[idea] Classic BM-style menu?


#41

Changed a bit from previous version


#42

For MP, this would be great, but I’m happy with those ingame movies providen with Black Mesa itself for the SP part of it


#43

Awesome stuff Blood, but there’s ooooone thing left to fix, get rid of the hyphen :stuck_out_tongue:


#44

What font are you using?
Can you squish it a bit more, make the typeface bolder, increase the spacing and move the big text up? The big text is also fucking huge now - it should be no bigger then 2 times as big as small one

Right now the big text is cramping up space. Look at original - it was less pronounced and more washed out.
http://www.youtube.com/watch?v=qFs2rFrpPYs


#45

I actually took the logo straight from the BM website header, no font.

Most of what I changed was based on loading up the WON version and looking at it then going back in and changing things about the animation, I didn’t realize the really big text size when I made it show the same amount of letters as the original game (probably also because this is a widescreen resolution so I have to make it bigger then if it were a 4 : 3 res like the original) So I’ll fix that when I get a chance to work on it again.

So how would I make this into a usable source texture? Am I right in assuming it hasn’t changed much from Quake, and I have to export each frame as an individual file then name them accordingly so it animates? Or is that way off.


#46

Use Rad tools

http://www.radgametools.com/bnkdown.htm

Convert your video of the animation to a TGA file.

Once it is a tga file use VTF edit (try 1280 x 1280 edit could be to the power of 2??? you need to check!!! 32 bit pixels)

http://halflife2.filefront.com/file/VTFEdit_125_Graphics_Tool;88780

Check below about creating your tga file into texture

https://developer.valvesoftware.com/wiki/VTFEdit

Once you have made your animated texture check what commands you need to add to the relevant config to display the texture as a background image

https://developer.valvesoftware.com/wiki/Menu_Background_Map

Hope this helps and great work bloodshot :slight_smile:


#47

This guy got it almost right:
http://hl-improvement.com/downloads/


#48

Bloodshot, Ronster I just did it and it works. The problem is in the weird aspect ratio of the last posted gif.


#49

Theres this tutorial as well bloodshot good luck

http://www.moddb.com/games/half-life-2/tutorials/how-to-create-an-animated-texture

you want it to be a much higher resolution though than in this tut either 1280 x 1280 or 1600 x 1600??

perhaps the base resolution needs to be a certain size of the gif??


#50

The only 2 possible resolutions are 1024x1024 and 512x512.
There’s pretty much no choise


#51

oh that means you may have to use vtex in sdk which is more complicated

yeah should lose the “-” in betwenn black and mesa


#52

I just did a 5 framed test in VTFEdit. Worked just fine


#53

ok well it works like this… Need to find out how the engine displays 1024 x 1024 as a backgroubd texture… It might actually look better lower res if you are going for retro look anyway :slight_smile:

There must also be a way to edit the HL2 Menu Fonts and create thise orange highlight trails as you float over the text…


#54

Bloodshot long story short: as I understand, the highest background texture resolution you can get ingame is 1024x1024. So it would be best for you to release the GIF at at least 1280x720 (or 1920x1200)


#55

You even have the movement delay spot on! This is so close to perfection I can’t stand it.


#56

OK just found this tutorial on the text fonts effects and layout

http://www.moddb.com/games/half-life-2/tutorials/changing-the-hud-colour-layout-fonts-effects

The cstrike example video was in 1024 x 1024 but he added blur to it to hide loss of definition. If it looks crap like this then somone will have to get the vtex manual out


#57

This is how it looks at this stage (last gif posted by Bloodshot, deleted title, original menu layout). Note that the lambda is not round

http://www.youtube.com/watch?v=hmQvb0g9PeU


#58

change your resolution to see if it makes a difference…

It’s cutting the image at the top… or use the 4 by 3 aspect ratio 1024 x 768 version?

It may resize 4 by 3 but not 16 by 9???

needs to look like this… and this is 4 by 3

http://www.youtube.com/watch?v=qFs2rFrpPYs

perhaps if we can get the “gfx” from HL2 leaked alpha we can modify that for the won menu

http://www.desura.com/members/xylem1/images/half-life-2-alpha-menu-recreation


#59

So basically cropped up the way spacing and font should look like:

Technically, it’s just arial bold and lambda logo. Still cannot get the glowing apparition type of effect right.


#60

and get the dash out of there!