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 #62723  by SilentOne
 
well i dled the hud i got from senbou and well it didnt work soo i did some tweaking by messing with hud.menu in assets1 to see what went wrong so i saved it and then i tried starting ja and this is what happened

Image

 #62726  by Ahsoka
 
Oh gosh. I dunno anything about computers but I hope you get that fixed soon :(

 #62727  by echo
 
Awaiting Jawfin.

 #62728  by Tidus
 
no clue how to help there, but i couldnt help but notice that you have a virtual boy.. i bet you play pokemon on that

 #62730  by blacki
 
me 2 iv got this prob before but i dont know if that's work but i just open cd player and close it and press multiplayer and that work.

 #62735  by BadWolf
 
:s

ok for starters u should have unzipped the hud file into ur ja+ folder, so there should have been a s_s1hud.pk3 file in ur ja+ folder, also, you NEVER edit and save the main game files, EVER D:

plz elaborate as to how it didnt work o.0

 #62738  by Necros
 
Senbou wrote::s

ok for starters u should have unzipped the hud file into ur ja+ folder, so there should have been a s_s1hud.pk3 file in ur ja+ folder, also, you NEVER edit and save the main game files, EVER D:

plz elaborate as to how it didnt work o.0
/amagree Sen :P

 #62739  by jawfin
 
As sen's mod would overwrite the menu.hud in assets1 tweaking it would not of made the slightest difference.

To restore the menu.hud back to its original contents, edit it as you did before and copy/paste this text into it.
Code: Select all
// In Game HUD 
// 
// defines from ui_shared.h

assetGlobalDef 
{
	bigFont					"fonts/reallybigfont" 20		// font
	small2Font				"arialnb" 	14	
}

{
	menuDef 
	{
		name					"mainhud"
		fullScreen				0						// MENU_FALSE
		rect					0 0 640 480					// Size and position of the menu
		visible					1					// Visible on open
		focusColor				1 1 1 1					// Focus color for text and items
		descX					320
		descY					434
		descColor				.96 .933 .40 1				// Focus color for text and items
	}

	//	LEFT SIDE HUD - contains the armor and health
	//
	menuDef 
	{
		name					"lefthud"
		fullScreen				0						// MENU_FALSE
		rect					0 368 112 112				// Size and position of the menu
		visible				1						// Visible on open

		// Metal Frame
		itemDef 
		{
			name				"frame"
			forecolor			1 1 1 1
			background			"gfx/hud/hudleft"
			rect				0 0 112 112				// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, char size, char height
		}		


		// Health tics
		itemDef 
		{
			name				health_tic1
			background			"gfx/hud/health_tic_1"
			forecolor			1 1 1 1
			rect				20 24 28 28			// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, graphic size, graphic height
		}		

		itemDef 
		{
			name				health_tic2
			background			"gfx/hud/health_tic_2"
			forecolor			1 1 1 1
			rect				38 33 28 28			// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, graphic size, graphic height
		}		

		itemDef 
		{
			name				health_tic3
			background			"gfx/hud/health_tic_3"
			forecolor			1 1 1 1
			rect				52 47 28 28			// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, graphic size, graphic height
		}		

		itemDef 
		{
			name				health_tic4
			background			"gfx/hud/health_tic_4"
			forecolor			1 1 1 1
			rect				60 65 28 28			// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, graphic size, graphic height
		}		

		// Armor tics
		itemDef 
		{
			name				armor_tic1
			background			"gfx/hud/armor_tic_1"
			forecolor			1 1 1 1
			rect				9 -6 56 56			// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, graphic size, graphic height
		}		

		itemDef 
		{
			name				armor_tic2
			background			"gfx/hud/armor_tic_2"
			forecolor			1 1 1 1
			rect				34 3 56 56			// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, graphic size, graphic height
		}		

		itemDef 
		{
			name				armor_tic3
			background			"gfx/hud/armor_tic_3"
			forecolor			1 1 1 1
			rect				54 24 56 56			// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, graphic size, graphic height
		}		

		itemDef 
		{
			name				armor_tic4
			background			"gfx/hud/armor_tic_4"
			forecolor			1 1 1 1
			rect				63 48 56 56			// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, graphic size, graphic height
		}		

		// Scan line
//		itemDef 
//		{
//			name				scanline
//			group				none
//			background			"gfx/hud/hudleft_scanline"
//			forecolor			1 1 1 1
//			rect				23 8 80 80			// (these positions are relative to the initial position of the menu) 
//												// X pos, Y pos, char size, char height
//			visible			1
//		}		

		// Numeric counter for armor
		itemDef 
		{
			name				armoramount
			group				none
			forecolor			0.0 .613 .097 1
			rect				85 98 6 12				// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, char size, char height
			visible			1
		}		

		// Numeric counter for health
		itemDef 
		{
			name				healthamount
			group				none
			forecolor			.835 .015 .015 1
			rect				59 98 6 12				// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, char size, char height
		}		

		// Vehicle HUD (Swoop bike)
		itemDef 
		{
			name				vehicleHUD
			group				none
			rect				0 -145 60 120			// (these positions are relative to the initial position of the menu) 
											// X pos, Y pos, char size, char height
		}		

		// Vehicle HUD (Swoop bike)
		itemDef 
		{
			name				vehicleHUDbackground
			group				none
			rect				20 -135 30 90			// (these positions are relative to the initial position of the menu) 
											// X pos, Y pos, char size, char height
		}		

		// Vehicle HUD (Swoop bike)
		itemDef 
		{
			name				vehicleHUDhealthbar
			group				none
			rect				20 15 30 74			// (these positions are relative to the initial position of the menu) 
											// X pos, Y pos, char size, char height
		}		

	}

	//	RIGHT SIDE HUD - contains force and ammo amounts
	//
	menuDef 
	{
		name					"righthud"
		fullScreen				0						// MENU_FALSE
		rect					640 368 -112 112				// Size and position of the menu
		visible				1						// Visible on open
		focusColor				1 1 1 1					// Focus color for text and items
		appearanceIncrement		75						// In miliseconds
		descX					320
		descY					434
		descColor				.96 .933 .40 1				// Focus color for text and items

		// Scan line
//		itemDef 
//		{
//			name				scanline
//			group				none
//			background			"gfx/hud/hudleft_scanline"
//			forecolor			1 1 1 1
//			rect				-23 8 -80 80			// (these positions are relative to the initial position of the menu) 
//												// X pos, Y pos, char size, char height
//		}		

		// Metal Frame
		itemDef 
		{
			name				"frame"
			forecolor			1 1 1 1
			background			"gfx/hud/hudleft"
			rect				0 0 -112 112			// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, char size, char height
		}		


		// Ammo tics
		itemDef 
		{
			name				ammo_tic1
			background			"gfx/hud/ammo_tic_1"
			forecolor			1 1 1 1
			rect				-48  25 28 28			// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, graphic size, graphic height
		}		

		itemDef 
		{
			name				ammo_tic2
			background			"gfx/hud/ammo_tic_2"
			forecolor			1 1 1 1
			rect				-66  33 28 28			// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, graphic size, graphic height
		}		

		itemDef 
		{
			name				ammo_tic3
			background			"gfx/hud/ammo_tic_3"
			forecolor			1 1 1 1
			rect				-80  47 28 28			// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, graphic size, graphic height
		}		

		itemDef 
		{
			name				ammo_tic4
			background			"gfx/hud/ammo_tic_4"
			forecolor			1 1 1 1
			rect				-88  65 28 28			// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, graphic size, graphic height
		}		

		// Force tics
		itemDef 
		{
			name				force_tic1
			background			"gfx/hud/force_tic_1"
			forecolor			1 1 1 1
			rect				-65  -5 56 56			// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, graphic size, graphic height
		}		

		itemDef 
		{
			name				force_tic2
			background			"gfx/hud/force_tic_2"
			forecolor			1 1 1 1
			rect				-89  4 56 56			// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, graphic size, graphic height
		}		

		itemDef 
		{
			name				force_tic3
			background			"gfx/hud/force_tic_3"
			forecolor			1 1 1 1
			rect				-109  24 56 56			// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, graphic size, graphic height
		}		

		itemDef 
		{
			name				force_tic4
			background			"gfx/hud/force_tic_4"
			forecolor			1 1 1 1
			rect				-119  48 56 56			// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, graphic size, graphic height
		}		


		// Numeric counter for force
		itemDef 
		{
			name				forceamount
			group				none
			rect				-109 98 6 12				// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, char size, char height
			forecolor			.359 .524 .722 1
		}		

		// Numeric counter for ammo
		itemDef 
		{
			name				ammoamount
			group				none
			rect				-83 98 6 12				// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, char size, char height
			forecolor			1.0 .658 .062 1
		}		

		// When ammo is infinite (used in MP)
		itemDef 
		{
			name				ammoinfinite
			group				none
			rect				-75 87 6 12				// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, char size, char height
			forecolor			1.0 .658 .062 1
		}		


		// Saber style graphics
		itemDef 
		{
			name				saberstyle_strong
			background			"gfx/hud/saber_strong"
			forecolor			1 1 1 1
			rect				-49 24 26 26				// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, char size, char height
		}		

		itemDef 
		{
			name				saberstyle_medium
			background			"gfx/hud/saber_med"
			forecolor			1 1 1 1
			rect				-70 43 26 26				// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, char size, char height
		}		

		itemDef 
		{
			name				saberstyle_fast
			background			"gfx/hud/saber_fast"
			forecolor			1 1 1 1
			rect				-85 69 24 24				// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, char size, char height
		}		

		// Tells current score of game
		itemDef 
		{
			name				score_line
			forecolor			1 1 1 1
			rect				-150 92 6 12				// (these positions are relative to the initial position of the menu) 
												// X pos, Y pos, char size, char height
		}		

	}

	menuDef 
	{
		name					"weaponselecthud"
		fullScreen				0						// MENU_FALSE
		rect					30 410 0 0					// Size and position of the menu
		visible				1						// Visible on open
		focusColor				1 1 1 1					// Focus color for text and items
	}

	menuDef 
	{
		name					"forceselecthud"
		fullScreen				0						// MENU_FALSE
		rect					30 410 0 0					// Size and position of the menu
		visible				1						// Visible on open
		focusColor				1 1 1 1					// Focus color for text and items
	}

	menuDef 
	{
		name					"inventoryselecthud"
		fullScreen				0						// MENU_FALSE
		rect					30 410 0 0					// Size and position of the menu
		visible				1						// Visible on open
		focusColor				1 1 1 1					// Focus color for text and items
	}


	// Used as background for the Weapon, Force Powers, and Inventory HUDs
	menuDef 
	{
		name					"iconbackground"
		fullScreen				0						// MENU_FALSE
		rect					90 440 460 60				// Size and position of the menu
		visible				1						// Visible on open
		focusColor				1 1 1 1					// Focus color for text and items
	}
	
	//////////////////////////////////////////
	// Taun Taun 
	//////////////////////////////////////////
	menuDef
	{
		name					"tauntaunhud"
		rect					70 400 640 80
		focusColor				1 1 1 1

		//////////////////////////////////////////
		// Vehicle Speed meter
		//////////////////////////////////////////
		itemDef
		{
			name				"speedbackground"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_grid2"
			rect				215 55 115 16
		}

		itemDef
		{
			name				"speed_tic1"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_turbo_tick"
			rect				216 55 14 16
		}

		itemDef
		{
			name				"speed_tic2"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_turbo_tick"
			rect				228 55 14 16
		}

		itemDef
		{
			name				"speed_tic3"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_turbo_tick"
			rect				240 55 14 16
		}

		itemDef
		{
			name				"speed_tic4"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_turbo_tick"
			rect				252 55 14 16
		}

		itemDef
		{
			name				"speed_tic5"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_turbo_tick"
			rect				264 55 14 16
		}
	}
	
	//////////////////////////////////////////
	// ATST Specific
	//////////////////////////////////////////
	menuDef
	{
		name					"atsthud"
		fullScreen				0						// MENU_FALSE
		rect					0 368 112 112				// Size and position of the menu

		//////////////////////////////////////////
		// Vehicle Speed meter
		//////////////////////////////////////////
		itemDef
		{
			name				"background"
			forecolor			1 1 1 1
			background			"gfx/menus/radar/circle_base"
			rect				5 10 100 100
		}

		itemDef
		{
			name				"outer_frame"
			forecolor			1 1 1 1
			background			"gfx/menus/radar/circle_base_frame"
			rect				5 10 100 100
		}
		
		itemDef
		{
			name				"left_pic"
			forecolor			1 1 1 1
			background			"gfx/menus/radar/atst_dam"
			rect				10 20 90 80			
		}
	}
		
	menuDef
	{
		name					"swoopvehiclehud"
		rect					0 400 640 80
		focusColor				1 1 1 1

		itemDef
		{
			name				"leftframe"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_frame"
			rect				200 30 16 64
		}

		itemDef
		{
			name				"rightframe"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_frame"
			rect				436 30 -16 64
		}

		//////////////////////////////////////////
		// Vehicle Shield meter
		//////////////////////////////////////////
		itemDef
		{
			name				"shieldbackground"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_grid"
			rect				190 32 256 16
		}

		itemDef
		{
			name				"shield_tic1"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_health_tick"
			rect				203 32 31 16
		}

		itemDef
		{
			name				"shield_tic2"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_health_tick"
			rect				221 32 31 16
		}

		itemDef
		{
			name				"shield_tic3"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_health_tick"
			rect				239 32 31 16
		}

		itemDef
		{
			name				"shield_tic4"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_health_tick"
			rect				257 32 31 16
		}

		itemDef
		{
			name				"shield_tic5"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_health_tick"
			rect				275 32 31 16
		}

		itemDef
		{
			name				"shield_tic6"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_health_tick"
			rect				293 32 31 16
		}

		itemDef
		{
			name				"shield_tic7"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_health_tick"
			rect				311 32 31 16
		}

		itemDef
		{
			name				"shield_tic8"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_health_tick"
			rect				329 32 31 16
		}

		itemDef
		{
			name				"shield_tic9"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_health_tick"
			rect				347 32 31 16
		}

		itemDef
		{
			name				"shield_tic10"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_health_tick"
			rect				365 32 31 16
		}

		itemDef
		{
			name				"shield_tic11"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_health_tick"
			rect				383 32 31 16
		}

		itemDef
		{
			name				"shield_tic12"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_health_tick"
			rect				401 32 31 16
		}


		//////////////////////////////////////////
		// Vehicle Linked Weapons Indicator
		//////////////////////////////////////////
		itemDef
		{
			name				"weaponslinked"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_grid2"
			rect				426 56 3 14
		}

		//////////////////////////////////////////
		// Vehicle Turbo Recharge meter
		//////////////////////////////////////////
		itemDef
		{
			name				"turborecharge"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_grid2"
			rect				207 70 3 -14
		}
		
		//////////////////////////////////////////
		// Vehicle Speed meter
		//////////////////////////////////////////
		itemDef
		{
			name				"speedbackground"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_grid2"
			rect				215 55 115 16
		}

		itemDef
		{
			name				"speed_tic1"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_turbo_tick"
			rect				216 55 14 16
		}

		itemDef
		{
			name				"speed_tic2"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_turbo_tick"
			rect				228 55 14 16
		}

		itemDef
		{
			name				"speed_tic3"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_turbo_tick"
			rect				240 55 14 16
		}

		itemDef
		{
			name				"speed_tic4"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_turbo_tick"
			rect				252 55 14 16
		}

		itemDef
		{
			name				"speed_tic5"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_turbo_tick"
			rect				264 55 14 16
		}

		//////////////////////////////////////////
		// Vehicle Armor meter
		//////////////////////////////////////////
		itemDef
		{
			name				"armorbackground"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_grid2"
			rect				286 55 115 16
		}

		itemDef
		{
			name				"armor_tic1"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_armor_tick"
			rect				287 55 14 16
		}

		itemDef
		{
			name				"armor_tic2"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_armor_tick"
			rect				299 55 14 16
		}

		itemDef
		{
			name				"armor_tic3"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_armor_tick"
			rect				311 55 14 16
		}

		itemDef
		{
			name				"armor_tic4"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_armor_tick"
			rect				323 55 14 16
		}

		itemDef
		{
			name				"armor_tic5"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_armor_tick"
			rect				335 55 14 16
		}

		//////////////////////////////////////////
		// Vehicle Ammo meter  (normal)
		//////////////////////////////////////////
		itemDef
		{
			name				"ammobackground"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_grid2"
			rect				357 55 115 16
		}

		itemDef
		{
			name				"ammo_tic1"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_ammo_tick"
			rect				358 55 14 16
		}

		itemDef
		{
			name				"ammo_tic2"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_ammo_tick"
			rect				370 55 14 16
		}

		itemDef
		{
			name				"ammo_tic3"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_ammo_tick"
			rect				382 55 14 16
		}

		itemDef
		{
			name				"ammo_tic4"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_ammo_tick"
			rect				394 55 14 16
		}

		itemDef
		{
			name				"ammo_tic5"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_ammo_tick"
			rect				406 55 14 16
		}

		//////////////////////////////////////////
		// Vehicle Ammo Upper meter  (for vehicles with two type of ammo)
		//////////////////////////////////////////
		itemDef
		{
			name				"ammoupperbackground"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_grid2"
			rect				357 55 115 10
		}

		itemDef
		{
			name				"ammoupper_tic1"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_ammo_tick"
			rect				358 55 14 10
		}

		itemDef
		{
			name				"ammoupper_tic2"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_ammo_tick"
			rect				370 55 14 10
		}

		itemDef
		{
			name				"ammoupper_tic3"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_ammo_tick"
			rect				382 55 14 10
		}

		itemDef
		{
			name				"ammoupper_tic4"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_ammo_tick"
			rect				394 55 14 10
		}

		itemDef
		{
			name				"ammoupper_tic5"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_ammo_tick"
			rect				406 55 14 10
		}

		//////////////////////////////////////////
		// Vehicle Ammo Lower meter  (for vehicles with two type of ammo)
		//////////////////////////////////////////
		itemDef
		{
			name				"ammolowerbackground"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_grid2"
			rect				357 67 115 10
		}

		itemDef
		{
			name				"ammolower_tic1"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_ammo_tick"
			rect				358 67 14 10
		}

		itemDef
		{
			name				"ammolower_tic2"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_ammo_tick"
			rect				370 67 14 10
		}

		itemDef
		{
			name				"ammolower_tic3"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_ammo_tick"
			rect				382 67 14 10
		}

		itemDef
		{
			name				"ammolower_tic4"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_ammo_tick"
			rect				394 67 14 10
		}

		itemDef
		{
			name				"ammolower_tic5"
			forecolor			1 1 1 1
			background			"gfx/hud/vehicle_ammo_tick"
			rect				406 67 14 10
		}
	}

	menuDef
	{
		name					"mp_timer"
		rect					560 160 60 30
		focusColor				1 1 1 1

		itemDef
		{
			name				"frame"
			forecolor			1 1 1 1
			background			"gfx/mp/count"
			rect				0 15 80 40
		}

		itemDef
		{
			name				"deathtimer"
			forecolor			0 .6 0 1
			rect				15 22 64 32
		}

		itemDef
		{
			name				"timer"
			forecolor			0 .6 0 1
			rect				15 22 64 32
		}
	}

	menuDef 
	{
		name					"vehicledamagehud"
		fullScreen				0						// MENU_FALSE
		rect					0 368 112 112				// Size and position of the menu
		visible				1						// Visible on open

		itemDef
		{
			name				"background"
			forecolor			1 1 1 1
			background			"gfx/menus/radar/circle_base"
			rect				5 10 100 100
		}

		itemDef
		{
			name				"outer_frame"
			forecolor			1 1 1 1
			background			"gfx/menus/radar/circle_base_frame"
			rect				5 10 100 100
		}

		itemDef
		{
			name				"shields"
			forecolor			1 1 1 1
			background			"gfx/menus/radar/circle_base_shield"
			rect				5 10 100 100
		}

		itemDef
		{
			name				"vehicle_front"
			forecolor			1 1 1 1
			// background is determined by vehicle
			background			"gfx/menus/radar/circle_base_shield"
			rect				5 10 100 100
		}

		itemDef
		{
			name				"vehicle_back"
			forecolor			1 1 1 1
			// background is determined by vehicle
			background			"gfx/menus/radar/circle_base_shield"
			rect				5 10 100 100
		}

		itemDef
		{
			name				"vehicle_left"
			forecolor			1 1 1 1
			// background is determined by vehicle
			background			"gfx/menus/radar/circle_base_shield"
			rect				5 10 100 100
		}

		itemDef
		{
			name				"vehicle_right"
			forecolor			1 1 1 1
			// background is determined by vehicle
			background			"gfx/menus/radar/circle_base_shield"
			rect				5 10 100 100
		}
	}

	menuDef 
	{
		name					"enemyvehicledamagehud"
		fullScreen				0						// MENU_FALSE
		rect					530 368 112 112				// Size and position of the menu
		visible				1						// Visible on open

		itemDef
		{
			name				"background"
			forecolor			1 1 1 1
			background			"gfx/menus/radar/circle_base"
			rect				5 10 100 100
		}

		itemDef
		{
			name				"outer_frame"
			forecolor			1 1 1 1
			background			"gfx/menus/radar/circle_base_frame"
			rect				5 10 100 100
		}

		itemDef
		{
			name				"shields"
			forecolor			1 1 1 1
			background			"gfx/menus/radar/circle_base_shield"
			rect				5 10 100 100
		}

		itemDef
		{
			name				"vehicle_front"
			forecolor			1 1 1 1
			// background is determined by vehicle
			background			"gfx/menus/radar/circle_base_shield"
			rect				5 10 100 100
		}

		itemDef
		{
			name				"vehicle_back"
			forecolor			1 1 1 1
			// background is determined by vehicle
			background			"gfx/menus/radar/circle_base_shield"
			rect				5 10 100 100
		}

		itemDef
		{
			name				"vehicle_left"
			forecolor			1 1 1 1
			// background is determined by vehicle
			background			"gfx/menus/radar/circle_base_shield"
			rect				5 10 100 100
		}

		itemDef
		{
			name				"vehicle_right"
			forecolor			1 1 1 1
			// background is determined by vehicle
			background			"gfx/menus/radar/circle_base_shield"
			rect				5 10 100 100
		}
	}
}

 #62755  by SilentOne
 
Image

forgot to put assets1 back in my base DOH!

lock please? problem is solved

 #62757  by Necros
 
~Topic Locked Upon Request~