Jump to content


Photo

Issue #84- Basescape Gui


  • Please log in to reply
125 replies to this topic

#101 mamutas

mamutas

    Colonel

  • Forum Members
  • PipPipPipPipPip
  • 1,067 posts

Posted 16 February 2004 - 01:36 PM

Grade A! Looks very nice!

And if you are a reaper don't expect 5 stars accomodations on X-Com expenses. :hammer:
mamutas@sourceforge.net

#102 Breunor

Breunor

    Creative Text Department

  • Xenocide Inactive
  • 3,234 posts

Posted 16 February 2004 - 01:51 PM

People will not see the aliens inside the tubes in a dynamic fashion, meaning if you capture a Raptor or Grey it won't suddenly appear in the tubes during a base attack. So it doesn't matter if it technically fits. They would be put into cryo state IMO while in tubes, then thawed for study as needed. So you can fold the Raptor up to fit it inside there, obviously it wouldn't be in its normal stance.

Nice job on the texturing Drewid, looking nice. I haven't worked through the new posts yet, are the other facilities attached to a post yet?

#103 Guest_drewid_*

Guest_drewid_*
  • Guests

Posted 16 February 2004 - 02:25 PM

no, fraid not.

First thing on my list is getting the untextured facilities converted to .3ds for Marquis. After that is redoing the originals in line with the Ogre texture guidelines.


I don't think it would be too hard fitting a reaper in a tube, They fold up pretty small if you push hard enough. If it's really big then you could just take it to pieces with a small charge :explode:

Edited by drewid, 16 February 2004 - 02:28 PM.


#104 Cpl. Facehugger

Cpl. Facehugger

    Creative Text Department

  • Xenocide Inactive
  • 3,749 posts

Posted 16 February 2004 - 04:25 PM

Eh, we can always say that Xcom has economy sized tubes in storage.
Other than that, Looking great!
I'm only partially inactive. :P I can still be reached at cpl.facehugger@gmail.com, and via PM. Preferably the former.

*Coming back? Avast! Facehugger, finish your assignments!*

Posted Image

#105 Guest_drewid_*

Guest_drewid_*
  • Guests

Posted 17 February 2004 - 05:03 PM

Bigger render for MIcah

Attached Files



#106 Micah

Micah

    Colonel

  • [[Administrators]]
  • PipPipPipPipPip
  • 2,290 posts

Posted 17 February 2004 - 07:49 PM

Thanks!

#107 red knight

red knight

    Xenocide Project Leader

  • Xenocide Inactive
  • 3,310 posts

Posted 19 February 2004 - 08:44 PM

Looking very cool Drew..

Greetings
Red Knight
Sourceforge Nick: flois - Federico Andres Lois
Visit my blog at: flois.blogspot.com

Posted Image

Pookie cover me, I am going in.

#108 SupSuper

SupSuper

    Programming Department

  • Xenocide Programming Department
  • 2,418 posts

Posted 26 January 2005 - 09:37 AM

This thread is for the development of the textures and imagesets for the Basescape GUI.

Textures should be have a size that's a power of 2 and be as few as possible. For GUI it's better to use few big textures which contain as many elements (backgrounds, buttons, etc.) as they can instead of having many textures each for different elements. One texture per screen is fine. And they shouldn't be bigger than 512x512 (or 1024x1024 for backgrounds).
By the way, don't put text in the GUI textures. Text have to be separate elements so they can change with, for example, different languages or for displaying info.

Also, you have to make imagesets for each separate texture. Imagesets are pretty simple XML files which define the different images inside a texture (like i said, a texture isn't used as a whole, but as several separate images) for CEGUI to use.
As an example here's the imageset for the Planetview to show you how it's done:
<?xml version="1.0" ?>
<Imageset Name="Planetview" Imagefile="ui/planetview/planetview.png" NativeHorzRes="800" NativeVertRes="600" AutoScaled="true">
	<Image Name="Sidebar" XPos="53" YPos="424" Width="203" Height="600" />
	<Image Name="ButtonNormal" XPos="0" YPos="364" Width="182" Height="26" />
	<Image Name="ButtonPushed" XPos="0" YPos="397" Width="182" Height="26" />
	<Image Name="TimerBtnNormal" XPos="187" YPos="305" Width="32" Height="17" />
	<Image Name="TimerBtnPushed" XPos="187" YPos="274" Width="32" Height="17" />
	<Image Name="ZoomInNormal" XPos="111" YPos="314" Width="20" Height="22" />
	<Image Name="ZoomInPushed" XPos="111" YPos="255" Width="20" Height="22" />
	<Image Name="ZoomOutNormal" XPos="83" YPos="333" Width="17" Height="24" />
	<Image Name="ZoomOutPushed" XPos="83" YPos="274" Width="17" Height="24" />
	<Image Name="PanLeftNormal" XPos="10" YPos="325" Width="20" Height="16" />
	<Image Name="PanLeftPushed" XPos="10" YPos="266" Width="20" Height="16" />
	<Image Name="PanRightNormal" XPos="45" YPos="325" Width="20" Height="16" />
	<Image Name="PanRightPushed" XPos="45" YPos="266" Width="20" Height="16" />
	<Image Name="PanUpNormal" XPos="29" YPos="305" Width="16" Height="21" />
	<Image Name="PanUpPushed" XPos="29" YPos="246" Width="16" Height="21" />
	<Image Name="PanDownNormal" XPos="29" YPos="340" Width="16" Height="21" />
	<Image Name="PanDownPushed" XPos="29" YPos="281" Width="16" Height="21" />
	<Image Name="ArrowUp" XPos="230" YPos="388" Width="12" Height="21" />
	<Image Name="ArrowDown" XPos="201" YPos="388" Width="12" Height="21" />
</Imageset>
the first line defines it as an XML file.
the second one defines imageset name (usually the screen name) and imagefile (texture), as well as the base resolution they're used on but that remains changed as all GUI graphics are made for 800x600 and then sized appropriately for different resolutions.
the other lines define each of the individual images in the texture with their X/Y position and width / height in the texture. for example, if you have a button at X:10 Y:20 and with width 50 and height 20, you'd type this:
<Image Name="SomeButton" XPos="10" YPos="20" Width="50" Height="20"/>
you can have as many images as you want and name them whatever you want, but you should keep names clear and short ;)
the final line ends the imageset.

ummm... well, i think that's everything. if you don't understand something feel free to ask. and you can always look at the already existing GUI textures / imagesets in the latest release for examples.

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

Posted Image


#109 SupSuper

SupSuper

    Programming Department

  • Xenocide Programming Department
  • 2,418 posts

Posted 30 January 2005 - 12:44 PM

ummm... any updates on this?

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

Posted Image


#110 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 30 January 2005 - 02:15 PM

it's coming... I'm finishing up the stats screen then I'll move on to this,

#111 Beetle

Beetle

    Programming Department

  • Xenocide Inactive
  • 350 posts

Posted 08 April 2005 - 06:11 AM

Hi

I need object of garage facility, if i'm right it's not completed yet, but imho it's better to use in code not completed object then a big yellow box :)
(i can handle ogre mesh files, .3ds, maya and .obj)

Greetings,
Beetle
Posted Image

#112 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 08 April 2005 - 07:20 AM

garage facility? do you mean the hanger?

#113 Beetle

Beetle

    Programming Department

  • Xenocide Inactive
  • 350 posts

Posted 08 April 2005 - 08:39 AM

Sorry i mean Lunch Pad (hanger form xcom)

Beetle
Posted Image

#114 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 08 April 2005 - 10:31 AM

the hanger model is done.... just no textures

#115 Beetle

Beetle

    Programming Department

  • Xenocide Inactive
  • 350 posts

Posted 10 April 2005 - 06:49 AM

great, where can i download it?

Beetle
Posted Image

#116 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 10 April 2005 - 11:34 AM

here it is.

Attached Files



#117 bountyhunter2211

bountyhunter2211

    Sergeant

  • Forum Members
  • PipPipPip
  • 24 posts

Posted 05 May 2005 - 04:02 PM

What rooms are left for basescape? I might have concept ideas for it.
Just looking to help out.

#118 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 05 May 2005 - 04:53 PM

all the models are complete, just no textures.

#119 bountyhunter2211

bountyhunter2211

    Sergeant

  • Forum Members
  • PipPipPip
  • 24 posts

Posted 05 May 2005 - 04:58 PM

ok, thx for letting me know.

#120 Beetle

Beetle

    Programming Department

  • Xenocide Inactive
  • 350 posts

Posted 08 May 2005 - 03:51 AM

Hi

What about base GUI's are there some ready now? In short time we will need: base base GUI (i mean this first and most importent one), building facililty GUI and base statistic GUI :)

Greetings,
Beetle
Posted Image

#121 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 08 May 2005 - 08:42 AM

The baseview gui is prettymuch complete, Deimos had it done, just a few things that needed to be fixed up (names of menu options, placement of a few things) the rest of the gui are dialogue boxes which I've not checked their completion.

#122 Exo2000

Exo2000

    Colonel

  • Moderators
  • PipPipPipPipPip
  • 1,009 posts

Posted 13 May 2005 - 04:10 AM

Looking classy (glassy?) :D

Keep 'em comin`.
Posted Image

#123 red knight

red knight

    Xenocide Project Leader

  • Xenocide Inactive
  • 3,310 posts

Posted 13 May 2005 - 06:53 AM

Please Exo, dont resurrect old finished topics...

Greetings
Red Knight
Sourceforge Nick: flois - Federico Andres Lois
Visit my blog at: flois.blogspot.com

Posted Image

Pookie cover me, I am going in.

#124 Beetle

Beetle

    Programming Department

  • Xenocide Inactive
  • 350 posts

Posted 19 July 2005 - 03:58 AM

Hi

Anybody know, why in new baseview GUI there are only 8 buttons? In X-Com there was 11 buttons, and currently i don't know how can we pack all baseview functionality in that buttons.

Greetings
Beetle

Attached Files


Posted Image

#125 bpuk

bpuk

    Sergeant

  • Forum Members
  • PipPipPip
  • 50 posts

Posted 19 July 2005 - 04:05 AM

Hi

Anybody know, why in new baseview GUI there are only 8 buttons? In X-Com there was 11 buttons, and currently i don't know how can we pack all baseview functionality in that buttons.

Greetings
Beetle

<{POST_SNAPBACK}>


Don't know why... but purchase/recruit and sell/sack are on the planetscape (as one button)

Presumably the soldiers button will be moved under base info?

EDIT: Manufacturing is also on planetscape

Ta
Ben

P.S. @Beetle I'll get a progress update on buy/sell to you soon

Edited by bpuk, 19 July 2005 - 04:20 AM.

.... . .- -.. ..-. --- .-. - .... . .... .. .-.. .-.. ...
- .... . -.-- .-. . -.-. --- -- .. -. --. ..-. .-. --- -- - .... . .... .. .-.. .-.. ...
.... . .- -.. .- .-- .- -.-- ..-. .-. --- -- - .... . .... .. .-.. .-.. ...

#126 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 19 July 2005 - 05:35 AM

Hi

Anybody know, why in new baseview GUI there are only 8 buttons? In X-Com there was 11 buttons, and currently i don't know how can we pack all baseview functionality in that buttons.

Greetings
Beetle

<{POST_SNAPBACK}>


Don't know why... but purchase/recruit and sell/sack are on the planetscape (as one button)

Presumably the soldiers button will be moved under base info?

EDIT: Manufacturing is also on planetscape

Ta
Ben

P.S. @Beetle I'll get a progress update on buy/sell to you soon

<{POST_SNAPBACK}>


Several of the buttons were moved out to the planetview window to streamline operations a bit.