Help with custom hud image.

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Spike18
CJ Wannabe
CJ Wannabe
Posts: 1
Joined: December 25th, 2012, 10:11 am

Help with custom hud image.

Post by Spike18 » December 25th, 2012, 11:46 am

Hi.

Can someone help me with making a custom Hud image. I've made an image in photoshop, saved it as a .dds and coverted it with asset manager, but when I try load the map through compile tools it comes up with "Error. Couldn't load image 'kc' ".

.DDS Settings.

Image

Asset Manager Settings.

Image

If I have "MaterialType" on "2d" it shows the error message. If i have "MaterialType" on "WorldPhong" the map will load but when i press use on the trigger the hud image shows like this.

Image

Error Message.

Image

.GSC and .CSV

Code: Select all

main()
{
	maps\mp\_load::main();
	
	ambientPlay("ambient_backlot_ext");
	
	game["allies"] = "sas";
	game["axis"] = "opfor";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "woodland";
	game["axis_soldiertype"] = "woodland";

        PreCacheShader("kc");

	setdvar( "r_specularcolorscale", "1" );
	
	setdvar("r_glowbloomintensity0",".25");
	setdvar("r_glowbloomintensity1",".25");
	setdvar("r_glowskybleedintensity0",".3");
	setdvar("compassmaxrange","1800");

   thread _keyc1();
}

_keyc1()
{ 
   keycard1    = getent( "keycard1", "targetname" ); 
   
   while(true) 
   { 
      keycard1 waittill("trigger",player);
     
      player.keycard1 = true;
      player thread _keycard1();
      wait (5000);

      }
}
_keycard1()
{
   if(isDefined(self._keycard1))
         self._keycard1 destroy();
         self._keycard1 = newClientHudElem(self);
         self._keycard1.alignX = "center";
         self._keycard1.alignY = "top";
         self._keycard1.horzAlign = "fullscreen";
         self._keycard1.vertAlign = "fullscreen";
         self._keycard1.x = 40;
         self._keycard1.y = 0;
         self._keycard1.alpha = 0;
         self._keycard1.sort = 1;
         self._keycard1.hideWhenInMenu = false;
         self._keycard1 setShader("kc", 50, 50);
         self._keycard1.alpha = 1;
         self._keycard1 moveOverTime(4);
         self._keycard1.y = 360;

}

Code: Select all

ignore,code_post_gfx_mp
ignore,common_mp
col_map_mp,maps/mp/mp_test.d3dbsp
rawfile,maps/mp/mp_test.gsc
impactfx,mp_test
sound,common,mp_test,!all_mp
sound,generic,mp_test,!all_mp
sound,voiceovers,mp_test,!all_mp
sound,multiplayer,mp_test,!all_mp
include,mptypes_woodland
xmodel,viewmodel_base_viewhands
xmodel,body_mp_usmc_specops
xmodel,body_mp_usmc_sniper
xmodel,head_mp_usmc_tactical_baseball_cap
xmodel,body_mp_usmc_recon
xmodel,body_mp_usmc_assault
xmodel,body_mp_usmc_support
xmodel,body_mp_arab_regular_cqb
xmodel,head_mp_arab_regular_headwrap
xmodel,viewhands_desert_opfor
xmodel,body_mp_arab_regular_sniper
xmodel,head_mp_arab_regular_sadiq
xmodel,body_mp_arab_regular_engineer
xmodel,head_mp_arab_regular_ski_mask
xmodel,body_mp_arab_regular_assault
xmodel,head_mp_arab_regular_suren
xmodel,body_mp_arab_regular_support
xmodel,head_mp_arab_regular_asad
material,kc

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