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Picture of Clx440
Posted
CleanHUDv3

• compass_ClXv2s07.xml = Changes the compass letters size to 0.07
• hud_mp_chat_ClXv2.xml = Removes the chat box. The chat is still functional.
• narcom_ClXv2.xml = Removes the narcom video from top right. You still hear the info.
• xcom_ClXv1big.xml = Moves the Team-mates bars to bottom left. Normal size.
• xcom_ClXv1bigNoWF.xml = Moves the Team-mates bars to bottom left. Normal size. No wireframe.
• xcom_ClXv1sml.xml = Moves the Team-mates bars to bottom left. Smaller size.
• xcom_ClXv1smlNoWF.xml = Moves the Team-mates bars to bottom left. Smaller size. No wireframe.


What’s new in this version?

Well, the team-mates bars have been moved to bottom left, and you have the choice between 4 versions of it. I intentionally left a space below the bars to allow the space for more of them should there be more then four Ghosts in Coop Wink

1. Normal size
2. Normal without wireframe



3. Smaller size
4. Smaller without wireframe



- Useless Ghost Team bar is gone.

- The chat box is fixed. Angel

- The compass letters are now 0.07 in size.

- All the files in CleanHUDv3 have now a different name than the originals ones, preventing mix ups and confusion as to which is which. Wink



Copy-paste or, drag ‘n drop the CleanHUDv3 files in the gui folder AND NOW you will have to remove the originals files that you want to replace, so that the game only sees the new ones.
Be careful with that!!

For the full how to go there --->How to unpack the game
Report any bugs to Ubi. Too Happy


Future projects…

- Post effect OFF and functional night vision.
- Add players to Coop.
- Change the HUD colors.


_________________________________

Tools please so we can make non-linear maps in Coop



 
Posts: 162 | Registered: Mon November 08 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of LT.INSTG8R
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Looks pretty good. Will keep an eye on the progress.
 
Posts: 1110 | Registered: Thu April 15 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of SGT_ROBOCOP
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You sir, are a genius, I was a little more patient this time, and it worked like a charm! Beautiful!


 
Posts: 19 | Registered: Sat May 06 2006Reply With QuoteEdit or Delete MessageReport This Post
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Does this mod work in SP also?

Nice job btw. Why can't GRIM have done it right like this from the beginning?

Sad it takes the community to make the game more proper.
 
Posts: 174 | Registered: Sat March 20 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of RevRaz
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So how do you order All to follow easily?

quote:
Originally posted by Clx440:
- Useless Ghost Team bar is gone.

 
Posts: 488 | Registered: Sat January 04 2003Reply With QuoteEdit or Delete MessageReport This Post
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You don't, you run off and lose them early on.

Turning off the reticle would be an awesome addition to this masterpiece of modding.
 
Posts: 1032 | Registered: Wed July 20 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of Clx440
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Hello again,

News, news, news

Looks like i have found a way to use the modified files without unpacking the game!

1. Download the gui folder here

2. Copy-paste or, drag ‘n drop the gui folder in the game Data folder


?:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\Data

You have now five (5) folders in your Data folder.

Now you can copy-paste the modified files directly in that gui folder you’ve just created.

Should you mess up with the modified files, just delete the gui folder and re-copy it in the Data folder again.


Sorry for those who have already unpacked the game, this procedure is new.


_________________________________

Tools please so we can make non-linear maps in Coop



 
Posts: 162 | Registered: Mon November 08 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Clx440
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quote:
Originally posted by RevRaz:
So how do you order All to follow easily?

quote:
Originally posted by Clx440:
- Useless Ghost Team bar is gone.



Good question RevRaz

The team functions still work. When no Ghosts are selected, it's the whole team.
No changes were made to the games mechanics.

Also, if you decide to use one of the No wireframe version, the full screen cam is still available with 'G' just like before.


_________________________________

Tools please so we can make non-linear maps in Coop



 
Posts: 162 | Registered: Mon November 08 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of OFPN_Shadow
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I'm unable to download your cleanhudv3. I cant see any dl-button on that hyperuploadpage.
Looking forward to testing the small xcom without the wireframe.
Can you tell me what files are modified and what the exact changes are for the cross-com position and size only?
The reason I ask is because I've already edited some other stuff on my HUD and dont feel like having to find and re-do everything.
 
Posts: 729 | Registered: Wed May 28 2003Reply With QuoteEdit or Delete MessageReport This Post
Picture of jarulis
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Hey Shadow go to www.ghostaholic.com
u can download it from there.
its on the home page (a NEWS), also use the link to the forum in that NEWS so u can check his(Clx440 aka Raton)last post about not needing to unbundle.

EDIT: Oops i didnt see he already posted the not needing for unbudle Big Grin


*El nino*Big

 
Posts: 16 | Registered: Tue June 22 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of jarulis
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BTw wait a few minutes, we are updating the download page.
Thx

EDIT: page updated.


*El nino*Big

 
Posts: 16 | Registered: Tue June 22 2004Reply With QuoteEdit or Delete MessageReport This Post
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Too Happy


thx, jarulis


_________________________________

Tools please so we can make non-linear maps in Coop



 
Posts: 162 | Registered: Mon November 08 2004Reply With QuoteEdit or Delete MessageReport This Post
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Thanks. I have downloaded the files now.
Clx440, can you please tell me where in xcom.xml you define the position for the member-list?
 
Posts: 729 | Registered: Wed May 28 2003Reply With QuoteEdit or Delete MessageReport This Post
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Sure thing

It's at the very bottom of the page

<frame>
<place object="image_spr" at="0 0 -0.001" size="@xcom_size" />
<place object="xcom_spr_show_anim" size="@xcom_size" />
<place object="xcom_spr_hide_anim" size="@xcom_size" />
<place object="units_spr" at=" 0.015 0.122 0" size="@xcom_size" />
</frame>
</sprite>

<frame>
<place object="xcom_spr" at=" -0.16 0.534 0" size="@xcom_size" />
<callback function="check_if_enabled" object1="xcom_spr" />
<place object="scramble_anim" size="@xcom_size" />
</frame>
</movie>
</gui>


It's actually difficult to place them exactly where you want them. Plus each time you want to see the changes, you have to start the game. Long azz process.


_________________________________

Tools please so we can make non-linear maps in Coop



 
Posts: 162 | Registered: Mon November 08 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of OFPN_Shadow
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Thanks for the quick reply, Clx440 Smile
I'm guessing the xcom sprite is the wireframe image and the unit sprite is the list of friendlies.
I will try and move the unit list further to the left (all the way to the edge) and report back here with my findings.
I wonder if it would be possible to rotate the sprites to make them straight. Will dig into that.
 
Posts: 729 | Registered: Wed May 28 2003Reply With QuoteEdit or Delete MessageReport This Post
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This does not work in single player fyi. Frown
 
Posts: 174 | Registered: Sat March 20 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Clx440
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Yes it does.

MP,Coop, SP all use the files in the gui folder.
Did you delete the original files after puting mine in?

Here is the HOW TO.

1. Download the gui folder.

2. Copy-paste or, drag ‘n drop the gui folder in the game Data folder

?:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\Data


You have now five (5) folders in your Data folder.


3. Download the CleanHUD zip file. Then unzip it.

4. Now you can copy-paste the modified files directly in that gui folder you’ve just created.

5. Delete to original xml files that you have replaced with the modified xml file.



Should you mess up, just delete the gui folder and re-copy it in the Data folder.


_________________________________

Tools please so we can make non-linear maps in Coop



 
Posts: 162 | Registered: Mon November 08 2004Reply With QuoteEdit or Delete MessageReport This Post
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I'm trying to move the member-list but I have some issues.
First of all, I'm unable to get the gui-folder working.
I extract the gui-folder to \graw\data\
I delete \graw\data\gui\xcom.xml
I extract xcom_ClXv1smlNoWF.xml to \graw\data\gui\
I rename xcom_ClXv1smlNoWF.xml to xcom.xml
I start the game and load one of my checkpoint-saves.
(Do I have to start a new mission from scratch?)

Since that failed I went back to the slow-loading method (the whole bundle-file extracted).
I put the xcom_ClXv1smlNoWF.xml (renamed to xcom.xml ofcourse) into the \gui-folder.
I tried changing both <place object="units_spr" at="0.015 0.150 1" size="@xcom_size" /> and <place object="xcom_spr" at="-0.22 0.675 7" size="@xcom_size" /> (since not knowing which is the members list) but nothing changes from what you have set here.
 
Posts: 729 | Registered: Wed May 28 2003Reply With QuoteEdit or Delete MessageReport This Post
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Hey Shadow

When you install my files, do you see the HUD changes in-game or no?

If you had the game unpacked, you must reinstall the game in order to use the gui folder method. I should have said so.

- Just reinstall the game.

- Then fallow the procedure above.

Then
- You don’t have to rename the file to xcom.xml, but if you do it’s ok. The game will see it.


voodoobizfunkystuff... Confused


_________________________________

Tools please so we can make non-linear maps in Coop



 
Posts: 162 | Registered: Mon November 08 2004Reply With QuoteEdit or Delete MessageReport This Post
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I forgot to say that I have 2 data-folders. One original and one completely extracted. So I just toggle between the two(renaming them) and rename quick.bundle accordingly.
I see the changes you've made when I use the extracted data folder only.
If you can tell me which of the sections is the member-list (not the wireframe image) and verify that it is X and Y coords I'm dealing with it should make my troubleshooting easier.
Also what is that last single-digit after the coords? I see you have it set to 0 and 1 for image_spr and 0 and 7 for xcom_spr.
 
Posts: 729 | Registered: Wed May 28 2003Reply With QuoteEdit or Delete MessageReport This Post
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