either way you'll want to run it through something like artistic style first. Formatting and indentation are all over the bloody place and it doesn't make the job any easier. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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Swift
Joined: 26 Jan 2010 Posts: 44
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Posted: Fri Jul 23, 2010 7:18 pm Post subject: |
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mh wrote: | Maybe looking at QuakeWorld's might be a better idea? It has an alternate HUD already implemented as an example, and doesn't have the quite severe rogue/hipnotic ugliness in it.
Either way you'll want to run it through something like artistic style first. Formatting and indentation are all over the bloody place and it doesn't make the job any easier. |
There WAS a rewrite of the HUD rewritten in CSQC.
Repost? |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Fri Jul 23, 2010 8:55 pm Post subject: |
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Swift wrote: |
There WAS a rewrite of the HUD rewritten in CSQC.
Repost? |
That's somewhere on Spike's crazy old svn of doodles, iirc. _________________
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Swift
Joined: 26 Jan 2010 Posts: 44
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Fri Jul 23, 2010 11:02 pm Post subject: |
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actually its either, q1 or q3. the q3 stuff was just for the sake of it to say 'look, you can do this stuff' (rotating models instead of pics). _________________ What's a signature? |
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Sat Jul 24, 2010 12:00 am Post subject: |
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leileilol wrote: | Swift wrote: |
There WAS a rewrite of the HUD rewritten in CSQC.
Repost? |
That's somewhere on Spike's crazy old svn of doodles, iirc. |
Spike? Crazy? Never!  _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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Swift
Joined: 26 Jan 2010 Posts: 44
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Posted: Sat Jul 24, 2010 12:40 am Post subject: |
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Spike wrote: | actually its either, q1 or q3. the q3 stuff was just for the sake of it to say 'look, you can do this stuff' (rotating models instead of pics). |
It's cool. I'll probably base something on it at some point.
Though, I didn't imagine an exact barebones Q1 HUD functionality rewrite posted up on these boards at some point...did I?  |
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Swift
Joined: 26 Jan 2010 Posts: 44
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