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Recruit - 2nd Class |
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| Post #1 |
May 11 2006, 06:06 AM |
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does anyone know how to disable the crosshair?
i also tried setting classiccrosshair to true/false and didnt notice any diff , anyone know what that is meant to do? |
Recruit - 3rd Class |
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| Post #2 |
May 11 2006, 10:58 AM |
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does anyone know how to disable the crosshair? i also tried setting classiccrosshair to true/false and didnt notice any diff , anyone know what that is meant to do? I think that it has something to do with the OGR crosshair. I really have been wondering if we could enable zoom in it, for my opinion the crosshair in original Ghost Recon is like a "trademark" for the game not realistic as the new ones of course. This post has been edited by vlad: May 11 2006, 11:12 AM |
Recruit - 3rd Class |
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| Post #3 |
May 12 2006, 03:29 PM |
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Hey,
I was able to remove the old style crosshair. First locate the file crosshair_scar.xml File can be found here "Ghost Recon Advanced Warfighter\Data\gui" Then you need to edit the file a little. The start of my file looks like this: CODE <gui> <movie name="crosshair_scar"> <xi:include href="interface_items.xml" /> <!--<xdefine name="frame_color" value="23 197 192" />--> <!--<xdefine name="frame_color_highlight" value="255 108 0" />--> <!--<xdefine name="dot_h" value="3 2" /> <!--<xdefine name="dot_v" value="2 3" /> <!--<xdefine name="dot_org_position" value="20" /> <!--<xdefine name="dot_max_pos_spread" value="120" /> <!--<xdefine name="dot_max_min_spread" value="-80" /> <!--<xdefine name="dot_org_pos_spread" value="27" /> <!--<xdefine name="dot_org_min_spread" value="13" /> This is the second part: CODE <!-- S P R I T E S --> <!-- <sprite name="ch_circle_spr"> <frame> <place object="aim" size="32" at="21 21 0" align="0.5 0.5" /> </frame> </sprite> --> <!--<sprite name="ch_centre_spr"> <frame> <place object="aim_centre" size="32" at="17 17 0" align="0.5 0.5" color="@base_color" /> </frame> </sprite> <!-- should disable the part of the code if im right. Just compare this to your file and fix what is needed. It's also possible to change the colours of the original style crosshair. This post has been edited by vlad: May 12 2006, 03:30 PM |
Recruit - 2nd Class |
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| Post #4 |
May 13 2006, 10:49 AM |
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Hi Vlad,
I also tried removing the Crosshair but didn't succeed... First I have to tell you I don't get the classic crosshair but the blooming reticule (you know the one which shows your accuracy) So I changed the line in my profile: classic crosshair="false" to true. I mean, in order to get rid of the crosshair, you first have to take care the game uses that crosshair (am I right?). But I still get this blooming reticule, not the classic one. Is that OK or not? Anyway: that's what I did and after that I put some remarks at certain places in the .xml (like you explained), I still had my reticule... I finally got rid off all the lines between the movie-tags in the .xml. Still, no luck... Can you please explain what I'm doing wrong here? Thanks a lot. |
Recruit - 3rd Class |
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| Post #5 |
May 13 2006, 01:33 PM |
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Hey,
I managed to make it like this, there is no anything other than combat sights,iron sights and scopes with the right click. Should there still be the small reticules which shows your accuracy? I did this with a clean install so i didnt touch the classic crosshair value either. ![]() Here is my complete crosshair_scar.xml file: CODE <gui> <movie name="crosshair_scar"> <xi:include href="interface_items.xml" /> <!--<xdefine name="frame_color" value="23 197 192" />--> <!--<xdefine name="frame_color_highlight" value="255 108 0" />--> <!--<xdefine name="dot_h" value="3 2" /> <!--<xdefine name="dot_v" value="2 3" /> <!--<xdefine name="dot_org_position" value="20" /> <!--<xdefine name="dot_max_pos_spread" value="120" /> <!--<xdefine name="dot_max_min_spread" value="-80" /> <!--<xdefine name="dot_org_pos_spread" value="27" /> <!--<xdefine name="dot_org_min_spread" value="13" /> <xdefine name="dot_alpha" value="210" /> <xdefine name="ch_alpha" value="180" /> <rect name="rect" color="@base_color" /> <!--<bitmap name="aim" texture="data\textures\gui\crosshair_std_circle" uv_rect="0 0 @div(31,32) @div(31,32)" size="31 31" color="@highlight_hud_color" alpha="@ch_alpha" />--> <bitmap name="aim" texture="data\textures\gui\crosshair_std_circle" color="@highlight_hud_color" alpha="@ch_alpha" /> <bitmap name="aim_centre" texture="data\textures\gui\crosshair_std" color="@base_color" alpha="@ch_alpha" /> <!-- <unit name="aim_th" unit="predator_target_horizontal" detach="true" color="@base_color"> <connect_material material="aimlines_instanced" color="color" alpha="opacity"/> </unit> <unit name="usable" unit="std_aim" detach="true" color="@highlight_color"> <connect_material material="hudlines" color="color" alpha="opacity"/> </unit> --> <!-- S P R I T E S --> <!-- <sprite name="ch_circle_spr"> <frame> <place object="aim" size="32" at="21 21 0" align="0.5 0.5" /> </frame> </sprite> --> <!--<sprite name="ch_centre_spr"> <frame> <place object="aim_centre" size="32" at="17 17 0" align="0.5 0.5" color="@base_color" /> </frame> </sprite> <sprite name="expand_circle"> <frame> <pause/> </frame> <frame> <tween_start object="/ch_rect/crt" at="@dot_org_position @dot_org_min_spread 0" /> <tween_start object="/ch_rect/crb" at="@dot_org_position @dot_org_pos_spread 0" /> <tween_start object="/ch_rect/crl" at="@dot_org_min_spread @dot_org_position 0" /> <tween_start object="/ch_rect/crr" at="@dot_org_pos_spread @dot_org_position 0" /> </frame> <frame skip="98"> <tween_end object="/ch_rect/crt" at="@dot_org_position @dot_max_min_spread 0" /> <tween_end object="/ch_rect/crb" at="@dot_org_position @dot_max_pos_spread 0" /> <tween_end object="/ch_rect/crl" at="@dot_max_min_spread @dot_org_position 0" /> <tween_end object="/ch_rect/crr" at="@dot_max_pos_spread @dot_org_position 0" /> </frame> </sprite> <sprite name="usable_spr"> <frame> <place object="aim" size="32" at="17 17 0" align="0.5 0.5" /> </frame> </sprite> <sprite name="ch_rect"> <frame> <clone object="rect" name="crt" /> <clone object="rect" name="crb" /> <clone object="rect" name="crl" /> <clone object="rect" name="crr" /> <place object="crt" at="@dot_org_position @dot_org_min_spread 0" align="0.5 0.5" size="@dot_v" alpha="@dot_alpha" /> <place object="crb" at="@dot_org_position @dot_org_pos_spread 0" align="0.5 0.5" size="@dot_v" alpha="@dot_alpha" /> <place object="crl" at="@dot_org_min_spread @dot_org_position 0" align="0.5 0.5" size="@dot_h" alpha="@dot_alpha" /> <place object="crr" at="@dot_org_pos_spread @dot_org_position 0" align="0.5 0.5" size="@dot_h" alpha="@dot_alpha" /> </frame> </sprite> <sprite name="ch_fade"> <frame> <pause/> </frame> <frame name="fade_out"> <tween_start object="../ch_centre_spr/aim_centre" alpha="@ch_alpha" /> <tween_start object="../ch_rect/crt" alpha="@dot_alpha" /> <tween_start object="../ch_rect/crb" alpha="@dot_alpha" /> <tween_start object="../ch_rect/crl" alpha="@dot_alpha" /> <tween_start object="../ch_rect/crr" alpha="@dot_alpha" /> </frame> <frame name="fade_in" skip="3"> <tween_end object="../ch_centre_spr/aim_centre" alpha="0" /> <tween_end object="../ch_rect/crt" alpha="0" /> <tween_end object="../ch_rect/crb" alpha="0" /> <tween_end object="../ch_rect/crl" alpha="0" /> <tween_end object="../ch_rect/crr" alpha="0" /> </frame> </sprite> <sprite name="ch_dots_fade"> <frame> <pause/> </frame> <frame name="fade_out"> <tween_start object="../ch_rect/crt" alpha="@dot_alpha" /> <tween_start object="../ch_rect/crb" alpha="@dot_alpha" /> <tween_start object="../ch_rect/crl" alpha="@dot_alpha" /> <tween_start object="../ch_rect/crr" alpha="@dot_alpha" /> </frame> <frame name="fade_in" skip="3"> <tween_end object="../ch_rect/crt" alpha="0" /> <tween_end object="../ch_rect/crb" alpha="0" /> <tween_end object="../ch_rect/crl" alpha="0" /> <tween_end object="../ch_rect/crr" alpha="0" /> </frame> </sprite> <frame> <place object="expand_circle" /> <!--<goto_frame object="expand_circle" number="50" />--> <!--<place object="ch_circle_spr" at="400 300 0" align="0.5 0.5" size="40" />--> <place object="ch_centre_spr" at="400 300 0" align="0.5 0.5" size="33" /> <place object="ch_rect" at="400 300 0" size="40" align="0.5 0.5" /> <place object="ch_fade" at="400 300 0" size="40" align="0.5 0.5" /> <place object="ch_dots_fade" at="400 300 0" size="40" align="0.5 0.5" /> <place object="usable_spr" at="400 300 0" align="0.5 0.5" size="33" /> <remove object="usable_spr"/> <!-- <clone object="rect" name="middle" /> <place object="middle" at="399 299 0" size="1" /> --> <callback function="setup_crosshair" /> </frame> </movie> </gui> You can copy and paste it right over your's and test. This post has been edited by vlad: May 13 2006, 01:34 PM |
Recruit - 2nd Class |
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| Post #6 |
May 13 2006, 01:45 PM |
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Thanks a lot! Don't know what I was doing wrong but this works and is exactly what I wanted! Great!
BTW: Do you know how I could change the transparency of the huditems (weapon, life-indicator, etc.)? This post has been edited by PeeWee678: May 13 2006, 04:05 PM |
Recruit - 3rd Class |
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| Post #7 |
May 13 2006, 05:11 PM |
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Thanks a lot! Don't know what I was doing wrong but this works and is exactly what I wanted! Great! BTW: Do you know how I could change the transparency of the huditems (weapon, life-indicator, etc.)? Yes, would you tell me that should they be more darker or more transparent, different colors? There is much you can do to them, so i would like to hear your opinion to make an example edit. |
Recruit - 2nd Class |
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| Post #8 |
May 13 2006, 06:11 PM |
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Thanks a lot! Don't know what I was doing wrong but this works and is exactly what I wanted! Great! BTW: Do you know how I could change the transparency of the huditems (weapon, life-indicator, etc.)? Yes, would you tell me that should they be more darker or more transparent, different colors? There is much you can do to them, so i would like to hear your opinion to make an example edit. Well, I actually would like the greenish/blueish "backgrounds" of the selected weapon and my healthindicator be 50% more transparent and maybe a neutral grey color. What is white now (weapon icon, text, etc.) should be like 50% transparent I think (instead of opaque like they are now). I don't use my compass (I play SP) so if I could get rid of that, that would be nice too. Last, but certainly not least I'd like to have the wireframe-window completely removed and the ghostselectors more transparent (like the rest of the huditems I think) AND, if that's possible moved to somewehere near the top of the screen. Would be great if you could post an example! Thanks for your reply. This post has been edited by PeeWee678: May 13 2006, 06:16 PM |
Recruit - 3rd Class |
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| Post #9 |
May 13 2006, 06:48 PM |
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Will look for them, next.
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Scout - 3rd Class |
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| Post #10 |
May 14 2006, 07:54 PM |
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I would love to see some way to disable the diamonds for friendly forces, I guess this would be possible using a somewhat same method as seen above with the ret?
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Recruit - 2nd Class |
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| Post #11 |
May 14 2006, 09:58 PM |
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I would love to see some way to disable the diamonds for friendly forces, I guess this would be possible using a somewhat same method as seen above with the ret? I've done it! I couldn't wait for Vlad's answer (who's help for the crosshair removal I greatly appreciated!) so I 've been trying things out by myself. I stripped my HUD down to the only bare necessities: ammoinfo (two faint numbers firerate (a faint indicator) and the objective markers. (if people are interested I'm willing to upload the GUI-folder). I'm using VoiceBuddy for my commands, great!! As far as your questioned is concerned: replace a block of code "marker_friend" in markers.xml by the following: CODE <sprite name="marker_friend"> <frame> <!--<place object="rot_arrow" /> --> <clone object="target_unit" name="target" /> <!--<place object="target" at="0.5 0.5 0" color="100 100 100" />--> <clone object="arrow_unit" name="arrow" /> <!--<place object="arrow" at="0.5 0.5 0" color="@base_color" />--> <clone object="txt_std" name="txt" /> <place object="txt" at="0.5 1.4 -0.01" align="0.5 0" /> <set_text object="txt" font_size="0.0" text=" " /> <clone object="arrow_selected_unit" name="arrow_selected" /> <!--<place object="arrow_selected" at="0.5 0.5 0" color="@highlight_hud_color" alpha="0" />--> <clone object="target_selected_unit" name="target_selected" /> <!--<place object="target_selected" at="0.5 0.5 0" color="@highlight_hud_color" alpha="0" />--> <clone object="target_selected_unit" name="target_selected_xcom" /> <!--<place object="target_selected_xcom" at="0.5 0.5 0" color="@highlight_hud_color" />--> <clone object="arrow_selected_unit" name="arrow_selected_xcom" /> <!--<place object="arrow_selected_xcom" at="0.5 0.5 0" color="@highlight_hud_color" />--> </frame> </sprite> This version removes all diamonds including the yellow ones (selected ghost) and the ghostnumbers. I also tried a version that showed faint diamonds, a smaller font for the ghostnumber but with the old highlighting when selecting a teammember. Have to try out myself which I'll like most... No Sci-Fi for me anymore Good luck! This post has been edited by PeeWee678: May 14 2006, 10:34 PM |
Recruit - 3rd Class |
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| Post #12 |
May 15 2006, 01:09 PM |
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"(if people are interested I'm willing to upload the GUI-folder)"
yeah bro I'm keen. cheers! This post has been edited by mofty: May 15 2006, 01:30 PM |
Recruit - 2nd Class |
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| Post #13 |
May 15 2006, 06:55 PM |
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"(if people are interested I'm willing to upload the GUI-folder)" yeah bro I'm keen. cheers! OK, I'm fine tuning the placement of the itens but maybe you can tell me in the meantime the best way to upload the (zipped) files... BTW: This mod is not for the faint hearted; all this fancy hud-information is stripped down to it's bare necessities and some fonts could be a bit small for you. This post has been edited by PeeWee678: May 15 2006, 07:18 PM |
Recruit - 3rd Class |
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| Post #14 |
May 15 2006, 07:34 PM |
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[/quote]
OK, I'm fine tuning the placement of the itens but maybe you can tell me in the meantime the best way to upload the (zipped) files... BTW: This mod is not for the faint hearted; all this fancy hud-information is stripped down to it's bare necessities and some fonts could be a bit small for you. [/quote] ummm lol not to good with hosting files soz! I'm no help It involves learning....been up all night...learning...no...good... As for the GUI I'm a bit of a minimalist freak...So I'm keen for a look c u |
Recruit - 2nd Class |
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| Post #15 |
May 15 2006, 08:30 PM |
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OK, here goes:
http://rapidshare.de/files/20547283/gui.zip.html It's the modded contents from the data/gui folder (be sure to disable the bundle file and set the first variable of the last line in context.xml to "true", something like that..... anyway, I assume you guys now how to put those mods to work). Just overwrite the entire data/gui folder AFTER you made a backup of the original folder ofcourse!!! My HUD is very minimalstic and small: just some basic info in the right-lower-corner, dimmed diamonds and somewhat smaller objective-icons (green squares). Also there''s no crosshair whatsoever! (thanks to "Vlad" who helped me on that one). The threatindicator (just the red flashes at the bottom of the screen) is left alone (still have my doubts about removing that one...). Actually this is work in progress please be easily satisfied Anyway, maybe this is a good starting point for your own ideas and favorite HUD. It's certainly not thoroughly tested (haven't had the time because of the modding itself Luck! P.S. I uploaded the entire folder because I can't remember for sure which files I edited (several). I hope the sizes of the items "work" for you guys (maybe things are less clear when using more post-processing or e.g. an ultra-high resolution, don't know. See for yourself) This post has been edited by PeeWee678: May 15 2006, 09:36 PM |
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