In this script, SetFont tells Doom that the font to use is actually the lump name of your custom stat-bar graphic ("HUDLUMP"), and printing "a" in the HudMessage, as above, will display that graphic. To display the new HUD bar, you use something like this: Make note of each graphics name as you will need them in the ACS script.ġ) If you use Doom Builder, open MAP01 of your wad and select "Edit" from the "Scripts" menu. This is important because a 1024x768 HUD graphic does not scale down well.Ģ) Load all the graphics you just made into your wad file using a lump management tool. Keep in mind the size of the average users' screen resolution, e.g. 11: Fullscreen without status bar, ZDoom HUD enabledġ) Create a graphic or graphics you want to use for the HUD.3-9: There is a border around the player's view, and the status bar is displayed.The values correspond to the HUD as follows: To make your HUD more user-friendly you should watch the value of the screenblocks CVAR (using GetCVar) and alter the HUD accordingly (try not to draw anything when the value is 12). You can have your script work around the existing HUD, but unless you intend to reuse parts, this is not recommended. You can disabled the built-in HUD by first using SBARINFO and set the height to 0. Understanding these concepts is vital to understanding the following tutorial. It is assumed that before you begin this tutorial, you are familiar with the following concepts:
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