Go Back   Savage 2: A Tortured Soul Forum > Savage 2 Modding > Released Projects

Notices

Released Projects Share your finished/beta modifications with the community!

Reply
 
Thread Tools Display Modes
Old 02-19-2010, 03:27 AM   #1
eaxs

eaxs's Avatar
 
Join Date: May 2008
Location: Germany
Posts: 2,611
Thanks: 9
Thanked 40 Times in 24 Posts
Default Custom crosshair

About this mod
This mod allows you to have an individual crosshair for almost each ability in the game.
There are two things you need to get this working:
  • The mod file
  • A set of crosshairs


Installation
First, download the crosshair mod. Extract the package to:
  • Windows: \Documents and Setting\<user>\Documents\Savage 2 - A Tortured Soul
  • Linux: <home>/.savage2
Once you have that, you must download a crosshair set and extract it into the same directory as mentioned above.


Crosshair sets
Set 1 (see preview below)
made by eaxs

How can I use this with Stanz' or Wiwi's mod?
It's really easy to implent the mod into any other. Just follow these instructions:
Navigate to: <path to documents/savage 2>/game/ui/ and open the file called "game.xml" with any text-editor. Search for this line:
Quote:
<!-- Crosshair -->
Below this line you should see an image (<image>) tag. Replace it with this one:
Quote:
<image name="crosshair_bg" width="64" height="64" align="center" valign="center" watch="Entity SelectedItem" ontrigger="SetTexture('/ui/elements/'#Entity#'_'#SelectedItem#'.tga');" texture="/ui/elements/3rd_xhair.tga" color="#FFFFFF66"/>
That's it. Now you can install any crosshair set you want


How can I make my own crosshairs?
  • You need an image editing tool that allows you to create transparent TGA files
  • All crosshairs must be saved in TGA format
  • All crosshairs must be 64x64px
  • You must have a crosshair for each ability. Missing crosshairs will be shown as checker texture.
  • I recommend you build your set based on mine. Saves you some time
  • Place your new crosshairs in: <path to documents/savage 2>/game/ui/elements

Last edited by eaxs; 02-19-2010 at 09:44 PM.
eaxs is offline   Reply With Quote
Old 02-19-2010, 04:30 AM   #2
eaxs

eaxs's Avatar
 
Join Date: May 2008
Location: Germany
Posts: 2,611
Thanks: 9
Thanked 40 Times in 24 Posts
Default Preview






eaxs is offline   Reply With Quote
Old 02-19-2010, 04:30 AM   #3
eaxs

eaxs's Avatar
 
Join Date: May 2008
Location: Germany
Posts: 2,611
Thanks: 9
Thanked 40 Times in 24 Posts
Default Preview






eaxs is offline   Reply With Quote
Old 02-19-2010, 04:31 AM   #4
eaxs

eaxs's Avatar
 
Join Date: May 2008
Location: Germany
Posts: 2,611
Thanks: 9
Thanked 40 Times in 24 Posts
Default Preview





eaxs is offline   Reply With Quote
Old 02-20-2010, 09:10 PM   #5
weikemp

weikemp's Avatar
 
Join Date: Sep 2009
Location: California
Posts: 1,220
Thanks: 0
Thanked 0 Times in 0 Posts
Default

the link to the crosshair mod is broken?

edit: works after I post this of course, using this now. It rocks.
__________________
weikemp is offline   Reply With Quote
Old 03-10-2010, 02:47 PM   #6
Old55

Old55's Avatar
 
Join Date: Jun 2009
Posts: 2,586
Thanks: 14
Thanked 428 Times in 209 Posts
Default

For those that use 3rd person guns, I've tired to modify eaxs' crosshairs to make them a little more accurate with the caveat that they are never going to be super-accurate and are somewhat range dependent. Camera settings may also have an impact. Most of the changes were with marksman, shapeshifter, and predator. I found most of the human guns to be fairly accurate as they were. I tested on demon boars as an intermediate/small size target (horizontal targeting is not a problem, so these are all vertical changes) from different ranges. Several things:

1. Marksman sniper bow isn't accurate in zoom view. No way around it.

2. Shapeshifter lightining strike is very range dependent. I made three vertical lines in this crosshair with the longest being for the furthest distance and shortest being for closer range. Some people way want these reversed, but I found this easiest for me.

http://tinyurl.com/ybgvk6e
__________________
Old55 is offline   Reply With Quote
Old 03-28-2010, 05:14 PM   #7
shredder1970

shredder1970's Avatar
 
Join Date: May 2009
Posts: 476
Thanks: 0
Thanked 0 Times in 0 Posts
Default

I did not have this folder (path to documents/savage 2>/game/ui/) so i created it and followed the steps listed. It disabled wiwi's mod and alt info. In my My docs\game folder\ I have

Logs
Shadercache
and some config files.

So how can i get this working? I tried extracting the game.xml from the resources42.s2z and placing your code there then loading it back into the 42.s2z file, and extracting the package w/crosshairs to \my docs\savage2\game folder. Like i stated before it disabled wiwi's interface. (the crosshairs did work)

Any help would be appreciated.

I gave it one more try and this is what i got....

I copied your game.xml into resources42.s2z. I then created the \game\ui\elements folder under my documents. I extracted the cross hairs to this folder. This got the crosshairs working but it removes part of wiwi's ui. It restores the old style health meter and removes the one that is on the left side of the player.

Is it possible to have both? The crosshairs are awsome! I would really like to get this working together.
__________________
`
`
`
COIL Spring/Summer 2010

http://forums.savage2.com/showthread.php?t=20602

http://www.coilonline.org

Last edited by shredder1970; 03-28-2010 at 05:36 PM.
shredder1970 is offline   Reply With Quote
Old 03-28-2010, 05:37 PM   #8
Old55

Old55's Avatar
 
Join Date: Jun 2009
Posts: 2,586
Thanks: 14
Thanked 428 Times in 209 Posts
Default

Sorry, shredder. I have no experience with this game under windows, but I suggest not putting game.xml back into the resource file after you edit it. If it is like linux, the files in /game/ui will override anything in the resource files. BTW, I believe eaxs' instructions were for use with StanZ/Wiwi UI before it was packaged as resources.s2z files.
__________________
Old55 is offline   Reply With Quote
Old 03-28-2010, 11:02 PM   #9
shredder1970

shredder1970's Avatar
 
Join Date: May 2009
Posts: 476
Thanks: 0
Thanked 0 Times in 0 Posts
Default

For those trying to get this to work with the new mod system.

Extract the game.xml file from resources42.s2z and insert exas code.

Locate the <crosshair> section and replace the first line with

<image name="crosshair_bg" width="64" height="64" align="center" valign="center" watch="Entity SelectedItem" ontrigger="SetTexture('/ui/elements/'#Entity#'_'#SelectedItem#'.tga');" texture="/ui/elements/3rd_xhair.tga" color="#FFFFFF66"/>

Save the file and drop it back into the resources42.s2z file.

Open the resources0.s2z and drop the crosshair files of your choice in \game\ui\elements folder.

Thanks to exas and old for this great mod.
__________________
`
`
`
COIL Spring/Summer 2010

http://forums.savage2.com/showthread.php?t=20602

http://www.coilonline.org

Last edited by shredder1970; 03-29-2010 at 03:57 PM.
shredder1970 is offline   Reply With Quote
Old 04-29-2011, 02:32 AM   #10
lnteractive

 
Join Date: Apr 2011
Posts: 12
Thanks: 0
Thanked 0 Times in 0 Posts
Default

Can anybody get this working?
lnteractive is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 12:42 PM.