Topic: New background and button textures
GunChleoc Topic Opener |
Posted at: 2017-06-10, 10:10
I want to get rid of the bold fonts in the fullscreen menus. However, our current background texture is far too noisy to allow that. Also, we can't isolate our current leaves and grass graphics, because all we have is a flattened BMP file - anything that might have been layered is lost in the mists of SoureForge. So, I've hit a "how to make granite" tutorial, grabbed the Blackroot Fields and some cute buildings + workers and GIMP's vine brush to see what I can do. The button colors still need fine-tuning, and I'm not really happy with the leaves. Overall, I'd like for this to look a bit warmer. Busy indexing nil values Top Quote |
trimard |
Posted at: 2017-06-10, 17:22
Pretty cool! I think the colors for the leafs are perfect, maybe if you try to apply a closer color to the grass? I didn't manage to do it on gimp personnaly Top Quote |
kaputtnik |
Posted at: 2017-06-11, 11:12
On first view it looks good When viewing with my 'Art eyes' i found some disturbing things:
An idea, if feasible: Maybe enclose the main header with the leaves? I guess the longest header is "Multiplayer Game Setup", so the image should enclose this string and possible smaller strings have more empty areas on left and right. Top Quote |
GunChleoc Topic Opener |
Posted at: 2017-06-11, 13:47
I agree that the overlap is not good. Enclosing the header might be difficult though due to translations, we never know how long it will get. And if we leave plenty of space for long text, it will look silly in Chinese with tons of blank space. Also, I have no idea how to tile such a design for the various screen sizes - I absolutely want to get rid of texture stretching in these screens. So, a few leaves around the edges like we used to have is probably what we will end up with. I am currently working on some coding changes so that we will have 1 greyscale button texture that then gets its color from C++, just like we do with playercolor. Once that's done, the graphics are fair game to anyone who wants to work on them. Note that the branch is already incompatible with trunk, so you can't hook in the datadir. The background is supposed to be granite. I also experimented with marble, but the veins interfere with text legibility, so I gave up on that idea. Edited: 2017-06-11, 13:50
Busy indexing nil values Top Quote |
kaputtnik |
Posted at: 2017-06-11, 20:08
Yes, enclosing the header with leaves was a bad idea
Regardless how the background will be called, i think the problem with the noisy background is that i feel it unnatural to have a background which didn't looks plain. The background in your screen shot looks uneven. But i do not have any better idea. If i find time i will try it, maybe some other has a good idea or solution Top Quote |
GunChleoc Topic Opener |
Posted at: 2017-06-11, 22:20
The button texture that I based on the background picture is more even, I could try that. Busy indexing nil values Top Quote |
GunChleoc Topic Opener |
Posted at: 2017-06-12, 18:29
Next version. I have rewritten the code so that all panel backgrounds are now defined in Backgrounds can now have a texture and/or a color overlay. So, in these screenshots, there are only 2 button textures: one for fullscreen and one for in-game/in-editor. The rest is done with colors. More detailed documentation is in Busy indexing nil values Top Quote |
WorldSavior |
Posted at: 2017-06-12, 19:01
Even in this situation, I wouldn't let the tavern store bread Wanted to save the world, then I got widetracked Top Quote |
GunChleoc Topic Opener |
Posted at: 2017-06-13, 11:44
Well, I hacked the starting conditions to give me 500 soldiers, so it doesn't matter how much bread I eat Busy indexing nil values Top Quote |
WorldSavior |
Posted at: 2017-06-13, 15:01
Okay, this is mighty. Enjoy your meal Wanted to save the world, then I got widetracked Top Quote |