3 items

File information

Last updated

Original upload

Created by

INNX

Uploaded by

Innxcence

Virus scan

Safe to use

Tags for this mod

38 comments

  1. Innxcence
    Innxcence
    • premium
    • 21 kudos
    Locked
    Sticky
    If you have any style requests for hitmarkers, or even other UI changes u think could be cool, either post here or add my discord, as I will be most active on there.

    Innx#1010



  2. barberpodzol
    barberpodzol
    • member
    • 0 kudos
    how do i get rid of the big circle in my reticle
    1. jawad888
      jawad888
      • member
      • 0 kudos
      rampage trainer go to weapons then visuals scroll and disable radial reticle
    2. EaseOfGames
      EaseOfGames
      • member
      • 0 kudos
      you a legend jawad89
  3. gaijingreasy
    gaijingreasy
    • member
    • 0 kudos
    Looking everywhere for a mod that brings back the old dead eye markers... The modern ones are too crisp and clean to match the rest of the HUD/GUI...
  4. TheBeefyBoa
    TheBeefyBoa
    • member
    • 0 kudos
    Why not a RDR version of the hitmarkers for the guys wanting it all to be RDR1?
  5. mgz7
    mgz7
    • member
    • 0 kudos
    is this compatible with RedM version?
  6. UrbanManiac
    UrbanManiac
    • member
    • 4 kudos
    Hi. This is a weird request but have you noticed the faint black box around the reticle in the base game? Can you consider making a mod to remove that as I tried my best and failed!
    1. larsieman1988
      larsieman1988
      • premium
      • 1 kudos
      This x 1000!
    2. Innxcence
      Innxcence
      • premium
      • 21 kudos
      i gotchu. when im back ill do it :)
  7. Eemeli2343
    Eemeli2343
    • BANNED
    • 14 kudos
    would be cool if you could do a rdr1 dead eye mark as a hitmarker
  8. YvngMakeOutHill17
    YvngMakeOutHill17
    • member
    • 1 kudos
    hi Innxcence do u take requests? could u make the v2 red color a litter bit draker like a dark red color i feel like the v2 red is wait to light. 
  9. zabigetsu
    zabigetsu
    • supporter
    • 2 kudos
    how do you remove the hitmarker on your v2? the crosshair size is perfect but the hitmarker kinda bums it and i want it removed.
  10. BlLLthecat
    BlLLthecat
    • supporter
    • 70 kudos
    Okay, I'll be the first to admit I'm a little slow sometimes, but my marker is just a dot, with or without this mod. How do I get my marker to look like the ones in the pics here? Be gentle, I've tried all the settings I can find in the game. They make it a smaller dot. Or a bigger one! Yay. NOT. I want the 4 lines with the dot. It's very important to me. Please help! 
    1. hushtownBodhi
      hushtownBodhi
      • member
      • 1 kudos
      that's not a marker buddy. that's called your reticle. 

      a "hit marker" is the little red or white and red x that shows up when you hit someone with a bullet from your gun. you have to shoot it and hit them, it marks your hit. Red for dead, dark red for bleedout shots (meaning they will die but slowly), and white if they took a bullet but it wasn't fatal.

      i just described how they work in RDR2 without this mod.

      all this mod does is change the look of the hit marker, when you hit someone
    2. BlLLthecat
      BlLLthecat
      • supporter
      • 70 kudos
      Whatever you call it, I don't have any other thing that shows up when I shoot enemies, no matter what damage I do. Just a dot. Maybe it's a mod conflict? I dunno. As long as I can shoot things lol. Thanks for the reply buddy. Appreciate it. Hope to appreciate this mod someday :-)
  11. MmmSpeciosa
    MmmSpeciosa
    • member
    • 1 kudos
    I hope this request is okay, as it's out of character for me ask this kind of stuff.  I was wondering if you wouldn't mind describing your workflow for editing the .GFX / .SWF flash animation files & generally how the hud_reticle.gfx file works.  I was wanting to make some custom hitmarkers for myself & a friend.  Unfortunately, I am utterly lost with editing flash files.

    I'm quite competent in other digital creative disciplines, but flash editing has just never popped up on my radar until now, so I'm quite new to flash.

    I am using JPEXS to decompile the hud_reticle.gfx file, and I can freely explore all the enclosed assets.  But I'm a little lost as to how these pieces fit together.  I know there's ActionScript code that programs how the reticle images/animations behave, and I don't think I should have to touch any of that for a simple drop-in reticle replacement.  But even just among shapes (which appear to be just static images) & sprites (which are of course image sheets), I can't figure out how the pieces fit together.  Maybe I just lack a fundamental understanding of the .SWF container structure.  This is what I think I know about the hud_reticle.gfx file (some is bound to be wrong):

    • items in the "shapes" tree = the various reticle types the player can change between in the game, plus some unused ones maybe?
    • DefineShape (15)  =  makes reticle red when hovering over an enemy

    • DefineSprite (11: hitmarkers)  =  the hitmarker animation (the playHitmarkerKill portion contains empty frames, which I assume is because you don't want kill indicators?)
    • DefineSprite (16: StrengthIndicator)  = bullet spread indicator?
    Most of those observations come from reverse engineering, such as when I compared your Improved Hitmarkers file against other reticle mods such as No Hitmarkers & Perfect Hitmarkers.  For example, I know that the No Hitmarkers & Perfect Hitmarkers mods do not make the reticle red when hovering over an enemy, and correspondingly the hud_reticle.gfx file has one less shape defined, the one with the red square...which lead me to the conclusion that the red square shape in question was responsible for the 'red reticle over enemy' behavior.

    But I still can't quite tell how other reticle changes work.  In the case of Improved Hitmarkers, I see you added 3 images (with character IDs 32770, 3771, & 32772), and the "DefineSprite (11: hitmarkers)" item has been replaced by an animation of your custom hitmarker indicator.  In the No Hitmarkers mod, his hitmarker sprite is called "DefineSprite (12: hitmarkers)" and is totally empty on every frame, which makes sense.

    So, on the surface, it seems to be that simple for hitmarkers (and I'm sure there's more to it, but that seems to be the foundation).  But I still don't know:
    -  how the base reticle works
    -  how the images/frames are imported into the sprite

    As for how to edit content in the .SWF container, JPEXS makes it easy to export single items, but I don't immediately see any options for importing.  It would be pretty straightforward to me if it was just export frames as .PNG, edit the .PNG frames, and import the new .PNG frames as a new or existing sprite.  But that doesn't seem to be how it works; JPEXS has options for importing SWF XML, text, scripts, and "Symbol-Class."  (I did see videos using Adobe Flash CS and Sothink SWF Decompiler, both of which have built-in editors so no import is required in some cases.  But both are paid programs.)

    So, in total, my questions are:

    • What is your workflow (including software) for editing .SWF / .GFX flash files?
    • Can you summarize your understanding of the relevant items in the hud_reticle.gfx file?  In other words, what does what?
    • Using your Improved Hitmarkers mod as an example, what files/scripts are you adding/editing to effect the change in reticle?

    If you don't feel like answering because of how time-consuming it would be for you, I totally understand.  To be honest, I would be happy to even get a partial answer that gives me more direction than I currently have.  So, if you just feel like only answering with whatever you can off the top of your head, do it.

    (I can talk on Discord if that's more convenient too.  I just want a better understanding of how reticle modding works.)

    EDIT:  So it seems JPEXS has a context menu option to "Replace" the selected item with another image or file, but it only works with some item types (e.g. "Replace" appears when right-clicking any of the shapes or images, but it does not appear for sprites or frames of sprites).  That's something, I guess, but doesn't really seem like it solves all my problems.