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Lots of headaches trying to draw a ScriptedTexture onto the HUD

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    Lots of headaches trying to draw a ScriptedTexture onto the HUD

    I'm trying to replace some of my simple Flash UI elements with ScriptedTextures that I draw directly to the HUD. It's not going well. I'm wondering if any of you have experience with this and can tell me what I need to do differently.

    So first off, it seems you cannot draw a ScriptedTexture directly to the HUD. So I created a Material with a TextureSampleParameter2D and in UnrealScript I create a MaterialInstanceConstant and then I use SetTextureParameterValue to put my ScriptedTexture into the material instance.

    The material apparently cannot be translucent. It has to be BLEND_AlphaComposite if I want to attempt any translucency. But no matter what I do, I can't get the translucency to show up correctly. If I attach the alpha to the material's opacity, then the whole thing becomes translucent (or maybe added?--it looks really bright in outdoor scenes). And if don't attach anything to the material's opacity, then the whole thing stays opaque.

    And then it seems I cannot use Canvas.DrawBox in the ScriptedTexture's render delegate function. No matter what I do, I just don't see anything there when I try to use DrawBox. But if I use DrawRect with a plain white texture, then the rectangle shows up.

    And I just cannot get translucency to work. If I set the ClearColor to (0, 0, 0, 0) then translucency shows up as black. Whatever I do, translucency shows up as the ClearColor, only opaque. I've tried Canvas.SetDrawColor to the translucent color I want to draw with. I've tried setting the draw color to (255, 255, 255, 255) and setting my ClearColor to the color/translucency of what I actually want to draw. I've tried setting my draw color, and then drawing a rectangle with a translucent texture. But no matter what, the whole material draws as opaque on my HUD.

    Have any of you had success drawing translucent ScriptedTextures on your HUD?
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    #2
    In the var GFxObject UserNameTxt; you can use SetText("what ever you want in here");
    Code:
    if(UserNameTxt != none) UserNameTxt.SetText("");


    For the GFxPBFrontEnd_InfoDialog you can set text IN RED in like so.
    Code:
    function FirstLoadMsg()
    {
     local GFxPBFrontEnd_InfoDialog FirstLoadMsgDialogMC;
       MenuManager.CurViewAlias="FirstLoadMsg";
       FirstLoadMsgDialogMC = GFxPBFrontEnd_InfoDialog(MenuManager.SpawnDialog('InfoDialog'));
       FirstLoadMsgDialogMC.SetTitle("WELCOME MESSAGE"); FirstLoadMsgDialogMC.SetInfo("Thank you for purchasing. Press [OK] to Make your profiles");
       FirstLoadMsgDialogMC.SetBackButtonLabel("CANCEL"); FirstLoadMsgDialogMC.SetAcceptButtonLabel("OK");
       FirstLoadMsgDialogMC.SetAcceptButton_OnPress(FirstLoadMsgDialog_SelectOK);
       FirstLoadMsgDialogMC.SetBackButton_OnPress(FirstLoadMsgDialog_SelectBack);
    }
    not sure if this helps but those will let you put text in to them. Read the GFxObject file and i bet you will find a bunch more you can use.
    Last edited by gamepainters; 02-07-2021, 05:37 PM.

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