Also, just so you know, I'm not actually whoring the idea of me making a logo for KP. Would be helpful if somebody else could have a crack at making one too. I'm just trying to get a logo sorted for the Spring Network site.
Oh and Zwzsg, would be useful if you posted your logos on a background other than black so I can tell if the fill colour is black or just transparent.
Last edited by Jazcash on 07 Aug 2010, 21:56, edited 1 time in total.
Given that vector graphics where drawn by electron tubes on old arcade games, where would one buy a cathode ray tube producing black light on a black background??
I just wanted to say that I (boirunner) created the original logo, and I can't remember what typeface I used. I agree that a logo should look vectory, not pixely. Also, nice job, everyone. I really loved Peets oscilloscope version :D
I hand-wrote a wav file to do this, I hope you like your new logo.
To render it ingame, I would just need a .wav to analog signal converter widget, and an oscilloscope widget. Any Lua coder around got that?
warning: untested and written at 4 AM
Code:
local glBeginEnd = gl.BeginEnd local glColor = gl.Color local glLineWidth = gl.LineWidth local glVertex = gl.Vertex local glRect = gl.Rect local GL_LINES = GL.LINES -- remember to repositionate everything using gl.Translate where you want before calling this code! local horizontalDivisions = 10 -- 10 main divisions local verticalDivisions = 8 -- 8 main divisions local cellSideSize = 10 -- division size, in pixel ( you should use a number divisible by 5, for subdivisions! ) local horizontalSize = horizontalDivisions * cellSideSize local verticalSize = verticalDivisions * cellSideSize local oscopeBackground = glCreateList( function() glColor(0.5, 1.0, 0.5, 0.3) glLineWidth(1.0) glRect( 0, 0, horizontalSize, verticalSize ) -- draw faint green background glColor(0.0, 0.5, 0.0, 0.5) --darker grid glLineWidth(0.8) local horCount = 0 while( horCount < (horizontalDivisions+1) ) do -- draw vertical lines glBeginEnd(GL_LINES, function() glVertex( horCount*cellSideSize, 0) glVertex( horCount*cellSideSize, verticalSize) end) horCount = horCount +1 end local verCount = 0 while( verCount < (verticalDivisions +1) ) do -- draw horizontal lines glBeginEnd(GL_LINES, function() glVertex( 0, verCount*cellSideSize) glVertex( horizontalSize, verCount*cellSideSize) end) verCount = verCount +1 end end) local horizontalScale = 1 local verticalScale = 1 local centerPosition = verticalDivisions/2 * cellSideSize local verticalGain = verticalScale*cellSideSize*verticalDivisions/2 local wavestream = { 0.1, 0.5, -0.3, 0.33 } -- index = sample index, content = value normalized between +-1 local kplogo = glCreateList( function() glColor(0.9, 1.0, 0.9, 1.0) -- bright line marks glLineWidth(1.5) --glSmoothing() --perhaps enable smoothing? local previousValue = 0 for x,y in ipairs(wavestream) do local currentPos = (x*horizontalScale) % (horizontalSize) local previousPos = ((x-1)*horizontalScale) % (horizontalSize) if previousPos ~= (horizontalSize-1) then -- don't draw the line connecting end to begin glBeginEnd(GL_LINES, function() glVertex(previousPos, centerPosition + previousValue*verticalGain) -- draw a segment connecting to the previous sample glVertex(currentPos, centerPosition + y*verticalGain) end) end previousValue = y end end)
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