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Re: Changing the HUD with Interface Designer. Is it possible

Posted: 28 Jul 2015, 23:33
by Dommy
If you create custom solo script, sure :mrgreen:

Re: Changing the HUD with Interface Designer. Is it possible

Posted: 28 Jul 2015, 23:37
by Mandark
Isn't there any way to modify the already existing solo script like I did with time attack mode? :D
But anyway, I dont think its worth going through making a custom solo mode all over again just for a green hud^^

Thanks a lot for helping me with editing the TA mode again btw :thx:

Re: Changing the HUD with Interface Designer. Is it possible

Posted: 29 Jul 2015, 11:02
by Dommy
There is no script for campaign solo mode, although it's possible to remake it using scripts. So it's a long way and for example my Turbo title pack is fully controlled by script, even opponent selection is custom. That allows me to put tons of custom HUD on the screen (look here).

Re: Changing the HUD with Interface Designer. Is it possible

Posted: 29 Jul 2015, 15:53
by Mandark
That's a shame, I wish that in the future, Nadeo will make it possible to change the whole UI of the game (all of the menus + HUD) easily with interface editor :D

Re: Changing the HUD with Interface Designer. Is it possible

Posted: 31 Jul 2015, 10:45
by adamkooo2
domino54 wrote:Interface Designer is completely other world than ingame HUD. :mrgreen:

You need to do a custom mode (can be modified time attack) with your own HUD as an interface layer (best attached to global UI). There is source of scriped version of the default speed and distance meter in UI library used in all scripted TrackMania modes by Nadeo (I cut it to the most important things):

Code: Select all

Text SpeedAndDistance() {
	return """
<manialink version="1" name="Lib_UI:SpeedAndDistance">
<frame posn="158 -79.5 5" id="Frame_Global">
	<format textemboss="1" />
	<label posn="-6 0" sizen="30 6" halign="right" valign="bottom" style="TextRaceChrono" textsize="2" text="0" id="Label_Distance" />
	<label posn="0 0" sizen="8 6" halign="right" valign="bottom" textsize="1" textemboss="0" text="m" />
	<label posn="0 -10" sizen="30 6" halign="right" valign="bottom" style="TextRaceChrono" textsize="8" text="0" id="Label_Speed" />
</frame>
<script><!--
#Include "TextLib" as TL
#Include "MathLib" as ML

main() {
	declare Frame_Global	<=> (Page.GetFirstChild("Frame_Global")		as CMlFrame);
	declare Label_Distance	<=> (Page.GetFirstChild("Label_Distance")	as CMlLabel);
	declare Label_Speed		<=> (Page.GetFirstChild("Label_Speed")		as CMlLabel);
	
	while (True) {
		yield;
		
		Frame_Global.Visible = (InputPlayer != Null && InputPlayer.IsSpawned);
		if (!Frame_Global.Visible) continue;

		Label_Distance.Value = TL::ToText(ML::FloorInteger(InputPlayer.Distance));
		Label_Speed.Value = TL::ToText(ML::FloorInteger(InputPlayer.Speed * 3.6));
	}
}
--></script>
</manialink>""";
}
Then only need to include Layers2 library in the mode and attach a layer to the global UI:

Code: Select all

In the top of the script:
#Include "Libs/Nadeo/Layers2.Script.txt" as Layers

Inside ***StartServer*** label (when using a script running on ModeBase):
Layers::Create("Speedometer", SpeedAndDistance());
Layers::Attach("Speedometer");
UIManager.UIAll.OverlayHideSpeedAndDist = True; ///< Hides default speedometer
Important: If the mode uses UI library, call the《UI::UnloadModule("SpeedAndDistance");》after attaching the layer or just remove "SpeedAndDistance" from "UI::Load([...]);".

More! You can also use the UI library to modify visibility and positions of various elements on the screen, for example the Chrono. Just use《UI::SetModulePosition("ModuleName", <0., 0., 0.>);》or《UI::SetModuleVisibility("ModuleName", False);》.

To be honest, I modified the source code of the UI library to make interface for my Turbo title pack with some extra position changes :D .
WOW :shock:
it looks interesting!
I will test something

edit:
I will test nothing, because game falls

Re: Changing the HUD with Interface Designer. Is it possible

Posted: 19 Sep 2015, 13:51
by oliverde8
Hi,

The problem is the hud can already be completed changed by the game script & by the dedicated server tools. So if players add their own layer ontop of it it will become a nightmare to have it all work. Your customization will work on one server and not another.
I don't see how it would be possible. :?