[dteviot] Posted November 20, 2006 Share Posted November 20, 2006 Hi Guyver and dteviot, Can you incorporate this models into the XNet? GreetingsFederico Message Forwarded From Vaaish MorlockViperBarracks FacilityProbe:Alien Small ScoutXc-33 VengeanceCannon XcapRocket XcapLaser XcapLight Missile: StingrayHeavy Missile: AvalancheFemale SoldierPistolLaser PistolLaser Rifle Thats all I have.. all are fully textured.Red Knight, I'm not quite sure what you're asking me to do. I certainly don't know how to convert them into Ogre meshes. And if 3D Max is required, I don't have that. If you're asking me, can I get X-Net to show them, then yes, with a large "but".Specifically, currently X-Net is hard coded to a single image.So, I think I'd need to: 1. Port the old code. (Both cameras and the Asset Mapper)2. Update the XnetScene to allow changing the mesh in the scene.3. Update graphics.xml with the new assets. Which will take some time. As I'm not quite sure why AssetMapper exists (at least for XNet images.)It occurs to me that the information on the image to use with XNet should be in xnet.xml. It also occurs to me that as a first step, we could ignore the camera. We just normalize the object size and camera distance. This means the user could do things like look at the underside of a facility, but so what? Some guidance/advice would be greately appreciated. Link to comment Share on other sites More sharing options...
[Mad] Posted November 20, 2006 Share Posted November 20, 2006 Yes, the task is the following: Bring XNet to v1 like status. That includes showing the object in a freely rotatable 3D view, showing statistics for each object (preferably "hidden" so that the user isn't confronted right away, but can click on sth. and then is presented a window or an expansion of the text window showing the stats (if not too much work, keep it open to include a comparison feature later)), showing the R&D report for this item. Link to comment Share on other sites More sharing options...
[dteviot] Posted November 20, 2006 Author Share Posted November 20, 2006 Yes, the task is the following: Bring XNet to v1 like status. That includes showing the object in a freely rotatable 3D view, showing statistics for each object (preferably "hidden" so that the user isn't confronted right away, but can click on sth. and then is presented a window or an expansion of the text window showing the stats (if not too much work, keep it open to include a comparison feature later)), showing the R&D report for this item.You're not going to get item statistics any time soon.That requires the "items" framework, and I plan on redoing that.Note, there _are_ statistics for facilities, but that's only because I was working on them for a "basescape". Link to comment Share on other sites More sharing options...
[Mad] Posted November 21, 2006 Share Posted November 21, 2006 (edited) You're not going to get item statistics any time soon.That requires the "items" framework, and I plan on redoing that.Note, there _are_ statistics for facilities, but that's only because I was working on them for a "basescape".Ok, so, slowly and easy for the CTD guys (we're the ones always buggin' you to implement more and more you can't implement... ): Why do you want to re-do the items framework, and what's so difficult about displaying something that's already in an xml file ready for display? Plus, we really want the XNet to be fully operational on the next iteration, so what does "not any time soon" mean? Edited November 21, 2006 by Mad Link to comment Share on other sites More sharing options...
[dteviot] Posted November 21, 2006 Author Share Posted November 21, 2006 You're not going to get item statistics any time soon.That requires the "items" framework, and I plan on redoing that.Note, there _are_ statistics for facilities, but that's only because I was working on them for a "basescape".Ok, so, slowly and easy for the CTD guys (we're the ones always buggin' you to implement more and more you can't implement... ): Why do you want to re-do the items framework,Because the existing framework for items is incomplete.It doesn't have all item types, and doesn't implement all item functionality.And I think I can do a better job. and what's so difficult about displaying something that's already in an xml file ready for display?OK, I'm referring here to statistics like: cost, size, weight, speed, damage etc, that are coded into item.xml. I'm not referring to xnet.xml. The text in xnet.xml is already being shown.And the answer is: they're not formatted in item.xml for display. So I need to set up a set of classes, one for each item type that knows how to parse each type of item in item.xml, and then convert that into a string suitable for displaying in XNet. For an example of the work required, have a look at the code in src\xenocide\model\humanbase. That code does NOTHING but parse facility.xml and produce the XNET source. (I plan for it to do more later, but I've gotten sidetracked into trying to design the basic Xenocide framework.) Plus, we really want the XNet to be fully operational on the next iteration, so what does "not any time soon" mean?Depends on what you mean by "fully operational".At momement, there's a sort of "tree view" on the right hand side which shows all XNet entries (or nearly all, there's a couple missing. - Gravity Shield Facility is one that's missing from xnet.xml. - Aside, are you aware that xnet.xml is generated from Rft2Xml.exe, so adding the missing entry should just be a matter of updatingxnetCtFiles.xml and re-running Rtf2Xml.)When you click on the entry in the tree, you get the xnet.xml text for the entry. We currently don't change the image. However, Lars and I might be able to have that going within 2 weeks, if I don't do anything else (and RL permits.) There's also been a request to add some extra rendering stages (gloss and specular maps I think.) I have no idea what that will involve. Adding statistics to things like craft and weapon entries will need to wait until the items framework is done. And that's _way_ down my current priority list. In truth, I'm pretty much on strike programming wise, until Guyver6 explains/figures out the basic framework. (As is the rest of the programming team.) Mostly because, until this is done, there's a very high probablity that anything we do will need to be redone. Link to comment Share on other sites More sharing options...
[Mad] Posted November 21, 2006 Share Posted November 21, 2006 Plus, we really want the XNet to be fully operational on the next iteration, so what does "not any time soon" mean?Depends on what you mean by "fully operational". I mean: v1 like. A complete module, allowing an estimation of the necessary (code)work for all parts of the production chain with the least possible effort. At momement, there's a sort of "tree view" on the right hand side which shows all XNet entries (or nearly all, there's a couple missing. - Gravity Shield Facility is one that's missing from xnet.xml. - Aside, are you aware that xnet.xml is generated from Rft2Xml.exe, so adding the missing entry should just be a matter of updatingxnetCtFiles.xml and re-running Rtf2Xml.)When you click on the entry in the tree, you get the xnet.xml text for the entry. Yes, I know. (and yes, I know that there is Rtf2Xml.exe, and yes, I remember very well who coded it... )What we actually would like to have is kind of the opposite: only display a few selected entrys. But I suspect this is just depending on xnet xml? So if I remove all but the selected texts, XNet will only show those entrys?We currently don't change the image. However, Lars and I might be able to have that going within 2 weeks, if I don't do anything else (and RL permits.) Don't change the image? Meaning? You don't show the model? Link to comment Share on other sites More sharing options...
[dteviot] Posted November 21, 2006 Author Share Posted November 21, 2006 OK, I've updated XNet so that you can change the 3D image being shown and I've added some code to xnet.py to change the object.So, at the moment, if you select a facility, it will bring up the image, for facilities that we have meshes for.It also works for the laser pistol, and the recon UFO.Adding additional images should be simple. It's about 3 lines of python per image.(Of course the ideal solution would be to read the mesh filename from the XML file, but what you've got works.) What we actually would like to have is kind of the opposite: only display a few selected entrys. But I suspect this is just depending on xnet xml? So if I remove all but the selected texts, XNet will only show those entrys?Correct. Currently XNET in Xenocide reads xnet.xml and shows the entries. Although personally I'd like to show all entries, even if some are still in progress. It gives a feel for just how big XNet is. We currently don't change the image. However, Lars and I might be able to have that going within 2 weeks, if I don't do anything else (and RL permits.) Don't change the image? Meaning? You don't show the model?Again, was correct. There was a single image (the recon UFO) and it wasn't changed when you change the entry. I've just checked in an update. Link to comment Share on other sites More sharing options...
[dteviot] Posted November 21, 2006 Author Share Posted November 21, 2006 Plus, we really want the XNet to be fully operational on the next iteration, so what does "not any time soon" mean?Depends on what you mean by "fully operational". I mean: v1 like. A complete module, allowing an estimation of the necessary (code)work for all parts of the production chain with the least possible effort. ROFLBut seriously. if you can give me a detailed list of the exact requirements for v1 XNet, then I can give you an estimate of what will be required to implement and time required.Fuzzy stuff like showing statistics for each object (preferably "hidden" so that the user isn't confronted right away, but can click on sth. and then is presented a window or an expansion of the text window showing the stats (if not too much work, keep it open to include a comparison feature later))isn't satisfactory. Exactly HOW will this work? Where/what is the "click on sth"? Where does it appear? How will the user invoke the comparison feature? What will it show? Provide a layout/screen mockup. What I suggest you do is get the latest version of the code and look at how XNet is now. Then tell me what you want changed. Alternately, you may be able to do the changes yourself. The main code for XNet is in the file ../xenocidegame/data/scripts/graphics/xnetscreen.py, which is python. So you can edit it with a text editor. No need for any sort of compiler. Link to comment Share on other sites More sharing options...
[Mad] Posted November 21, 2006 Share Posted November 21, 2006 (edited) showing statistics for each object (preferably "hidden" so that the user isn't confronted right away, but can click on sth. and then is presented a window or an expansion of the text window showing the stats (if not too much work, keep it open to include a comparison feature later))isn't satisfactory. Exactly HOW will this work? Where/what is the "click on sth"? Where does it appear? How will the user invoke the comparison feature? What will it show? Provide a layout/screen mockup. What I suggest you do is get the latest version of the code and look at how XNet is now. Then tell me what you want changed. Alternately, you may be able to do the changes yourself. The main code for XNet is in the file ../xenocidegame/data/scripts/graphics/xnetscreen.py, which is python. So you can edit it with a text editor. No need for any sort of compiler.Already know how it looks. I'm not a designer, so don't ask me how I want it to look. However, I would suggest the following: Inside the text window, below the upper border there should be a large button over the full width of the window. If you click on it, it should slide down and dividing the text window in two parts: the upper part should show the statistics, the lower part the text. Both should be scrollable individually. Then there should be a comparison feature for stats. I see two possible layouts: One: a button saying sometihng like "keep stats". You click it and the stats and text window is diveded in two parts from bottom to top. In the left part the old text is shown, in the right part stats and text of a now freely choosable item are shown. The 3D window should show the newly selected item to allow browsing when you only have a picture in mind Second possibility: A seperate window popping up, allowing the selection of two entrys, asking for confirmation and displaying the stats and texts and maybe even the models in a pop up window. One item on the left, one on the right. This also is more or less a complete list of requirements. Let me try to subsum it for you:- freely rotatable 3D image of the item- display item CT- display item stats- allow comparison of stats and texts- display categorys and list of already researched items/topics Hope this helps. Edit: and nope, I won't be able to do the changes myself. Not only because I lack the ability, but also, because I lack the time. It's not like CTD runs itself. Edited November 21, 2006 by Mad Link to comment Share on other sites More sharing options...
Vaaish Posted November 21, 2006 Share Posted November 21, 2006 showing statistics for each object (preferably "hidden" so that the user isn't confronted right away, but can click on sth. and then is presented a window or an expansion of the text window showing the stats (if not too much work, keep it open to include a comparison feature later))isn't satisfactory. Exactly HOW will this work? Where/what is the "click on sth"? Where does it appear? How will the user invoke the comparison feature? What will it show? Provide a layout/screen mockup. What I suggest you do is get the latest version of the code and look at how XNet is now. Then tell me what you want changed. Alternately, you may be able to do the changes yourself. The main code for XNet is in the file ../xenocidegame/data/scripts/graphics/xnetscreen.py, which is python. So you can edit it with a text editor. No need for any sort of compiler.Already know how it looks. I'm not a designer, so don't ask me how I want it to look. However, I would suggest the following: Inside the text window, below the upper border there should be a large button over the full width of the window. If you click on it, it should slide down and dividing the text window in two parts: the upper part should show the statistics, the lower part the text. Both should be scrollable individually. Then there should be a comparison feature for stats. I see two possible layouts: One: a button saying sometihng like "keep stats". You click it and the stats and text window is diveded in two parts from bottom to top. In the left part the old text is shown, in the right part stats and text of a now freely choosable item are shown. The 3D window should show the newly selected item to allow browsing when you only have a picture in mind Second possibility: A seperate window popping up, allowing the selection of two entrys, asking for confirmation and displaying the stats and texts and maybe even the models in a pop up window. One item on the left, one on the right. This also is more or less a complete list of requirements. Let me try to subsum it for you:- freely rotatable 3D image of the item- display item CT- display item stats- allow comparison of stats and texts- display categorys and list of already researched items/topics Hope this helps. Edit: and nope, I won't be able to do the changes myself. Not only because I lack the ability, but also, because I lack the time. It's not like CTD runs itself. how about a single button toggle that shows/hides the rotating view of the model and replaces it with stats, or just overlays the stats on the model view. Link to comment Share on other sites More sharing options...
[Mad] Posted November 21, 2006 Share Posted November 21, 2006 how about a single button toggle that shows/hides the rotating view of the model and replaces it with stats, or just overlays the stats on the model view.Yea, overlay sounds extremely nice! Is it doable? Dteviot? Link to comment Share on other sites More sharing options...
[dteviot] Posted November 21, 2006 Author Share Posted November 21, 2006 how about a single button toggle that shows/hides the rotating view of the model and replaces it with stats, or just overlays the stats on the model view.Yea, overlay sounds extremely nice! Is it doable? Dteviot?I'll have to do some research and get back to you. Link to comment Share on other sites More sharing options...
[dteviot] Posted November 23, 2006 Author Share Posted November 23, 2006 how about a single button toggle that shows/hides the rotating view of the model and replaces it with stats, or just overlays the stats on the model view.Yea, overlay sounds extremely nice! Is it doable? Dteviot?I'll have to do some research and get back to you.It looks like it could be done with overlays.However, due to the fact that the image can be zoomed and rotated, I suspect there will be problems getting adaquate contrast between the text and the image. In short, I think it will look ugly, and be hard to read.What I intend to do is replace the existing "text" window with a tabbed pane, with two panes. One "report", the other "statistics". When the "report" pane is selected, you get the XNet text, when "statistcs" is selected, you get the statistics. Link to comment Share on other sites More sharing options...
[Mad] Posted November 23, 2006 Share Posted November 23, 2006 It looks like it could be done with overlays.However, due to the fact that the image can be zoomed and rotated, I suspect there will be problems getting adaquate contrast between the text and the image. In short, I think it will look ugly, and be hard to read.What I intend to do is replace the existing "text" window with a tabbed pane, with two panes. One "report", the other "statistics". When the "report" pane is selected, you get the XNet text, when "statistcs" is selected, you get the statistics.ad overlay: Just as additional input: I think if you would choose a neon-green (like in the old CRT's) or the normal XNet green contrast should be sufficient all the time, since we don't use this colour. ad panes: I'm not quite sure about the complete hiding away of the text if the stats are shown is the right way to go. I could imagine (because I would be one of them) people who want to have both, stats and text at the same time. But that's just me. Link to comment Share on other sites More sharing options...
red knight Posted November 23, 2006 Share Posted November 23, 2006 About the statistics of the objects, forget about them until either guyver6 explains the framework or if we need it now, I would accept for review any design that you can come up with. GreetingsRed Knight Link to comment Share on other sites More sharing options...
[dteviot] Posted November 25, 2006 Author Share Posted November 25, 2006 So that everyone's on the same page, here's what XNet looks like at the moment: Link to comment Share on other sites More sharing options...
Guest Azrael Posted November 26, 2006 Share Posted November 26, 2006 I'd like to see the right menu take less space and maybe give the main text box more space, it was annoying all the scrolling you had to do in the progress releases. Link to comment Share on other sites More sharing options...
Vaaish Posted November 26, 2006 Share Posted November 26, 2006 ok it looks like we have the basics in there for it. How expandable is that for actually getting more models in there? What do you need to style the xnet to match the concept for the screen? Link to comment Share on other sites More sharing options...
[dteviot] Posted November 26, 2006 Author Share Posted November 26, 2006 How expandable is that for actually getting more models in there?Well, the entries in the tree and the text are read straight out of xnet.xml. So if you want to add another entry, just add it to xnet.xml.If you mean, what do you need to do to connect an entry to a 3D image. Steps are.1. Put Ogre mesh into ../xenocidegame/data/models2. Add the following code to __setObjectMesh in ../xenocidegame/data/scripts/graphics/xnetscreen.py elif name == "XNET_BASE_ACCESS_FACILITY": self.__resetScene("base_access.mesh", 3000.0)Obviously, you need to replace 1. "XNET_BASE_ACCESS_FACILITY" with the name of the entry,2. "base_access.mesh" with the name of the ogre mesh,3. 3000.0 with an appropriate viewing distance. NOTE. No recompile is needed to add models or entries to XNET, you just update the xnet.xml or xnetscree.py files with a text editor. What I would like to do is update the xnet.xml and .xsd to put the name of the ogre mesh and viewing distance, initial view angle and maximum view angles (which were in the old xnetcamera.xml) directly into xnet.xml.However, I'm wating for RK to OK it before I do that. For the moment, while the initial view angle and max/min angles would be nice they're not necessary. What do you need to style the xnet to match the concept for the screen?Where's the concept for the screen? Link to comment Share on other sites More sharing options...
Vaaish Posted November 26, 2006 Share Posted November 26, 2006 OK. So it can be expanded. I think it would be best to wait to update until all the other info is in the xml. Can you also set a flag in the XML so that unresearched items are not viable until after research has been completed? the xnet concept screen is here :http://svn.projectxenocide.com/assets/Artw...Interface/Xnet/ Link to comment Share on other sites More sharing options...
[dteviot] Posted November 27, 2006 Author Share Posted November 27, 2006 OK. So it can be expanded. I think it would be best to wait to update until all the other info is in the xml. Can you also set a flag in the XML so that unresearched items are not viable until after research has been completed?The plan is that unresearched items will not be shown in the tree. However, implementing that requires a lot of other stuff be implemented behind the scenes.Specifically, we need a research manager that reads research.xml and keeps track of:1. What has been researched.2. What is being researched.3. What can be researched. (Based on what has already been researched & items we have in bases.)Which means we have to have bases, inventory, items, personnel etc. implemented. At the moment, I'm just trying to get a XNET that shows the fantastic ART and CTD product. the xnet concept screen is here :http://svn.projectxenocide.com/assets/Artw...Interface/Xnet/What I've done follows the concept (sort of).At the moment the controls are using the tarharez scheme. Someone needs to work on getting the xenolook scheme working.I replaced the buttons with a "tree control" because:1. Buttons looked ugly, and didn't really show the tree like nature.2. Doing it with buttons requires a lot of work. Using an off the shelf control saved me a lot of time.3. When CEGUI provides a proper tree control, we can presumably skin it to look as desired. Link to comment Share on other sites More sharing options...
Vaaish Posted November 27, 2006 Share Posted November 27, 2006 ok. more specifically can we kill the background and border of those new boxes? without them I think it'll fit the concept a lot better and we have to do something to get rid of them because it makes the screen look like we have a background image and all the text just tacked on instead of integrated into the screen. Link to comment Share on other sites More sharing options...
[dteviot] Posted November 27, 2006 Author Share Posted November 27, 2006 (edited) ok. more specifically can we kill the background and border of those new boxes? without them I think it'll fit the concept a lot better and we have to do something to get rid of them because it makes the screen look like we have a background image and all the text just tacked on instead of integrated into the screen.I'm not sure. I suspect it's possible, but I don't know enough CEGUI to figure out how to do it. I've tried the obvious (setting the border and background properties in the layout) and it didn't work. Possibly Subsuper or one of the others who is more familiar with CEGUI could look into the matter. Edited November 27, 2006 by dteviot Link to comment Share on other sites More sharing options...
Vaaish Posted November 27, 2006 Share Posted November 27, 2006 ok. more specifically can we kill the background and border of those new boxes? without them I think it'll fit the concept a lot better and we have to do something to get rid of them because it makes the screen look like we have a background image and all the text just tacked on instead of integrated into the screen.I'm not sure. I suspect it's possible, but I don't know enough CEGUI to figure out how to do it. I've tried the obvious (setting the border and background properties in the layout) and it didn't work. Possibly Subsuper or one of the others who is more familiar with CEGUI could look into the matter. ok lets see if we can get that taken care of. By that time We should have a pretty good selection of models ready for integration. Link to comment Share on other sites More sharing options...
[dteviot] Posted November 30, 2006 Author Share Posted November 30, 2006 (edited) ok. more specifically can we kill the background and border of those new boxes? without them I think it'll fit the concept a lot better and we have to do something to get rid of them because it makes the screen look like we have a background image and all the text just tacked on instead of integrated into the screen.I'm not sure. I suspect it's possible, but I don't know enough CEGUI to figure out how to do it. I've tried the obvious (setting the border and background properties in the layout) and it didn't work. Possibly Subsuper or one of the others who is more familiar with CEGUI could look into the matter. ok lets see if we can get that taken care of. By that time We should have a pretty good selection of models ready for integration.Stupid questions time.Who is converting the models to ogre meshes, and adding them to the xenocide SVN?If you can get someone to do that, I'm happy to connect them up to X-Net. It's going to be one line of code per item, once I integrate Pi-Masta's XNet camera code. (Should be done by Monday.)And if I find time over the weekend I'll try again to make the tree and text box look nicer. (Let the background show through, and remove the borders.) Edited November 30, 2006 by dteviot Link to comment Share on other sites More sharing options...
Vaaish Posted November 30, 2006 Share Posted November 30, 2006 at the moment nobody is. I was thinking prog might export them since there are more of y'all The two programs you need are Blender and or 3d Studio MAX. Blender is free so exprot from tehre should be pretty simple. Max well... that might be tougher. Link to comment Share on other sites More sharing options...
fux0r666 Posted December 1, 2006 Share Posted December 1, 2006 For max you can use the ofusion suite, and there may be some export scripts on scriptspot.com or the ogre forums. Link to comment Share on other sites More sharing options...
[dteviot] Posted December 1, 2006 Author Share Posted December 1, 2006 For max you can use the ofusion suite, and there may be some export scripts on scriptspot.com or the ogre forums.This appears to be the plug-in for blenderhttp://www.ogre3d.org/wiki/index.php/OGRE_Meshes_Exporter These link describes exporting from blenderhttp://ogre.cvs.sourceforge.net/*checkout*...esexporter.htmlhttp://www.ogre3d.org/wiki/index.php/Tools:_Blender I don't have a copy of blender, have never used it, and have other things to to this weekend, so I'm pushing the problem back to someone (anyone?) else. Link to comment Share on other sites More sharing options...
[dteviot] Posted December 2, 2006 Author Share Posted December 2, 2006 Well, I took me 6 hours, but I finally figured out how to remove the frame and background from info text and menu windows in XNet.What do you think? Way it was done was create the new widgets XenoLook/MultiLineEditBox and XenoLook/Listbox, which were just copies of the TaharezLook widgets, but with frame and background bitmaps removed.This means that those XenoLook widgets can't have a frame or background. But I think that's OK for our purposes, as the background of the window they're on will show through. Which is what we want. Link to comment Share on other sites More sharing options...
Zombie Posted December 2, 2006 Share Posted December 2, 2006 That looks awesome, dteviot. I love it! Great job on figuring it out! - Zombie Link to comment Share on other sites More sharing options...
[Mad] Posted December 2, 2006 Share Posted December 2, 2006 That looks very nice. Just one question (since I still have massive problems compiling Xenocide): Is this tree structure collapsable? Link to comment Share on other sites More sharing options...
Vaaish Posted December 2, 2006 Share Posted December 2, 2006 very nice, congrats on figuring it out! I think my next request for the xnet list will be much simpler. Let me work out a style scheme for the collapsable text on the right next week. so my questions are, how much control do we have over the font size in that list as well as color? Link to comment Share on other sites More sharing options...
[dteviot] Posted December 2, 2006 Author Share Posted December 2, 2006 (edited) That looks very nice. Just one question (since I still have massive problems compiling Xenocide): Is this tree structure collapsable?At the current time, no.It's a list box, with the text for entries (as opposed to topics) padded with spaces to indent it.That said, Pi-Masta did do some Python "fake" collapsing the tree by adding and removing items from the list.But it's not been added to the code. very nice, congrats on figuring it out! I think my next request for the xnet list will be much simpler. Let me work out a style scheme for the collapsable text on the right next week. so my questions are, how much control do we have over the font size in that list as well as color?In theory it should be simple to change the text colour. Except that there's yet another problem with CEGUIPython and it doesn't work. (That said, I've just had a thought of another approach to try.) As regards changing the font we appear to have the following available: And I think it's using Ocr-10 currently.Changing the font should be easy, if CEGUIPython decides to co-operate. Edited December 2, 2006 by dteviot Link to comment Share on other sites More sharing options...
Vaaish Posted December 2, 2006 Share Posted December 2, 2006 ok then lets try a different approach... can we add the button background image to the main topic headers? Link to comment Share on other sites More sharing options...
[dteviot] Posted December 2, 2006 Author Share Posted December 2, 2006 (edited) very nice, congrats on figuring it out! I think my next request for the xnet list will be much simpler. Let me work out a style scheme for the collapsable text on the right next week. so my questions are, how much control do we have over the font size in that list as well as color?It occurs to me I misunderstood you.According to CEGUI, it should be possible to set the Font and colour on a per-entry basis. I.e. give each item in the list a different colour and font. ok then lets try a different approach... can we add the button background image to the main topic headers?With the CEGUI::Listbox that we're using. NoWith a CEGUI::ItemListbox, yes. However, CEGUIPython doesn't work with that. And fixing it is way beyond my current knowledge level. Either Guyver6 or Garo need to fix it.I might be able to do something with Boost::Python, but not until next weekend. And Pi-Masta's colapsing code would need to be re-written to work with it. Edited December 2, 2006 by dteviot Link to comment Share on other sites More sharing options...
Vaaish Posted December 2, 2006 Share Posted December 2, 2006 oi this could be a problem then... we really need to do something to offset the header items... can we impost an artifical "selected" flag on them so thy get the selected item hightlight? Link to comment Share on other sites More sharing options...
reist Posted December 3, 2006 Share Posted December 3, 2006 (edited) Well, I fixed the issues SWIG had with CEGUI::ItemListbox (planned to do it for CEGUI's 0.5.0 release ) Also, I don't think the changes to Pi-Masta's (or the current) code would be that big. Edited December 3, 2006 by reist Link to comment Share on other sites More sharing options...
[dteviot] Posted December 3, 2006 Author Share Posted December 3, 2006 Well, I fixed the issues SWIG had with CEGUI::ItemListbox (planned to do it for CEGUI's 0.5.0 release ) Also, I don't think the changes to Pi-Masta's (or the current) code would be that big.OK, if the ItemListBox is working, I'll update XNET to use it, and see what I can do about skinning the headers. Link to comment Share on other sites More sharing options...
Vaaish Posted December 3, 2006 Share Posted December 3, 2006 ok once you figure out a way to do it let me know and I'll work up some graphics for it. Also think about adding a skin to the sub items too in case just adding it to the header looks bad. Link to comment Share on other sites More sharing options...
Pi Masta Posted December 4, 2006 Share Posted December 4, 2006 ok once you figure out a way to do it let me know and I'll work up some graphics for it. Also think about adding a skin to the sub items too in case just adding it to the header looks bad. If this works like it should; sub items and headers could both have skins. Link to comment Share on other sites More sharing options...
[dteviot] Posted December 5, 2006 Author Share Posted December 5, 2006 ok once you figure out a way to do it let me know and I'll work up some graphics for it. Also think about adding a skin to the sub items too in case just adding it to the header looks bad.OK, I'm starting to have some success. At least, I've figured out how to put a background under the text of each item in the list, and I can give topic and entry items a different background. At current time, I'm just using one of the "bars" that's on ../xenocidegame/data/textures/ui/xnet/xnetright.png. With the blue bar being used for topics.So, if you can provide me with a mockup which shows the tree nature and update xnetright.png with the necessary graphics, I'll see what I can do. Link to comment Share on other sites More sharing options...
Vaaish Posted December 5, 2006 Share Posted December 5, 2006 ok giv me a few days... work picked up quite a bit and I look packed through friday. Link to comment Share on other sites More sharing options...
[dteviot] Posted December 9, 2006 Author Share Posted December 9, 2006 The lastest:1. ListBox replaced with ItemListBox2. Category entries have skin. (Preliminary)3. Category groups can expand and collapse. (Thanks to Pi_Masta for code) I'm now waiting on Vaaish to provide me with a theme. Link to comment Share on other sites More sharing options...
Vaaish Posted December 9, 2006 Share Posted December 9, 2006 Ok I'll try to get it worked up next week.. I've gotten nailed with projects moving again last week and it crtailed my efforts rather severely. Link to comment Share on other sites More sharing options...
Vaaish Posted December 12, 2006 Share Posted December 12, 2006 (edited) Got some time... here is the new Xnet look. I've updated the background and button look so what are you going to need chopped in order to implement it? can you attach the current xnet images here so I can see what needs to be done? The PSD for the new Xnet has been committed to the SVN I'm attempting to simplify the look a bit, its kind of busy with all the extra lines in teh screens. I'll eventually go back and update the Geoscape buttons to match this style. Edited December 12, 2006 by Vaaish Link to comment Share on other sites More sharing options...
Vaaish Posted December 12, 2006 Share Posted December 12, 2006 (edited) Updated planet view interface. Made buttons uniform and cleaned up the background to the screen. Edited December 12, 2006 by Vaaish Link to comment Share on other sites More sharing options...
Pi Masta Posted December 12, 2006 Share Posted December 12, 2006 Looks great Vaaish! You can get the current images we use for the UI in the SVN under the trunk. I'll provide some links here as they are kinda burried in there. UI textures root XNetLeftXNetRight I believe however we get the buttons from the 'common' directory. Particularly these two:Xenolook_button_silverXenolook_button These Imagesets (really just XML files) define the slices of the image to use, so that might help you tell what you need to slice. (I think its all 4 sides, 4 corners, and a 'middle' fill area, but I'm not 100% that's all of it)trunk/xenocidegame/data/ui/imagesets Hope this helps! Link to comment Share on other sites More sharing options...
Vaaish Posted December 12, 2006 Share Posted December 12, 2006 yeah I have all the original files for the button sets. I just needed to know how the bacground image for the xnet was put together. Link to comment Share on other sites More sharing options...
Vaaish Posted December 12, 2006 Share Posted December 12, 2006 (edited) ok here you go I've completely restructured the button image its now half the size and contains all pieces necessary to create any button currently in xenocide. starting in the top left and going down... 1. xnet subitem highlighted2. xnet subitem3. xnet main heading highlight4. xnet main heading button5. planetview button6. planetview button highlight7. planetview time control button selected8. planetview time control button9. dropdown button base10. dropdown button base highlight The right half of the image contains the drop down button type blocks and type block highlights. There should be a version of this floating around if you have questions I'll attach it. I've also attached a replacement for the right half of the xnet to match what I have in the concept. Also attached are the new planetview interface graphics. I've rearanged them to use space more efficiently and make room for the eventual intercept and smaller type screens. Edited December 12, 2006 by Vaaish Link to comment Share on other sites More sharing options...
[dteviot] Posted December 13, 2006 Author Share Posted December 13, 2006 (edited) One small problem,I'm not using the xenolook_button.png stuff for skinning the entries in the XNet menu, I'm using the fully constructed buttons that were on xnetright.pngAnd if anyone is going to suggest I use the xenolook_button.png to compose the skins using a looknfeel, I refuse. Building up the skins that way is more effort than I'm prepared to do. Have a look at xenolook_button_siler.looknfeel to see how much work is needed. Edited December 13, 2006 by dteviot Link to comment Share on other sites More sharing options...
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