Creating a JO Hud Icon for your vehicle

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Creating a JO Hud Icon for your vehicle

Postby Eagle Eye » 07-06-2007 06:51 AM

I recently created/converted some models from BHD to DFX/JO.

As you may know, JO uses a Hud Icon, which shows the vehicle driver/passenger configuration.

I figured out where this icon is defined, what to call the tga, and how to make the tga..

Info here is directly related to this thread about seating..
http://mods.terranova-exp.com/forums/showthread.php?s=&threadid=2420

Just as a refresher, this is one I did for my MH53 Pavelow..

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This is one I did for my Technical, and, the one I did while writing this tutorial...

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Where do I Start...

OK, get your model into JO first, that's where you start..

What you need next is a top view picture of your model..

I opened my max model of my tech, clicked on the top view..right click on the word "top" and a context menu will pop up, choose smooth & highlights, and turn off the grid.

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I ended up with this as my view..

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Do a screen shot, using "print screen".. open Photoshop/new, use a transparent background, the size will be selected as the size you have in your cache from your screen print. When you press OK, a new checkered screen will appear, paste your screen capture into it.

Bring it up to 100%, and crop it down to your vehicle..(make sure it's at 100% size), and resize the image so the vehicle will fit into a 128 x 256 image...rotate 180 so the vehicle points up..

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Next, create a new image, 128 x 256 with a transparent background, using the paint bucket, fill in the colour with black.

Next, using the lasso, or wand, select the outline of your vehicle from your screenshot, copy it, and paste it onto your new black 128 x 256 image..it will become a new layer.

What you need now, is a tga from JO to use as a template. I used the H_STRYKR1.TGA, open it in photoshop.

Go to channels, turn on the alpha1, and turn off all the RGB channels as in below..

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Select your working image, Select the layer with the vehicle, and use the edit/free transform to resize it to match the size of the H_STRYKR1

When finished, I have this..

1. Your new 128 x 256 image that has your vehicle on a black background...with your vehicle resized in one corner.

2. A JO H_ tga for a template..alpha channel turned on.

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Next..

We copy the little squares used for the locations from the JO tga, to your new one..

Zoom right in on the H_STRYKR1.tga..grab the rectangular marquee tool, and select one of the squares..

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Copy the selection..now, select your new image, and paste the selection...I'll past it 3 times, for the 3 seats in this vehicle.

3 new layers will be created with each paste..

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Next, select layer 1, and move the box to the drivers position, the, layer 2, to passenger, and 3 to gunner, or whatever your model has..

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Now would be a good time to save your image as a psd for future use, or storage if you need it again..before the step below, so we have layers in tact..

Now, from the layers menu, "Verge Visable".

Your image is now ready to transpose as the alpha channel on that H_STRYKR1.tga.

Select the H_STRYKR1.tga, go to channels, select the alpha channel, right click, and delete channel..

Now, at the bottom of the channel window, select "create new channel"

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Go back to your working image, "select all", and copy...

Return to the H_STRYKR1.tga, select the new aplha channel, then select the actual image, and paste.

This will paste your new image into the alpha of the H_STRYKR1.tga.

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Turn back on all the channels to see your final image, save it as whatever name you want, make sure you save as 32 bit to preserve the alpha channel.

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Now, we need the next bit...

The next bit..

You need to locate your HUDPOS.DEF, it's encrypted, as an scr file, so, you'll need to decrypt it.

Right at the bottom, add a file, I've added this one..

VEHICLE_HUD
sid EE01
interface h_tek1.tga
driver 27,161
emplace 1 33,198
seats 1,44,161
VEHICLE_END

sid will be the name you put in the items def for your vehicle...in this case it's "sid EE01"

interface is the name of your tga you just created, in this case "interface h_tek1.tga"

driver, emplace and seats are coordinates related to the tga file you just created, and where the game will put numbers when it's displayed when you are in the vehicle.

I don't know how to find coordinates in Photoshop, so I used an old version of Paint Shop Pro 7

Load your tga into PSP7, you will see a 128 x 256 white image..you can't see the alpha channel yet..

From the pull down menus, select masks/load from alpha channel..then OK..

Now, from the mask menu, select "view mask"

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Now, zoom in on your seat locations...

Choose a spot about half a square from the top, and side, with your arrow cursor, now, look at the status bar at the bottom, and you will coordinates..write these down, record coordinates for each square..

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Now, close off PSP without saving..

Go to your HUDPOS.def, and type in the numbers you recorded..

VEHICLE_HUD
sid EE01
interface h_tek1.tga
driver 23,162
emplace 1 32,196
seats 1,40,162
VEHICLE_END

Save the file, no need to re-encrypt it.

Now, open you items.def, and locate your def file for your vehicle..add the sid name, in this case, EE01 as defined in the HUDPOS.def

begin "Drivable Technical with 50cal"
id 102588
type vehicle
sid EE01
graphic etek2

save out your files, put your items.def, HUDPOS.def and tga file into your game..

EE
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Postby Ziprock » 07-06-2007 10:08 AM

Thanks for the tutorial EE. I thought that you must have done it like that.. i suppose you could use the top-down view in the OED render screen too. Either way, it shows that more goes into a vehicle than just a model and a skin eh? (not to mention LOD's!)



oh and when you get the to this point, where you have the print screen of the vehicle.
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<b>If your using photoshop heres what you will have to do. </b>

anyways, i cropped the image down so its the truck and a little space around each side.



Use he magic wand tool (W key) and click the grey around the vehicle once. This should give you a selection all around the vehicle.

Now that you have the selection, hit shift+f5 (same as edit>fill) and under contents, use white. White is on the bottom of the list.

At this point you should still have all the white around the vehicle selected. If now you can use the wand tool again. Hit ctrl+c to copy that selection.

On your layers palette (hit f7 repeatedly if you dont know where it is) and click on channels. Click the button on the bottom of the palette next to the trash can, this will give you a new channel. It should be all black.

Still with the selection outlined, hit ctrl+v to paste the white down. You should be done now, save it out. What you have done is create an alpha channel so all around the vehicle image will show up as transparent or invisible while in JO.

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<font>Edit: LOL can you guys tell i just woke up? i just tried explaining somthing that this tutorial already covers. and i have to go to work in an hour </font>:rolleyes:
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Postby luke_nadewalker » 07-06-2007 10:32 AM

wrong way round bud

white areas show up and black doesnt

greys however reflect the transparency of the image the brighter the grey the less seethro the image
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Postby Ziprock » 07-06-2007 10:35 AM

lol. i always get that shit mixed up.
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Postby luke_nadewalker » 07-06-2007 10:36 AM

its a service i provide ;)


invoice in the post m8 :D
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nice

Postby J.J » 07-06-2007 11:15 AM

tut EE:)
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Postby loa » 07-06-2007 11:59 AM

dude no clue how you came about that process but good job. i had made a couple for some of the urban vehicals but never got then down to a science nice work.
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Postby BuLL » 07-06-2007 01:02 PM

Very informative tut,as always EE.....I don`t know how you manage to remember all those moves in ps m8....Impressive stuff.;)
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Postby Eagle Eye » 07-07-2007 12:50 AM

LOL Life..well, I'm no expert with Photoshop, so I get a little creative with my methods..

It's actually pretty quick to do, it's just a bit fidly..which is why the tut is a bit long winded..but, it does work..

Get where your going Zip, but, as Luke has mentioned, we want a graded image, not just the outline..

Thanks Bull..always a pleasure to post this kind of stuff, I like to share..

Life, did you do a hud for you huey? You think you could send me a screen shot of the top view...Thanx :)

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Postby Ziprock » 07-07-2007 10:35 AM

don't forget his pbr boat EE
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Postby dzine » 07-07-2007 12:42 PM

Excellent tut. Very well explained. No excuse for bad huds now lol.
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Postby loa » 07-07-2007 01:35 PM

dont remmber if i did the huey or boat, but i did do the goat cart and a couple cars
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rofl

Postby J.J » 07-07-2007 03:21 PM

GOAT cart Loa ahhahahhahahha

hope u ment gocart ...
3d models
Terrains
Skinning
Maps
for Joint operations ADVANCED WARFARE

http://www.advanced-warfare.net
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Postby Eagle Eye » 07-07-2007 07:54 PM

Geez..you guys are funny...

Hey, just been playing again, this time I did another new hud for the MH53, using the top down from the oed..

I think I like it better, it's more see-tru..

From Max..as above..

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From the Super OED..the new version..

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A Nova Hud..

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btw

Postby J.J » 07-21-2007 06:02 AM

cordinates on cs potoshop are not the same as in paint shop pro so use
psp on this tut
3d models
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