Game Development Community

Ammo Counters

by Robert Fritzen · in Artist Corner · 07/26/2013 (11:22 am) · 11 replies

So, I've seen a few games do this already, and I figured why can't we do this in T3D?

I know this is also a first-person solution and will probably wait for J0linar's model work before taking this on directly, but I might as well ask now to get a head start on this. How would you go about adding an ammo counter to your weapon?

For those who don't know what an ammo counter is, here's a picture from the latest Call of Duty game.

www.phantomdev.net/staff/phantom139/images/ammoCounter.png
How hard would this be to do? And if it's not too difficult, how easy would it be to customize the display (IE: Different fonts, colors, ect.)

#1
07/26/2013 (12:02 pm)
sry what do you exactly mean?
if you mean displaying the ammo counter on the model itself
as soem sort of gui
then this would involve
some headache coding as we do have the resources for that but there
is noone uptodate

but if you mean just displaying the ammo counter in the hud - then well
lookin up the standard one should be easy todo


now if you would mind to explain
what you really want to achieve
and as a sidenote - if we would go the gui on model way
it would be the first step into stuff like
render to texture scopes aswell

and regarding gui and fonts in general
you can convert ttf fonts
into T3D`s own Font format
might have to look up that one but its not hard todo

Edit:
The resources
GUIs Rendered on an object - www.garagegames.com/community/resource/view/10899

fxGuiSnooper T3D - www.garagegames.com/community/forums/viewthread/127227
this one in combination with the one above could be used to create security cameras and rtt scopes along with mirrors
and ofc you could combine those even further with ammo counters

so yee pick your poison and enter dead code land ;)

and i almost forgot the following
jeff raabs
www.garagegames.com/community/forums/viewthread/134222/2#comments
is going to change T3Ds Behaviour so you might wait with this
as i do believe that Jeffs work is one of the things that are going to make stuff such as
rendering of Guis on objects easier
anyways hope this sheds some light
#2
07/26/2013 (12:43 pm)
Yeah, I was referring to the counter directly on the model. I'm fairly decent now at understanding the workings of this engine (Seeing as I've done a few packs and other systems for it), so I'll take a peek at those old resources to see how hard a port for T3D would be. I'll obviously re-release them once they're working.

EDIT:
It would appear as if the old resource files are no longer available for download. I will need those in order to begin working on a port.
#3
07/26/2013 (1:03 pm)
if you look up teh resource comments you will see that ppl aready attempted at porting it over to T3D 1.1

Gusi rendered onto object - look closely at the comments made by Lethal Concept
www.garagegames.com/community/resources/view/10899/3#comment-143655

and the fxguisnooper shoudl actually already work
as it involves mainly copy past and adding of one additiona lfile
#4
07/28/2013 (3:25 am)
If you just wanted to make it work now, you could potentially use mesh hiding. Though actually, I don't think that works on images. Hhh.
#5
07/28/2013 (6:17 am)
am sry DB
but that is not working

This thread is about - how to achieve
stuff such as Guis rendered on surfaces/ models
in the FPS View and on other objects

now i know that you could fake it but why even bother if the idea here was/ is
to actually find a solution that can work for real and help others aswell

another thing would be - if you would fake the gui
with mesh hiding it wouldnt look fluent
as soon as your FPS View performs a idle animation the gui would look screwed up
so no thats no solution

on a sidenote for owners of the Drive AVK - this is all already possible
along with mirrors and guis rendered on objects
(this is mainly because the resources have been updated by deepscratch
but dont expect him to share it as its part of his product)
#6
07/28/2013 (7:42 am)
@Dan: Yeah, I'm trying to accomplish more of an actual GUI rendered on the weapon as it would grant more functionality for things such as ammo counters.

@J0: I was able to get the resources into the engine and compiled, I haven't quite tested them yet, so I'm not sure of how it will look at the moment, when I get some free time later today, I'll give it a go.
#7
07/28/2013 (8:30 pm)
Yep, just thought I'd say the first thing that came into my head. Having GUIs on objects would be a much better solution. Like the computer screens in Doom 3!
#8
07/30/2014 (1:30 pm)
Not to dig up old threads, but I think I remember seeing a resource somewhere where someone did this effect using the animated texture material property, but I can't find it. Has anyone else seen it?
#9
07/30/2014 (3:02 pm)
Use Awesomium!
#10
07/30/2014 (5:59 pm)
All I did was use the resource in the link J0linar provided in #3, worked perfectly.
#11
08/01/2014 (9:04 pm)
@Robert Sure, but the one I remember doesn't require changing anything in the engine - it could be done entirely in script.