rksl-rock 1300 Posted October 22 On 10/17/2024 at 7:07 PM, mankyle said: Is there any tutorial about HUDs? Theres an old one i wrote floating around somewhere. I will try and fid it tomorrow for you. Its not that complex, just confusing until you get the basics. You can setup multiple MFDs/HUDs/Displays by grouping them and definging new points for each group. class MFD { class HMD { HMD Display setup in here }; class Static_MFD_lefthand { MFD LH Display setup in here }; class Static_MFD_righthand { MFD RH Display setup in here }; }; enableParallax = 0; This will cause the HUD to shift with perspective of the player. I rarely enable it as i find it intensely annoying. helmetMountedDisplay = 1; Self explanatory really but this will make the data in the group move with your viewpoint.Coordinates Its all based of a 1x1 square defined by 3 points in the class MFD section.Notes: The 0,0 Origin is the top left corner. if the points are not a true square the output will be distorted. X values move left to right. Y Values move top to bottom ie a positive Y value will infact draw the line in a downward direction. topLeft = "hud_lh_p"; topRight = "hud_ph_p"; bottomLeft = "hud_ld_p"; Border values allow you to letter box the items in a section. You can do some complex stuff with this but it gets complicated fast. borderLeft = 0; borderRight = 0; borderTop = 0; borderBottom = 0; All the values are x and y coords between 0 and 1. So 0.5,0.5 is the exact centre.class Bones The "Bones" are similar to model.cfg bones. They too can have different animation sources but can also act as 'anchors' to fix things too. Then in class draw you use relative coords to draw lines or text from that anchor point.class Draw Again in here you can create groups with conditions etc. ie weapon selections that change the display and so on. The grouping is split into 3 parts. {"<BONENAME>",{<X Coord>,<Y Coord>},<WEIGHT>} >BONENAME> - This is the name from class bones. It will anchor anything you draw to this bone. So any coordinate you use will be relative to the anchor coords defined in the bone. *Leaving the bone empy will mean it will use absolute coords from the 0,0 origin. <X Coord> - Can be a + or - value. Positives will move right. Negatives will move left relative to the anchor bone. <YX Coord> - Same as above but Positives will move down. Negatives will move up relative to the anchor bone. points[] = {{"",{0.2,0.2},1},{"",{0.8,0.2},1},{"",{0.8,0.8},1},{"",{0.2,0.8},1},{"",{0.2,0.2},1} The above will draw a box with a continuous line. You can split the line by adding a ,{}, between the groups allowing you to start again somewhere else. points[] = {{"",{0.2,0.2},1},{"",{0.8,0.2},1},{"",{0.8,0.8},1},{"",{0.2,0.8},1},{"",{0.2,0.2},1},{},{"",{0.3,0.3},1},{"",{0.7,0.3},1},{"",{0.7,0.7},1},{"",{0.3,0.7},1},{"",{0.3,0.3},1}}; The above will draw the same box as the first. Then split the line (like taking your pen off the paper) then let you draw another box inside of the first. Well thats the basics. Advanced stuff is a bit more complicated and requires a bit more explantion and trial and error. I'll see if i can find the expanded tutorial for you when i wake up later. Share this post Link to post Share on other sites
mankyle 410 Posted October 22 4 hours ago, rksl-rock said: I'll see if i can find the expanded tutorial for you when i wake up later. You are the best @rksl-rock 1 Share this post Link to post Share on other sites
wansec_6 200 Posted October 24 G'day @mankyle, You sound to be making quite some progress. Congrats on the progress. Looking forward to their launch as well as the new Civil Landing craft. Share this post Link to post Share on other sites
mankyle 410 Posted October 25 I'm slowly improving the textures. I'm going to add a couple drainage holes and I will add some rust stains. I still have to add details to the exterior and some to the crane. The crane will be retextured in Yellow and after that I will start with the interior. It is slowly taking form 1 1 Share this post Link to post Share on other sites
mankyle 410 Posted October 30 I didn't have much time during the last days.... I have added a bow ramp (still not finished) and I'm adding more details to the boat, like a pair of capstans (they wont function, they are just for shows), drainage holes and a couple more details. I have also started the bridge but there is not much to see yet. I have found a picture of a recently delivered boat in the Scilly Islands (in the UK) and I know now where a reflector and the position lights would go. Share this post Link to post Share on other sites
FallujahMedic -FM- 867 Posted October 30 How many vehicles can it carry and of what size? Share this post Link to post Share on other sites
mankyle 410 Posted October 30 6 minutes ago, FallujahMedic -FM- said: How many vehicles can it carry and of what size? It is quite small.. maybe 4 civilian cars or two 20 feet containers or equivalent cargo... I haven't got her in game yet... I want to add a couple more details before I start trying her in game... Share this post Link to post Share on other sites
mankyle 410 Posted November 10 Still working on this. I have started the bridge and I hae added a couple glass panels. I have also started modelling doors and some other details. It will come with an interior for cargo proxies (nothing too fancy. Just a couch and some other details. Share this post Link to post Share on other sites
wansec_6 200 Posted November 11 G'day @mankyle, That Ferry is looking great. Keep up the great work Share this post Link to post Share on other sites
mankyle 410 Posted November 11 2 hours ago, wansec_6 said: G'day @mankyle, That Ferry is looking great. Keep up the great work Thanks @wansec_6 I'm going to rework the stern completely and add some details to the bow ramp. I have also progressed with the bridge. In an Edit LOD I have started also with the propellers and rudders. I think I will put her ingame in one or two weeks. 2 Share this post Link to post Share on other sites