MegaGlest Forum
Archives (read only) => Glest Advanced Engine => Feature requests => Topic started by: Zoythrus on 30 September 2010, 03:00:34
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i had two ideas that are pretty similar:
1. during the screen before a game (faction select, map, rules, etc), i think that there should be the faction's logo next to their name. this would be a purely cosmetic idea, but it would make it look more official.
2. you know the rings around units (health bars), i think they should be overridden if you have a faction logo. you would just put a picture that has been fully alpha'd, and it would show beneath the units (and would brighten or darken with damage). this is also purely cosmetic, but it would look cooler...
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The first sounds kinda cool, but GAE is already planning on nicking the image loaders from MG, so it's kind of already covered. How would the second one not be completely awful?
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well, it would show the faction logo (which looks cool), and adds some personality and diversity to the factions.
maybe we can make the logos team color?
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I was thinking about #1 on the bus the other day but forgot to suggest it lol, I think it would be really good to show faction logos during the game start up menu and the game over screen.
As for #2, imagine hundreds of units selected all with their faction logo underneath them rather than the health ring it would a bit crowded. The faction logo could be placed somewhere in game, maybe when units are selected in the GUI their faction logo could be shown somewhere.
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The faction logo could be placed somewhere in game, maybe when units are selected in the GUI their faction logo could be shown somewhere.
Glest's UI is really uncluttered. I would like to keep it that way.
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What about having the Logo being shown in box where the unit info is?..... but only when there are no units selected of course.
Anyone agree? :|
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What about having the Logo being shown in box where the unit info is?..... but only when there are no units selected of course.
Anyone agree? :|
Down with clutter. :thumbdown:
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It really wouldn't clutter, I mean... the place it would go is usually filled up anyway.
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Perhaps there could be a setting for displaying faction symbols in game so you can disable it in the options. As I'd like to see the symbols somewhere, one symbol wouldn't clutter things up much and it would add more to the feel of playing the faction but if you disagree then the option to disable it is there.
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Perhaps there could be a setting for displaying faction symbols in game so you can disable it in the options. As I'd like to see the symbols somewhere, one symbol wouldn't clutter things up much and it would add more to the feel of playing the faction but if you disagree then the option to disable it is there.
this i can agree with...
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For 1. I think there is agreement, will add a ticket.
For 2. In it's original form I agree with john/chuppa, too much for every selected unit, with bigger selection size already (24) and unlimited coming...
I think Psychedelic_hands' idea of using the display panel when nothing is selected (in it's 'compact mode') would be really cool, will make it optional, but true by default (if the faction provides such an image, that is).
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Does this mean that the Tech and Magic will be given logos too?
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Does this mean that the Tech and Magic will be given logos too?
Sounds like we have a volunteer. ;)
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Does this mean that the Tech and Magic will be given logos too?
Sounds like we have a volunteer. ;)
i hate you...
well, i have no artistic talent, so anything that i make will suck...and i mean really bad...
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Ticket #216 (https://sourceforge.net/apps/trac/glestae/ticket/216). Magitech doesn't really need them, they will of course be optional.
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I'd just like to point out that tech does have a logo...... as seen on here:
http://glest.org/images/galeria/personajes/battle_machine.jpg
I've noticed it on a few units...
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good point, i had forgotten about the gear! now, does the Magic have a logo?
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Well the battlemage has this thing on it..... http://glest.org/images/galeria/personajes/battlemage.jpg
But that's the only place I've seen that.
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As always, some interesting issues popped up as soon as I started on this... I wanted transparency and also team colour... obviously I couldn't use the alpha channel for team colour, so at the moment the three colour channels are averaged and then multiplied in with the team colour.
How do you guys want this to work? Maybe I should make this system an option, with another that doesn't use team colour at all, or uses the alpha channel for it ? ?
(http://i687.photobucket.com/albums/vv231/silnarm/glest/magic_logo.jpg)
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What about a technique I've seen some other games use? They have a set color, usually a bright pink, that is the transparency, and it becomes replaced with the transparency in game. Only downside to it is that you can't have anti-aliasing... :(
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What about a technique I've seen some other games use? They have a set color, usually a bright pink, that is the transparency, and it becomes replaced with the transparency in game. Only downside to it is that you can't have anti-aliasing... :(
I did think of that, but that's effectively single bit transparency as you pointed out, which is not so nice...
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Indeed. Personally, I'd rather see a non team colour image than one that wouldn't be able to have AA.
Another idea (abet, more complex, but solves the AA problem):
Use a monochrome image where pure black = full transparency, while pure white = full teamcolor (opaque). Thus, greys could cause AA. No way to set explicitly how dark or how light the team color should be, though you can specify the how transparent the part is, which gives the illusion of volume. This should be possible, as I've seen other games do it, as well, it's a very common method for terrain rendering. Probably very complex to code though.
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tech should have the thing they have on aircraft and walkers as a symbol, (the targetting cross)
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I'd like all the options open, the alpha channel for alpha and some trick where it is converted to team colour should be optional. Or can you use extra channels in TGA or a separate greyscale image to act as a team colour map.
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tech should have the thing they have on aircraft and walkers as a symbol, (the targetting cross)
Err... you mean the gear?
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Its a gear, i always thought it was a targetting cross at any rate it would be a good tech symbol
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Ok, using two images I can get what I wanted,
(http://i687.photobucket.com/albums/vv231/silnarm/glest/magic_logo2.jpg)
So you can specifiy a 'team-colour' image and/or a 'rgba-image'.
You can use none, one, or both.
The team-colour one just multiplies the colour intensity at every pixel with the team colour, idealy a two channel image (grey, alpha) would do here, but the engine wont read 2 channel images at the moment, so use 4 and confine yourself to greys.
The rgba one is just a straight image, if you use both, the team-colour image is read first and then the rgba one is blended over the top.
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Ok, using two images I can get what I wanted,
(http://i687.photobucket.com/albums/vv231/silnarm/glest/magic_logo2.jpg)
So you can specifiy a 'team-colour' image and/or a 'rgba-image'.
You can use none, one, or both.
The team-colour one just multiplies the colour intensity at every pixel with the team colour, idealy a two channel image (grey, alpha) would do here, but the engine wont read 2 channel images at the moment, so use 4 and confine yourself to greys.
The rgba one is just a straight image, if you use both, the team-colour image is read first and then the rgba one is blended over the top.
Looks great silnarm. Not completely sure I understand what you mean though... Can you post the two images that would be used to make a demo logo?
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Here's the ones I'm currently using for Magic,
(http://i687.photobucket.com/albums/vv231/silnarm/glest/faction_logos.jpg)
The one on the left is the 'team-colour' texture, the colour intensity from the rgb channels is multiplied in with the team colour (so just use greys), the one on the right is just a straight rgba image, which is blended over the team colour texture (if present).
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so, does it work? i mean, can we use it now?
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That looks fantastic silnarm. Precisely what I had in mind a bit earlier (and better). This will be in 0.3.2 I assume?
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...Precisely what I had in mind a bit earlier (and better). This will be in 0.3.2 I assume?
Yes, was done in the 0.3.x branch and will be in 0.3.2