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| Draw health bar? | |
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| Tweet Topic Started: Oct 9 2008, 07:27 PM (1,139 Views) | |
| mwonline | Oct 9 2008, 07:27 PM Post #1 |
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Newbie
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Hi all, I am new to Ultimate 3D. and i have problems to draw the health bar. I tried some things but he don't showed the health bar. So, my question is: "How must I draw the Health bar in Ultimate 3D" Please answer |
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| skarik | Oct 9 2008, 07:35 PM Post #2 |
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kitten eating scum
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http://u3d.xinto.net/Documentation/_2DGraphics.htm |
| Blog|EHS | |
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| Despellanion | Oct 9 2008, 07:38 PM Post #3 |
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Forum God
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Are you trying to use GM's own function for drawing health? If so, then that won't work. You have to use U3D's drawing functions to be able to draw stuff to the screen. In this case you will have to use:
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| mwonline | Oct 9 2008, 07:56 PM Post #4 |
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Newbie
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Thanks, He draws now the health bar. Thanks alot |
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| hakan55555 | Oct 9 2008, 08:40 PM Post #5 |
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Forum Leader
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More; developed, one health bar how, do? This like; ![]() tube like... Edited by hakan55555, Oct 9 2008, 08:41 PM.
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| http://www.gde.ile.biz -Visual Desing Team group | |
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| SonicMX | Oct 9 2008, 11:13 PM Post #6 |
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Advanced Member
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What about simplily drawing 2D Images? Just create billboards for the bars, then scale them as health's value. I haven't tried yet, but Im sure it works. |
| Soy español de España, y malo en mates, y.. ¿intento hacer un juego? estoy loco xD | |
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| Bazza | Oct 10 2008, 01:41 AM Post #7 |
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Forum God
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that would require transpanency for the corners wich would mean theyd have to be saved as png |
| My instinct is to hide in this barrel, like the wily fish. | |
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| Eansis | Oct 10 2008, 06:20 AM Post #8 |
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ghost
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No, pixels with rgb values 64,128,96 are rendered as transparent (or something like that.) Make sure no compression is used (do not use JPEG format) |
VOTE FOR BUDDY ROEMER HE'S A STRAIGHTFORWARD, DOWN TO EARTH AMERICAN GUY WHO ISN'T PART OF THE BIGBROTHER CONSPIRACY
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| Reikyrr | Oct 10 2008, 01:47 PM Post #9 |
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Forum God
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I had problems with transparancy somone confirm this message? |
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~Inspirational quote~ | |
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| Eansis | Oct 10 2008, 04:42 PM Post #10 |
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ghost
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I don't remember the exact values. You can easily look inside the help file to find out. By the way, what the hell is in your signature? It looks awesome! |
VOTE FOR BUDDY ROEMER HE'S A STRAIGHTFORWARD, DOWN TO EARTH AMERICAN GUY WHO ISN'T PART OF THE BIGBROTHER CONSPIRACY
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| mwonline | Oct 11 2008, 09:04 AM Post #11 |
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Newbie
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I have a problem. When I draw the health bar with var then it looks like: Image And how I get it to normal size. I have used this code:
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| luenardi | Oct 11 2008, 10:06 AM Post #12 |
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Cofee Machines Rock
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DrawTexEx(TextureIndex,Left, Top,Width, Height,X, Y,ScalingX, ScalingY,Rotation,R, G, B, A) adjust the scale instead.. Dude this isnt that hard. think abit. |
![]() For your perception no. But my universe has no such limits. www.recall.co.nr | |
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| mwonline | Oct 11 2008, 10:17 AM Post #13 |
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Newbie
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i don't understand |
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| luenardi | Oct 11 2008, 12:20 PM Post #14 |
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Cofee Machines Rock
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global.Health* >>>>1.26<<<<make sure this value is correct and round off the value global.Health*1.26 = 10.34 round off 10.34 <<< remove comma =10 Edited by luenardi, Oct 11 2008, 12:23 PM.
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![]() For your perception no. But my universe has no such limits. www.recall.co.nr | |
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| MysteriXYZ | Oct 11 2008, 01:36 PM Post #15 |
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Master Matrix Masher
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As you probably read, Left, Top, Width and Height have to do with texture coordinates (often called "UV-coordinates"). These are not measured in pixels, but are relative to the origin and size of your texture. The top left pixel of a texture has <0,0> as UV-coordinates, while the bottom right pixel of the image has UV-coordinates <1,1>. So if a pixel in a texture image is X pixels to the right of and Y pixels down from the top left corner, its UV-coordinates are <X/TextureWidth,Y/TextureHeight>. Left and Top are UV-coordinates, while Width and Height are offsets from those coordinates, which are relative to the size of the texture. If Width is bigger than 1, the part of your texture that will be displayed will be wider than your texture actually is, and this extra space will be filled with a copy of the texture. You could therefore say that Width and Height are the horizontal and vertical tiling factors. So you will probably want Left and Top to be zero, while Width should be equal to CurrentHealth/MaxHealth. |
| U3D is like candy; after extensive consumption, it's Best to brush. | |
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