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[WIP]GTA4 HUD by DK22Pac


DK22Pac
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Edited first font.

user posted image

 

user posted image

This is awesome,but I have an idea,why not removing the text shadow (in 2nd pic) and replace it with contour?? smile.gif

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I will do itlater. I'll also remove the text box background and will change font scaling.

I've just edited fonts.txd and fonts.dat for this time.

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I will do itlater. I'll also remove the text box background and will change font scaling.

I've just edited fonts.txd and fonts.dat for this time.

Why removing the text box??I remember that GTA IV has one confused.gif

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I've edited text style for mission subtitles.

user posted image

 

user posted image user posted image

 

Next steps: edit all types of HighpriorityText; change HelpMessages; change VehicleName and ZoneName

Edited by DK22Pac
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Yes! I've been wanting this for a long time.

 

You could have used my textures if you wanted too. I would give you the fonts.dat file too, but sadly, as I said, I don't have it anymore. sad.gif

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Thank you. I have already made an 'algorithm' of porting IV fonts to SA (proportional values are converted too, they just need to be re-calculated a bit).

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FONT1.PNG finished.

user posted image

WIP in-game

user posted image

Also, while researching SA text, I've found some interesting feature: text rotating. Never thought it is possible (possibly VC zoneNames are drawed with this thing?)

user posted image

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Also, while researching SA text, I've found some interesting feature: text rotating. Never thought it is possible (possibly VC zoneNames are drawed with this thing?)

Yes, you just found the function which indeed was used in VC tounge.gif

 

user posted image

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  • 2 weeks later...
  • 1 month later...
  • 2 weeks later...

Some update I worked on last week:

Path-Find System

user posted image user posted image

The line shape is incorrect in some places (at the junction for example), I'm going to fix this later...

Edited by DK22Pac
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Are you using some of the functions documented here to get in-between route nodes coordinates? Also, what about the algorithm to draw curved lines? Are you drawing bezier curves or simply arcs?

 

Indeed, anything could have already been done by playing with those functions but there might be a, currently unknown, flag which identifies the type of a specific path node to easily draw blends on road crosses. I didn't have time to investigate more and I'll be glad if you discover such thing. icon14.gif

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It was done with 'DoPathSearch' function from CPathFind class (you called it findShortestRouteNodes in your post).

 

flag which identifies the type of a specific path node

If you talk about 'wFlag' parameter - then no, it's some node too (areaId&nodeId). Possibly this can define node to be ignored (not sure).

The line is drawed with ID3DXLine interface from D3DX Extension. I didn't make any new algorithm, but I'm planning to create my own render atm.

And I didn't find any problems with road-crossing.

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That's good to know. By the way, crossroads look weird because they need to be smooth.

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plsdeletemyprofileN0r0k

HOLY F*CK

pretty good job on the path system!

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Oh noi my GPS gonna look nooby now panic.gifpanic.gifpanic.gif

 

 

Amazing! icon14.gif

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TheGodfather.

Man when is this mod going to release ..I really wanna have this..Is it complete... How much progress ??biggrin.gif

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  • 2 weeks later...
Oh noi my GPS gonna look nooby now panic.gifpanic.gifpanic.gif

 

 

Amazing! icon14.gif

hahaha your GPS mod still the best (currently) tounge.gif

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Holy motherfu*king sh*t ! Never tought GPS thing will be able for SA engine, and that new project SA::Render, san't wait damn it smile.gif

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