From HUD experience(Halo 2 and 3 only) if there's a function that only allows a component to display when zoomed then there should be wound that will make it disappear when zoomed.
Anyways, the mask outline shouldn't show when your zoomed in.
Also, Halo 2 grenade bitmaps works like this.
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DarkShallFall wrote:From HUD experience(Halo 2 and 3 only) if there's a function that only allows a component to display when zoomed then there should be wound that will make it disappear when zoomed.
Anyways, the mask outline shouldn't show when your zoomed in.
DarkShallFall wrote:Anyways, the mask outline shouldn't show when your zoomed in.
Why not? You're still looking through the visor, aren't you?
Yea but it disappears in Halo 3.
For the over 9000th time, this isn't a Halo 3 mod.
When your work is directly inspired from Halo 3, naturally people are going to make note of the similarities but mostly the differences between them. So if you want it to stop, best create more original material =o
This collaboration is not endorsed by Halomods
Technically its only me animating though
It's never been necessary, because Halo 2's health regenerates by itself after a period of time. I'm trying to go for a new way to play Halo 2, and I contributed to that by keeping it from regenerating, so a health meter is now totally necessary.
DarkShallFall wrote:Anyways, the mask outline shouldn't show when your zoomed in.
Why not? You're still looking through the visor, aren't you?
Yea but it disappears in Halo 3.
For the over 9000th time, this isn't a Halo 3 mod.
When your work is directly inspired from Halo 3, naturally people are going to make note of the similarities but mostly the differences between them. So if you want it to stop, best create more original material =o
Just because Halo 3 did it doesn't mean that because of the HUD the entire mod is a Halo 3 mod. Especially if the creator is actually stating that it isn't. That seems kind of offensive to tell him to create "more original material". Everything he's done in FTD, especially the HUD, has bee pretty much made from scratch. I'd call that original material. Sorry to detract from the main focus of this topic.
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I finally finished my health meter for my mod. And ...
I think you should put that meter on the right of the motion tracker.
AIM wrote:Demonic5andwich (6:10:10 PM):structure of a first person weapon animation: Demonic5andwich (6:10:43 PM):mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
DemonicSandwich wrote:I think you should put that meter on the right of the motion tracker.
I was debating that, because the shield depletes to the left, then the health depletes downward, so the meters sort of flow together, but I had trouble seeing it on my TV, so I had to change the zoom on the screen ...
DemonicSandwich wrote:I think you should put that meter on the right of the motion tracker.
I was debating that, because the shield depletes to the left, then the health depletes downward, so the meters sort of flow together, but I had trouble seeing it on my TV, so I had to change the zoom on the screen ...
*Edit: I might go with your idea.
Yea, many people still have standard TVs whom of which cut off a few lines of pixels on all sides.
AIM wrote:Demonic5andwich (6:10:10 PM):structure of a first person weapon animation: Demonic5andwich (6:10:43 PM):mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit