Random wip 2012+ - Page 36

Random wip 2012+

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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Funkencool
Posts: 542
Joined: 02 Dec 2011, 22:31

Re: Random wip 2012+

Post by Funkencool »

Image
Messing around with chili in BAR on a map I'm working on, with a snow/rain widget that actually works well - or at all - on both my A6 and A8 AMD APUs; all in one screen for no particular reason.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Random wip 2012+

Post by PicassoCT »

It still has some stuff im personally not happy in a "clean" gui (it hate those smallish icons that hide important stuff...) but its better. Way better. Now if we could have text on every Icon
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smoth
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Re: Random wip 2012+

Post by smoth »

Funkencool wrote:Messing around with chili in BAR on a map I'm working on, with a snow/rain widget that actually works well - or at all - on both my A6 and A8 AMD APUs; all in one screen for no particular reason.
So you fix the bug introduced where the rain/snow particles move with the camera instead of staying where they are?
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Random wip 2012+

Post by Saktoth »

If you're going to be making this for BA:R I'd suggest cutting the categories down. Zero-K seperates the categories the way it does because everything can build everything and these are the exact number of categories we need to fit everything in one panel: If you're only taking up half the page you can double the number of things per category. You might be able to combine Special/Factories (the Rarely Built Stuff) and Defense/Eco (often built stuff), so down to only two tabs.
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Beherith
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Re: Random wip 2012+

Post by Beherith »

Sweet stuff funken, I like the layout.
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Funkencool
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Re: Random wip 2012+

Post by Funkencool »

PicassoCT wrote:It still has some stuff im personally not happy in a "clean" gui (it hate those smallish icons that hide important stuff...) but its better. Way better. Now if we could have text on every Icon
and for now, I'm plenty happy with better 8)
smoth wrote:
Funkencool wrote:Messing around with chili in BAR on a map I'm working on, with a snow/rain widget that actually works well - or at all - on both my A6 and A8 AMD APUs; all in one screen for no particular reason.
So you fix the bug introduced where the rain/snow particles move with the camera instead of staying where they are?
I'm using a different widget than the one in the blueprint, which never worked for me. I figured out it was because it wouldn't render any images with transparency (and square boxes don't make for very appealing snow). So I found a different one and got it working, but yes the particles move independently from the camera.
Saktoth wrote:If you're going to be making this for BA:R I'd suggest cutting the categories down. Zero-K seperates the categories the way it does because everything can build everything and these are the exact number of categories we need to fit everything in one panel: If you're only taking up half the page you can double the number of things per category. You might be able to combine Special/Factories (the Rarely Built Stuff) and Defense/Eco (often built stuff), so down to only two tabs.
I had the same thought but I'm having trouble coming up with labels for the groups.
Here's a screen of some progress on both my map and the UI
Image

I just grouped all tactical structures (factories, defense, radar, sonar) under one roof with econ seperate. Although I've more or less just been working on getting the unit names into the config and haven't put a lot of thought into the grouping.
I think econ and def together might be too much, especially when you get to tech 2 and especially if you have both a tech 2 and tech 1 constructor selected.
Maybe "enter label here" {factories, defense} and "enter other label here" {specialty, econ} would work out better
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Re: Random wip 2012+

Post by Das Bruce »

I don't know if I said this before or if your are unable or haven't got to it yet but it bears reiterating. Ditch transparency.
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smoth
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Re: Random wip 2012+

Post by smoth »

why? I think the makes the ui less invasive
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Cubex
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Joined: 11 Jul 2012, 00:07

Re: Random wip 2012+

Post by Cubex »

obviously each one has its own ideals of "perfect GUI", for the transparency maybe a configurable one would be a... intermediate solution :roll:
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Funkencool
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Joined: 02 Dec 2011, 22:31

Re: Random wip 2012+

Post by Funkencool »

I personally like it, especially since you can select units behind it.
but yes to VVV
Cubex wrote:obviously each one has its own ideals of "perfect GUI", for the transparency maybe a configurable one would be a... intermediate solution :roll:
The transparency comes from my skin, which can be easily changed to an opaque one.
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smoth
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Re: Random wip 2012+

Post by smoth »

it isn't hard to give people skin options with chili. personally my gripe is how the tabs are on the left of the build menu creating empty space beneath them
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Funkencool
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Re: Random wip 2012+

Post by Funkencool »

smoth wrote:it isn't hard to give people skin options with chili. personally my gripe is how the tabs are on the left of the build menu creating empty space beneath them
Well originally they didn't leave empty space; but now they do, so I've been thinking of throwing them on the right side.
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smoth
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Re: Random wip 2012+

Post by smoth »

if you think of it, you could have 3 sections

[minimap]
[squarebuttons]
[commandicons]

and it would be a nice rectangle
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Random wip 2012+

Post by PicassoCT »

can chili gif?
Image
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Random wip 2012+

Post by rattle »

imagine the possiblities... animated porn in dithered 16 colors in a video game like its 1993!!!!!
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PicassoCT
Journeywar Developer & Mapper
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Re: Random wip 2012+

Post by PicassoCT »

im hard as a pixels contrast to its neighbour right now
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Anarchid
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Joined: 30 Nov 2008, 04:31

Re: Random wip 2012+

Post by Anarchid »

Image
I've been doing a unit model all in blender, all in lua. This works by being imported via assimp from .blend directly, no intermediate formats, no config lua, no nothing. All hierarchy and piece positions are in blender, etc :P

Also i kinda intend this to replace ZK's current buoy model, which, for shame, is just another Core Can.

(also yes, it's a mutant jellyfish octopus photon cannon pacman ghost robot with opening top and six tentacles and a DDM on top, that propels itself in water by spinning with tentacles as fins. AWSUM, right?)

The fun part: remember that "don't turn piece across multiple axes at once" caveat? I kinda had to do that in order to translate between each leg's local rotation axes and the global ones, because the way i've been doing this, all pieces start aligned to global axes. Maybe i should <apply scale, but not rotation> in blender >.>
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PicassoCT
Journeywar Developer & Mapper
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Re: Random wip 2012+

Post by PicassoCT »

looking good, couldnt see the tentacles.
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Anarchid
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Re: Random wip 2012+

Post by Anarchid »

couldnt see the tentacles.
Obviously, the feet! But i guess i'll have to make them longer and more slimy if i get tempted to make more amph models for zk.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Random wip 2012+

Post by Beherith »

Top notch work, Anarchid!
I see you are using the gritty industrial atlas! YAY FOR ATLASSING!
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