Custom unit icons - Page 7

Custom unit icons

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

edit: i posted to wrong topic?? weird, it was AA topic a while ago :shock:

Where is delete message button...
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

Caydr wrote:Also, after some testing I've had difficulty (specifically, it don't bloody work) using anything but TGAs.
TBH I haven't tried anything else except TGAs, but in principle DDS should also work. Can you give a bit more detailed description of what doesn't work? (i.e., does the bitmap appear to load, does the transparancy not work, that kind of thing).

Because the unit icons are generally small (128x128), it isn't a big issue to use TGAs. Unless you have 300+ different icons ....
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FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

What I've got going with the custom unit icons:

Image

Image

These are png's. I found that the custom icon system doesn't seem to like capital letters in the iconstype tag in the fbi, and a grayscale tga won't work, just in case anyont is interested in little details like that.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Hey, those aren't bad.

I made these really high-detail ones but they go pixelated to crap ingame :(

Anyone tested to see if DDS's work yet? Specifically, DXT3 w/ mipmaps.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Speaking of mip maps, am I the only one who got strong pixelation when the mip maps kick in? Could be my graphics card but I doubt it.


The icons are pretty fine. Clearly show what is what without cluttering it too much.
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

I think I would much prefer more utilization of different polygons to represent different types -with the letters/pictures still inside of them to denote a further subdivision. Fex, resource buildings should be triangles with M or E inside of them depending on what they produce; aircraft should be rhombuses, ground units should be squares (with the appropriate tank/kbot picture inside of them), and all builders should have a little wrench inside of the large category they are - air cons as rhombuses with wrenches, f.ex.
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FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

Dragon45 wrote:I think I would much prefer more utilization of different polygons to represent different types -with the letters/pictures still inside of them to denote a further subdivision. Fex, resource buildings should be triangles with M or E inside of them depending on what they produce; aircraft should be rhombuses, ground units should be squares (with the appropriate tank/kbot picture inside of them), and all builders should have a little wrench inside of the large category they are - air cons as rhombuses with wrenches, f.ex.
Good points. I don't think my icon system is ideal, and I'll be trying different stuff out. I'll post a link a little later today if anyone wnts to mess with them. I've played a few games with the icons, and they really help - it's a nice feature.
raneti
Posts: 148
Joined: 21 Sep 2006, 00:12

Post by raneti »

perhaps filtering icons through hotkeys would be in order like: units(kbots/vehicles/planes), buildings(production/supply/offensive)
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