SilicuMAX CP/HUD/UI question

Custom mods, stories, and artwork based on the Evochron / Arvoch universe.
PaulB
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SilicuMAX CP/HUD/UI question

Post by PaulB »

I was wondering if someone might can answer a question about this:
Interface, Cockpit and HUD: SilicuMAX CP/HUD/UI


I was looking for some HUD related mods that would provide some enhancement for my vision problems (like the Compass for instance).

I was looking at the post for the above.
But I don't want to install any mods that are going to ummm require more - shall I say - resources or further decrease FPS on my laptop. So my question is does anyone know if the above Mod is light-weight or heavy-weight in terms of FPS in the game compared to the EM default HUD cockpit display???

Thanks,
Paul
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DaveK
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SilicuMAX CP/HUD/UI question

Post by DaveK »

From post: 168114, Topic: tid=11284, author=PaulB wrote:I was wondering if someone might can answer a question about this:
Interface, Cockpit and HUD: SilicuMAX CP/HUD/UI


I was looking for some HUD related mods that would provide some enhancement for my vision problems (like the Compass for instance).

I was looking at the post for the above.
But I don't want to install any mods that are going to ummm require more - shall I say - resources or further decrease FPS on my laptop. So my question is does anyone know if the above Mod is light-weight or heavy-weight in terms of FPS in the game compared to the EM default HUD cockpit display???

Thanks,
Paul
Hi

If it's just certain parts of the HUD you want to alter you can include only those into the game generated standard HUD.

For example, I use a compass that has the directions for the five station entrances 'ticked' in red which makes jumping into stations much easier - no more just missing the entrance or banging into the side of the station! It's simply a 30kB file named compass.png in a folder named HUD in the main directory. I also use a really cool (very clear) icon for gates in the nav map - (icon-gat.png) which is 3kB. The biggest addition (@ 76kB) modifies the instrument panel at the bottom of the screen to create two more display screens which show my shield strengths as percentages and Sector and In sector position coordinates - total additions around 85kB! (as opposed to a full HUD makeover of many Mb.

The present game HUD was a very popular one created as a mod by a player :D

You can mix and match from any and all the HUD mods available and create one that includes everything you want with minimal overheads. You can also modify the graphics files to add/delete/clarify them in any photo editing software. So if you nearly like one of the available compass mods (for example) on offer you can tweak it to suit your idea of perfection :D I changed the tick colour of a compass mod from blue to red to make it easier to see for me :)

The compass mod I use plus a couple of others (more ticks for accuracy or simpler for clarity and other entrance ticked compasses) are available from SeeJay's site.

:)
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Malicar
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SilicuMAX CP/HUD/UI question

Post by Malicar »

Which gate icon is that Dave? I current have the compass completely removed :) Along with the entire menu bar on top. GONE! Heh however I'm now trying to clean up the HUD overlays and targeting icons etc. I find that removing the static object reticle and just keeping the rangefinder helps greatly when ships and objects such as asteroids are near each other. I would really like to redo the environment map in Max's cockpit to better reflect the interior, and possibly extend it further to show the middle strut and display. Beyond that it would be cool to have an environment map on the top of the cockpit also. I'm not a graphics guy though and I don't own Photoshop. I have Photoshop CS2 ready to go but I'm not sure if it's what I need for the job.

BTW I'm manually flying without compass and hitting stations nice and close but fast. However I don't jump right to the object just a hair away from it at speed. I love the flying in Evo it's prolly the best I've ever flown. I can only hope Elite flies like this. I'll be able to fly into the stations vector lock and spin around retract landing gear and land the damn thing backwards so I'm ready to go when I leave. Newtownian is the real deal and with gravity!

Here are a few pics of what im working on atm. Some of the best mods from the community mixed togeather while reverting to some of Vices original assets where applicable. I then go in and start tweaking the original mod content or replacing it and or removing it. Still very much a work in progress. I love playing the game and modding it as I go.

[img=1280x800]https://dl.dropboxusercontent.com/u/913 ... _00002.jpg[/img]

[img=1280x800]https://dl.dropboxusercontent.com/u/913 ... _00004.jpg[/img]

[Edited on 3-19-2014 by Marvin]
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DaveK
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SilicuMAX CP/HUD/UI question

Post by DaveK »

Here's the gate icon file: [file]822[/file]

A large number of HUD icons can be created - you can pick and choose which to use from other peoples mods or you can create your own

This list tells you what is what:
From post: 88542, Topic: tid=6390, author=Vice wrote:For most of the HUD options, yes. There are also a lot of new ones. Here's an excerpt from the kit in development (should all be available and working in the current build of the game):

b2-compass.png = transparent compass and console buttons
b2-compassshadow.png = compass shadow (inverse transparency, white is invisible)
b2barXcenter.png = console button highlight center texture (looped for width, X range 1-4)
b2barXleft.png = console button highlight left edge texture
b2barXright.png = console button highlight right edge texture
b2console.png = base console display
b2console2.png = navigation console display
b2consoleinv.png = inventory console display
b2gun.png = transparent gunsight, mode 1
b2gun2.png = transparent gunsight, mode 2
b2gunshadow.png = gunsight shadow texture (inverse transparency, white is invisible), mode 1
b2gunshadow2.png = gunsight shadow texture, mode 2
b2menu.png = HUD button menu
ccpitblue1.jpg = 3D radar display screen texture
ccpitblue2.jpg = ship status display screen texture (left)
ccpitblue3.jpg = target status display screen texture (right)
ccpitblue3b.jpg = target range list display screen texture (right)
ccpitbox1.jpg = 3D radar display texture
ccpitbox2.jpg = ship status display texture (left)
ccpitbox3.jpg = target status display texture (right)
chatbarleft.png = text message area vertical bar
chatbarline.png = text message area horizontal line highlight bar
chatbartop.png = text message area horizontal bar
chatbox.png = blank button box
chatclose.png = text message area close button
chatdown.png = text message area line down button
chatdown2.png = text message area page down button
chatslider.png = text message area scroll box
chatsliderbutton.png = text message area scroll button
chatslidersmall.png = small scroll box
chatup.png = text message area line up button
chatup2.png = text message area page up button
chatvoice.png = voice chat button
chatvoicemute.png = mute chat indicator
compass.png = transparent numbers for compass display
cyan.png = transparent movement spears
cyan1.jpg = medium yellow radar blip
glass.png = Cockpit glass frosting (optional)
glass2.png = Cockpit glass reflection texture (front)
glass3.png = Cockpit glass reflection texture (right)
glass4.png = Cockpit glass reflection texture (left)
green1.jpg = bright green radar blip
green2.jpg = medium green radar blip
green3.jpg = station radar blip
greenarrow.jpg = nav map direction indicator
greenbox.jpg = nav map waypoint indicator
grid.png = transparent sphere lines for 3D radar sphere and target ship direction indicator
hud1.jpg = target MFD range list left bracket
hud1b.jpg = target MFD range list right bracket
hud3.jpg = status display shield hull damage green bar
hud3b.jpg = target MFD detail hull damage indicator bracket
hud4.jpg = status display primary weapon energy indicator blue bar
hud5.jpg = inbound missile range indicator red bar (kept for potential legacy use)
hud7.jpg = target MFD detail hull damage indicator red bar
hud8.jpg = red dot used for critical shield array level
hud9.jpg = yellow dot used for critical shield array level
hud10.jpg = green dot used for critical shield array level
hud-alert1.png = transparent ENERGY alert indicator
hud-alert2.png = transparent SHIELD alert indicator
hud-alert3.png = transparent SYSTEM alert indicator
hud-alert4.png = transparent CAUTION alert indicator
hudrings.png = race course boxes
hudtape.png = transparent numbers and lines for artificial horizon display
hudtape-shadow.png = shadow for artifical horizon display
icon-ast1.png = rocky asteroid nav map icon
icon-ast2.png = ice asteroid nav map icon
icon-ast3.png = golden asteroid nav map icon
icon-blackhole.png = black hole nav map icon
icon-blue = map log entry nav map icon
icon-buttondown.png = nav map down button
icon-buttondown2.png = nav map down highlight button
icon-buttonleft.png = nav map left button
icon-buttonleft2.png = nav map left highlight button
icon-buttonright.png = nav map right button
icon-buttonright2.png = nav map right highlight button
icon-buttonup.png = nav map up button
icon-buttonup2.png = nav map up highlight button
icon-carr.png = carrier nav map icon
icon-cave = cave nav map icon
icon-circle90.png = friendly clan territory indicator
icon-circle90b.png = hostile clan territory indicator
icon-circle180.png = short range sensor indicator
icon-circle300.png = long range sensor indicator
icon-csta.png = constructor station nav map icon
icon-gat.png = gate nav map icon
icon-map.png = nav map background map grid
icon-sta1.png = station type 1 nav map icon
icon-sta2.png = station type 2 nav map icon
icon-sta3.png = station type 3 nav map icon
icon-sta4.png = station type 4 nav map icon
icon-sta5.png = station type 5 nav map icon
icon-sta8.png = station type 8 nav map icon
icon-wor.png = wormhole nav map icon
inertial1.png = IDS off indicator
inertial2.png = IDS on indicator
landgreen.png = ILS green landing path
landred.png = ILS red landing path
map.png = Quadrant map
mapt.png = Territory quadrant map
mape.png = Economy quadrant map
mdts1.png = transparent MDTS active indicator
mdts2.png = transparent MDTS tracking indicator
mdtsshadow.png = MDTS indicator shadow
mi.png = transparent missile inbound alert indicator
mi2.jpg = bright yellow inbound missile highlight box
mlock.png = transparent missile lock indicator
mode1.png = particle and beam weapon firing mode indicator
mode2.png = particle weapon firing mode indicator
mode3.png = beam weapon firing mode indicator
modeshadow.png = firing mode indicator shadow
point1.jpg = menu selection mode mouse pointer
point1-shadow.jpg = menu selection mode mouse pointer shadow
point2.jpg = menu selection mode mouse pointer scroll bars
point2-shadow.jpg = menu selection mode mouse pointer scroll bars shadow
point4.png = flight mode mouse pointer
point4console.png = selection mode mouse pointer
point4cshadow.png = selection mode mouse pointer shadow
point4shadow.png = flight mode mouse pointer shadow
purple1.jpg = cargo/weapon storage container and wormhole radar blip
red1.jpg = dim red radar blip
red2.jpg = medium red radar blip
red3.jpg = bright red radar blip
redbox2.jpg = red highlight box
strafe.png = transparent strafe indicator
target1.png = red lead indicator
target1green.png = green lead indicator
target1yellow.png = yellow lead indicator
target2.png = red tracking indicator high priority
target3.png = red tracking indicator for target
target3green.png = green tracking indicator for target
target3yellow.png = yellow tracking indicator for target
target4.png = red tracking indicator
target5.png = red direction pointer
target5blue.png = blue direction pointer
target5yellow.png = yellow direction pointer
target5green.png = green direction pointer
target7.png = green tracking indicator
target8.png = yellow tracking indicator
target9.png = white highlight box for cargo
target10.png = blue station tracking indicator
target11.png = asteroid indicator
target12.png = cargo indicator
targetmissile.png = HUD pointer direction indicator for inbound missiles, regular threat level
targetmissile2.png = HUD pointer range bar for inbound missiles, regular threat level
targetmissile2red.png = HUD pointer range bar for inbound missiles, critical threat level
targetmissile3.png = HUD pointer and range bracket for inbound missiles, regular threat level
targetmissile3red.png = HUD pointer and range bracket for inbound missiles, regular threat level
targetmissilered.png = HUD pointer direction indicator for inbound missiles, critical threat level
targetradargreen.png = green target highlight radar blip
targetradarmissile.png = inbound missile blip
targetradarred.png = red target highlight radar blip
targetradaryellow.png = yellow target highlight radar blip
targetshadow.png = tracking indicator shadow for target
targetshadow2.png = tracking indicator shadow
targetshadow3.png = navigation indicator shadow
targetshadow4.png = inbound missile indicator shadow
targetshadow5.png = lead indicator shadow
targetshadow7.png = mouse pointer shadow
targetshadow8.png = waypoint indicator shadow
waypoint1.png = green waypoint highlight box
waypointn.png = yellow navigation highlight box
white.jpg = white radar blip
yellow1.jpg = bright yellow radar blip
yellowbox.jpg = yellow navigation radar and nav map indicator
:)

[Edited on 19-3-2014 by DaveK]
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Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam
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