HUD mods?

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HUD mods?

posfan12
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Post by posfan12 » Thu Apr 22, 2010 4:00 am

Are there any HUD modifications for XWA? The original HUD is a bit bulky for my tastes. Can the HUD be easily modified?

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Vince T
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Post by Vince T » Thu Apr 22, 2010 10:24 pm

In parts there are.

If you download the Imperial XWA mod or the TIE Fighter Total Conversion from Darksaber's Site you'll get the trademark TIE crosshair as you can see it in Vader's TIE Fighter.
Apart from that I know of no actual HUD mods.
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FunkyFreshMan
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Post by FunkyFreshMan » Thu Apr 22, 2010 10:45 pm

What are the HUD parts exactly? Are they CBMs or DATs or something? Basically, I suppose what I'm asking is: Are the images easily accessible or are they hardwired into the .exe somewhere?
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Fader
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Post by Fader » Fri Apr 23, 2010 2:28 pm

They're into DAT files and can be easily modified.
I don't remember exactly in which one of the DAT files however.
Work in progress: Clone Fighters, the Rise of the Empire campaign XWA mod
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FunkyFreshMan
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Post by FunkyFreshMan » Fri Apr 23, 2010 5:52 pm

Hmmm... That gives me an idea. ;) Although, I wouldn't really know how to improve it, as it never really bothered me. Posfan, any suggestions?
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posfan12
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Post by posfan12 » Sat Apr 24, 2010 6:13 am

Thinner borders and more transparent mainly.

If someone could track them down I'd try my hand at it. What tool do I need to extract/re-package them?

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Fader
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Post by Fader » Sat Apr 24, 2010 5:16 pm

The software is XWA Dat Customizer, you can find it at Darksaber's.
The DAT file you have to modify is HUD.dat.
Looks easy to do, you can even modify the HUD design in different versions, switchable using the HUD color key.
Work in progress: Clone Fighters, the Rise of the Empire campaign XWA mod
Status: ~60%; 6/13 missions; new music suite
Trailer on Youtube: http://www.youtube.com/watch?v=8BI8afj13sg
Download the pre-release: rev.0.6 at
http://www.maxgames.it/xwa

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Darksaber
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Post by Darksaber » Sat Apr 24, 2010 10:11 pm

It doesn't work I tried it a long time ago, once you import a new image to the dat and then in game the image is screws up, why I don't know, but I gave up on it, and at the time I was editing the dats quite a bit for the Tie Fight Conversion

but by all means have a go, I might have done something wrong but I doubt it.
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posfan12
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Post by posfan12 » Sun May 09, 2010 7:49 pm

What determines the placement of the images? Is there a text file which describes their coordinates, as well as which ship's HUD they belong to? Can I add new HUD elements or remove others?

posfan12
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Post by posfan12 » Sun May 09, 2010 8:28 pm

Darksaber wrote:It doesn't work I tried it a long time ago, once you import a new image to the dat and then in game the image is screws up, why I don't know, but I gave up on it, and at the time I was editing the dats quite a bit for the Tie Fight Conversion

but by all means have a go, I might have done something wrong but I doubt it.
They probably "screwed up" because you failed to notice the separate set of mask images that determine transparency.

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Darksaber
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Post by Darksaber » Mon May 10, 2010 1:32 am

Really, tell me something I don't already know!
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Fader
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Post by Fader » Wed May 12, 2010 6:28 am

posfan12, HUD is the same for all of the ships. Only cockpit models are different, but this is a different OPT matter.
The positions of the 2D sprites used for the HUD on screen are hard-coded in the .exe file and by now i think nobody has found the correct offset for the hex data about HUD or DATs in general.
Work in progress: Clone Fighters, the Rise of the Empire campaign XWA mod
Status: ~60%; 6/13 missions; new music suite
Trailer on Youtube: http://www.youtube.com/watch?v=8BI8afj13sg
Download the pre-release: rev.0.6 at
http://www.maxgames.it/xwa

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ual002
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Post by ual002 » Sun Sep 10, 2017 4:11 pm

If we did find a way to figure out where the HUD elements are displayed we could have triple monitor setups with the radars still in the middle screen. Playing with that now. Driving me bonkers.
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