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H2: Custom HUD Editing

This is a discussion about H2: Custom HUD Editing within the Halo 2 Advanced Mod Tutorials section, where you will Learn more advanced techniques to further mod your Halo 2 maps. This is for people who have a good grip on the Halo 2 Beginner Mod Tutorials.; .:Custom HUD Editing:. Halo 2 Modding Tutorial by Not Zachary88-2 ~Much thanks to Darkshallfall for his help, so that I can revamp this tutorial. This tutorial will teach you how to create custom HUDs. The



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Old 03-24-2008, 06:05 PM   #1 (permalink)
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H2: Custom HUD Editing

.:Custom HUD Editing:.
Halo 2 Modding Tutorial by Not Zachary88-2
~Much thanks to Darkshallfall for his help, so that I can revamp this tutorial.

This tutorial will teach you how to create custom HUDs. The HUD is what you see on the screen in Halo 2, which has the reticles, shields, etc.

Tools Required:
1. Entity 1.3 or higher
2. A bitmap internaliser: UberBitmapTool, Multiple Bitmap Internaliser, etc.
3. An art application: Adobe Photoshop, GIMPshop, DXT.Bmp, etc.

The Tutorial(s)
Custom HUD Reticles
-Reticles are the crosshairs. This section will teach you how to make your own.
  • Open your map up in Entity (I will be using Entity UE 1.6). Scroll down to the [bitm] tag and pick a nice 64 X 64 bitmap, preferably DXT 2/3 or DXT 4/5. I will be using the "effects\bitmaps\contrails\condensation_contra il" bitmap tag.
Click the image to open in full size.
  • Once you know what bitmap you're using, open up your bitmap internaliser and find the same tag and internalise it. I will be using UberBitmapTool.
Click the image to open in full size.
  • Now go back in Entity and find the newly internalised bitmap. Duplicate it, and you should see the tag name with a "(1)" behind it (unless you're using Entity 1.3.9, you can rename it; if that's the case, choose a proper name for it). If you would like to make multiple custom HUD reticles, duplicate the original tag again.
Click the image to open in full size.
  • Go up to the blue "+" sign and hit "Save Bitmap". Pick a location, name it, and hit save.
Click the image to open in full size.
  • Now for the editing part: open your bitmap in Photoshop, GIMP, or DXT.Bmp. Using the eraser tool, clear the RGB channels (in DXT.Bmp, it is just the image), or just paint it white (red: 255, green: 255, blue: 255).
Click the image to open in full size.
  • Now go to the alpha channel and do the same. It should turn black. If not, paint it black (red: 0, green: 0, blue: 0). If you're using DXT.Bmp, you need to import the alpha only, and paint it black.
Click the image to open in full size.

Now, I will tell you the color scheme needed for editing HUD reticles:

Color Scheme:
Code:
Black = not visible at all
Dark Gray = slightly visible, and slightly transparent (turns dark blue, or dark pink)
Light Gray = visible, and less transparent (turns blue, or pink)
White = completely visible, and cannot be seen through (turns light blue, or light pink)
Good Color Codes:
Code:
Black = red: 0, green: 0, blue: 0 (#000000)
Dark Gray = red: 60, green: 60, blue: 60 (#3C3C3C)
Light Gray = red: 190, green: 190, blue: 190 (#BEBEBE)
White = red: 255, green: 255, blue: 255 (#FFFFFF)
Why this black and white color scheme? When you apply you're bitmap to the [nhdt] tag, it is relinked with a HUD shader, that will turn the black - white color range to the specific color that the biped's HUD uses: blue, for the Masterchief, or pink, for the Elite.
  • Now that you know the color scheme, edit the alpha layer to your liking, but keep it within about a 40 X 40 area, because these bitmaps will end up looking bigger on your TV screen.
Click the image to open in full size.
Click the image to open in full size.
  • Once you're done, save the .DDS as the same type as it was before (you should've taken note in Entity) by going up to "File" > "Save". In this case, mine ("effects\contrails\bitmaps\condensation_trail ") was DXT 2/3. If you can't find the DXT 2 or DXT 4 types, that is because they don't exist. Save it as the final number (3 or 5).
Click the image to open in full size.
  • Once it saves, go back in Entity and find you're duplicated tag. Go up to the blue "+" sign (Raw Editor) and hit "Inject".
Click the image to open in full size.
  • Now for relinking: go to the [nhdt] of your weapon or vehicle. Open the "Meta Editor" and find the chunks in the "UI Component" reflexive that use this [bitm]: "ui\hud\bitmaps\new_hud\crosshairs\hud_reticle s". They should also be labeled with the SIDs "crosshair", and "crosshair_friendly". Swap those [bitm] tags with your duplicated [bitm], and change the "Full", "Split", and "Quad Screen Images #" to "0". This will make it so that it's visible in split-screen.
Click the image to open in full size.

And that's it! You've just created your own custom HUD reticle! Sign, FTP, and test!
__________________________________________________ ________________
Custom HUD Shields
-Shields are, well, the shields. They are a little tricky to edit, but I will teach you how.
  • Open your map up in Entity and scroll down to the [bitm] tag. Pick a nice 256 X 256 or 512 X 512 bitmap that is DXT 2/3 or DXT 4/5. I will be using the battle rifle ("objects\weapons\rifle\battle_rifle\bitmaps\battl e_rifle").
Click the image to open in full size.
  • Once you find a decent bitmap, internalise it with your bitmap internaliser. Remember, I am using UberBitmapTool.
Click the image to open in full size.
  • Now that it's internalised, duplicate it twice. You should get a tag ending with a "(1)" and a "(2)" underneath the original (unless you used Entity 1.3.9, then you can rename them to fit their purpose).
Click the image to open in full size.
  • Now go up to the blue "+" sign (Raw Editor) and hit "Save Bitmap" for both of them. Name the first one "shield_meter" and the second one "shield_mask".
Click the image to open in full size.
  • Once they're both saved, open them up in Adobe Photoshop or GIMPshop (DXT.Bmp will not work for this). Clear the RGB channels to where they are a blank white, and the alpha channel so that is black. The eraser tool will do just that. If not, paint them white or black.
Now, the color scheme is pretty similar to the reticle editing section, but it only applies to the "mask". the meter uses dark gray and light gray colors for the direction that the shield recharges/depletes. You can make them go up, down ... whatever. ^_^

Good Color Codes:
Code:
 
Black = red: 0, green: 0, blue: 0 (#000000)
Dark Gray = red: 60, green: 60, blue: 60 (#3C3C3C)
Light Gray = red: 190, green: 190, blue: 190 (#BEBEBE)
White = red: 255, green: 255, blue: 255 (#FFFFFF)
  • Go to the "shield_meter" alpha channel and make the outline of your shield white. Then fill the inside with a dark gray that I have listed.
Click the image to open in full size.
  • Now copy the shield image and paste it in the RGB. Using the magic wand tool, select the dark gray area and go to the gradient tool. select the primary color as dark gray, and the secondary color light gray. Then drag a line across the dark gray area (be sure it is still selected) in whatever direction you want. The dark gray area is the direction where the shield will deplete to, the light gray area is the direction where it recharges to.
Click the image to open in full size.
  • Now paste the original image in the "shield_mask" alpha channel. Using the magic wand tool again, select the dark gray area. Then use the filler tool to fill in a light gray color.
Click the image to open in full size.

These two bitmaps are used in unision. the mask is what covers the entire shield, and the meter is whenever the shield depletes and recharges. Understand? Yes? ... No?

REMEMBER: THEY NEED TO BE SMALL. ON THE TV SCREEN, THEY WILL APPEAR MUCH LARGER.
  • Now go to "File" > "Save". Save them both in their correct format (mine are DXT 4/5). The final number is the DXT type it has to be saved in (3 or 5).
Click the image to open in full size.
  • Now open up your map in Entity again and find your duplicated bitmaps. Go back up to the blue "+" sign and hit "Inject" for both of them. Remember which one your meter is, and which one your mask is.
Click the image to open in full size.
  • Once they're injected, go to the [nhdt] tag and select "ui\hud\masterchief" (for the Masterchief biped) or "ui\hud\dervish" (for the Elite biped). Open the "Meta Editor" and go to the "UI Component" reflexive, then go to Chunk "3". It should be labeled with the "shield_meter" SID, and should be using this [bitm]: "ui\hud\bitmaps\new_hud\meters\shield_meter". Swap it with your duplicated bitmap you are using as the meter, and set the "Full", "Split", and "Quad Screen Image #"s to "0". This will make it so that it's visible in split-screen.
Click the image to open in full size.
  • Repeat for Chunk "4" (should be labeled with the "shield_mask" SID).
Congratulations! You've just created your own custom HUD shield successfully! Sign, FTP, and test (tons of testing)!

F.A.Q.
-have some questions? Maybe they're answered here.

Q: Can't I just internalise the bitmap that the HUD is using, duplicate it, save it, and edit it normally?
A: No. The bitmaps that the [nhdt] UI Component reflexive uses contain submaps. Bitmaps with submaps can't be extracted nor injected with Entity (Dothalo can extract them, but upon injecting you will brick your map >_<). As for internalising, why would you if you can't save them?

Q: My bitmaps are showing up huge on my TV screen. How do i fix this?
A: I've stated before that the alpha channels must be resized properly, for they show up larger. Use transform controls in your art application to fix this.

Q: Upon relinking, can I change the SID?
A: No. Changing the String ID for anything is a bad idea sometimes. It's the same thing as moving markers (sort of). Leave it alone.

Q: Is this System-Linkable?
A: Yes.

Q: Does it work on Xbox Live.
A: No. Skinning doesn't work on xbox live, you cheaters >_>

__________________________________________________ ________________
Well, that's all for my Custom HUD Editing tutorial. I spent about six to seven hours on it, and I hope every Halo 2 modder enjoys this. (DON'T EVEN THINK ABOUT USING IT ON XBOX LIVE).

If anyone feels I am missing something/misinforming anything, please tell me. I don't think anything is wrong though. If you have a question that wasn't answered in the F.A.Q., then please post it as well, or PM me.

Enjoy
-Not Zachary88-2

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Old 03-24-2008, 06:14 PM   #2 (permalink)
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Sexy. Must have taken a ****en long *** time to make this Tut:beerchug:. But no in-game pic? HAHA First post!!!!!!!!!!

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Old 03-24-2008, 06:29 PM   #3 (permalink)
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Thanks for the PM, whenever I get around to modding again this will be fun
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Old 03-24-2008, 07:03 PM   #4 (permalink)
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Oh yeah, will I be able to use this on live?
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Old 03-24-2008, 07:17 PM   #5 (permalink)
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Quote: Originally Posted by SerpantSlayer View Post
Oh yeah, will I be able to use this on live?
That's like asking if this is modified content.... IF it is modded, THEN no xbl for you.

Last edited by SiK GambleR; 03-25-2008 at 05:37 PM.
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Old 03-24-2008, 07:17 PM   #6 (permalink)
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Quote: Originally Posted by SerpantSlayer View Post
Oh yeah, will I be able to use this on live?
can people see skins online? you know the answer to that ... >_>
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Old 03-24-2008, 08:40 PM   #7 (permalink)
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nice tut.

Last edited by SerpantSlayer; 03-24-2008 at 11:07 PM.
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Old 03-24-2008, 08:47 PM   #8 (permalink)
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Quote: Originally Posted by SerpantSlayer View Post
nice tut.
Please, don't quote the whole tutorial. If you want to say "nice tut" then you don't need to waste so much space with quoting the entire tutorial itself.
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Old 03-24-2008, 11:06 PM   #9 (permalink)
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lol i know
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Old 03-25-2008, 07:34 AM   #10 (permalink)
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o.0 =O

ill admit i couldnt have done/ even know where to start for that. Skinning ftw? SEXY tut
but post an ingame pic. please.
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Old 03-25-2008, 05:35 PM   #11 (permalink)
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when i get to my bayhouse i'll try (where my xbox is) >_<

Updated with F.A.Q. and thanks for all the +input guys.

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Old 03-25-2008, 07:38 PM   #12 (permalink)
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Very detailed. I'll make sure to try this. Yet, another great tutorial!
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Old 03-26-2008, 12:00 AM   #13 (permalink)
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holy crap good tut that was so awsome!
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