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InsideQC Forums • View topic - CSQC HUD possibilities

CSQC HUD possibilities

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CSQC HUD possibilities

Postby Seven » Fri Jul 27, 2012 10:11 am

Hello,

I am sorry for creating a new thread, but I didnt want to hijack other CSQC threads with this.
Now that CSQC becomes more and more popular and important (which is a god thing !), I would like to ask a question, that I have in mind for quite some time:
With CSQC the HUD is very good customizable.
But is it also possible to add a model instead of a texture ?
Example:
I would like to replace the Armor HUD textures (green, yellow red) with a slowly spinning armor model in that color.
Same would go with the ammo HUD texture, which should be replaced by a slowly spinning armor model of that type.
The model should not be interactive/sensible towards light. It shall always be fullbright.

Is this possible ?

Thank you very much for your answer.
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Re: CSQC HUD possibilities

Postby toneddu2000 » Fri Jul 27, 2012 10:33 am

good question. I always asked myself if it's possible.
+1
- my first commercial game, made with FTEQW game engine
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Re: CSQC HUD possibilities

Postby Spike » Fri Jul 27, 2012 10:46 am

yes.

See Hud_Draw3dItem in
.
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Re: CSQC HUD possibilities

Postby Seven » Sat Jul 28, 2012 7:41 am

Thank you Spike,

I read through Hud_Draw3dItem and begin to understand.
The thing that is not clear yet, is the spinning of the model.
It should not spin via flag "8". It should spin via "hud3ditem.avelocity". Is this possible ?

Or do I need to make a loop function that counts in 5° steps upwards till 360° and then counts backwards and sets the angle accordingly and calls Hud_Draw3dItem() with the angle value everytime ?
A ".avelocity" possibility would be easier I think.

Anyway, it is very good to know that you gave the possibility via CSQC to do these kind of things.
Thank you Spike.
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Re: CSQC HUD possibilities

Postby Spike » Sat Jul 28, 2012 8:20 am

there should be a dp extension to disable that dp extension. hud3ditem.modelflags = whatevertheheckitwas;
.
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Re: CSQC HUD possibilities

Postby Seven » Sat Jul 28, 2012 8:45 am

Sorry, I most probably used the wrong word in my above post.

I only wanted to know if I can use "hud3ditem.avelocity = '0 100 0';" (for example) in CSQC´s HUD function.
The model will not have a hardcoded flag, that needs to be disabled via DP_SV_MODELFLAGS_AS_EFFECTS.

But you gave the answer already, while saying that I can even use "hud3ditem.effects = EF_NOMODELFLAGS;" in CSQC.
So that means I can extend the HUD function with every existing SSQC extension as well.
In other words, SSQC extensions also work in CSQC.
That is great !
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Re: CSQC HUD possibilities

Postby Spike » Sat Jul 28, 2012 10:29 am

.avelocity is part of the movetype. DP does not support movetypes in csqc, thus you cannot use .avelocity with dp's csqc implementation.
the code I pointed you to is a generic function to add a single entity in the current frame. the entity used can end up being reused for multiple different models/hud items (ie: q3 has ammo+head+armor on its hud). In which case even if avelocity worked, you'd need to tweek that part specifically.
It should be easy enough to just set self.angle_y = time*ROTATIONSPEED; Its csqc so its not sent over the net, not interpolated, etc, so should be perfectly smooth.
.
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Re: CSQC HUD possibilities

Postby Seven » Sun Jul 29, 2012 1:17 pm

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Re: CSQC HUD possibilities

Postby Spike » Sun Jul 29, 2012 3:35 pm

I keep tweeking fteqcc all the time, for better or for worse.
svn builds of fteqcc currently accept 2-componant vectors as valid vectors, silently assuming the third is 0. Its quite handy for csqc things, but not a universal feature.
(note that it doesn't accept 1-componant vectors as valid, because those are interpreted as character constants and would be too ambiguous).
.
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Re: CSQC HUD possibilities

Postby Nahuel » Wed Aug 01, 2012 9:56 am

in csqc to get display stuff (like HUD) everytime z value is 0 :)
hi, I am nahuel, I love quake and qc.
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