Simple way to a customize hud using QC?
Moderator: InsideQC Admins
6 posts
• Page 1 of 1
Simple way to a customize hud using QC?
I've read the tutorial about CSQC hud customizing but i hope there are easier way because the tutorial uses unusual syntax only compiles with fte and requires csqc to run.
are there any better/easier/different ways to do so? maybe by showing sprites in front of the screen?
are there any better/easier/different ways to do so? maybe by showing sprites in front of the screen?
- Moi
- Posts: 12
- Joined: Tue Jul 20, 2010 10:47 pm
csqc or engine code are the two sane ways to make a hud. engine code will never be portable to other engines, at least csqc stands a chance.
there are other ways, you can create sprites infront of the view, sure, but that'll bug out the instant that you move the mouse.
DP has an svc_showpic svc. But that also has its flaws and will bug out if the user has a different resolution.
if by tutorial, you refer to csqctest's hud.qc, then yes, it only compiles with fteqcc due to its usage of arrays. You don't have to use arrays, you can use lots of if statements instead, and then it'll work with any qcc.
there are other ways, you can create sprites infront of the view, sure, but that'll bug out the instant that you move the mouse.
DP has an svc_showpic svc. But that also has its flaws and will bug out if the user has a different resolution.
if by tutorial, you refer to csqctest's hud.qc, then yes, it only compiles with fteqcc due to its usage of arrays. You don't have to use arrays, you can use lots of if statements instead, and then it'll work with any qcc.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
airquake used a viewmodel 'hud' (actually an mdl).
With regular quake that means you're limited to 1 variable to affect your entire hud - frame, but viewmodelforclient is more generous.
You have to make sure that the player cannot ever roll, nor pitch, as both of these cause the viewmodel to move/reangle.
It just doesn't really look nice/robust.
With regular quake that means you're limited to 1 variable to affect your entire hud - frame, but viewmodelforclient is more generous.
You have to make sure that the player cannot ever roll, nor pitch, as both of these cause the viewmodel to move/reangle.
It just doesn't really look nice/robust.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
6 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 1 guest
