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Graphics

Posted: Mon Oct 17, 2005 2:41 pm
by Trestkon
Graphics crew:
Breadfan
Ricemanu
Ryan
fub

A couple of to-do lists ordered after importance. Top jobs are most important to get done.

(Resolution is given in width x height)

Datavault textures:
- PDX HQ map

Miscellaneous stuff:
- Space textures for the skybox in the space station maps
- Textures for the pylon thingies in the space station AI room
- Texture for the holographic projector in the Narcissus interface room in the space station

What to do with the textures to make them work:

- Save the PSD for all which is holy. You never know when you need to change something (or when WE need to change something! And we suck!)
- Resize it to a maximum of 256 pixels on each side
- Convert to 256 colour mode - Steve Tack recommends using the Bright plugin for Photoshop, and I must say I think it's very good for decreasing the colour mode
- If you need to add transparency, place the transparent colour in the last space of the pallette in Photoshop or the first one if you're using PSP
- Save the image as a PCX file.

Posted: Fri Dec 23, 2005 3:54 pm
by cyan
this is still up to date?

Posted: Fri Dec 23, 2005 10:19 pm
by Jonas
Yes. The skin I asked you to do isn't on it because... you're doing it.

Posted: Sat Dec 24, 2005 6:40 am
by cyan
yeah i know jonas. i ask because i want to know what else is of importance.

Posted: Thu Dec 29, 2005 5:37 am
by that guy
I need someone to rework the textures

DeusExUI.UserInterface.MenuDisplayBackground_1
DeusExUI.UserInterface.MenuDisplayBackground_2
DeusExUI.UserInterface.MenuDisplayBackground_3
DeusExUI.UserInterface.MenuDisplayBackground_4

such that there is room for an additional option.

Posted: Fri Dec 30, 2005 3:05 am
by Trestkon
that guy wrote:I need someone to rework the textures

DeusExUI.UserInterface.MenuDisplayBackground_1
DeusExUI.UserInterface.MenuDisplayBackground_2
DeusExUI.UserInterface.MenuDisplayBackground_3
DeusExUI.UserInterface.MenuDisplayBackground_4

such that there is room for an additional option.
kk, I'm on it. Did one of them already, but I figure I should do some stuff on the trailer before I sleep:p

Posted: Fri Dec 30, 2005 5:18 am
by that guy
thanks trestkon but jonas has actually already done it. HE really should have posted in here :P.

Posted: Fri Dec 30, 2005 12:03 pm
by that guy
Image

need the graphics modified such that that brown rectangle is in a suitable position for the help text. I will move the help text to fit the rectangle when it is placed.

Posted: Fri Dec 30, 2005 12:32 pm
by Jonas
Clearly something is wrong.

Image

Apparently the one you posted still uses the old graphics, just with an extra slot inserted. And it should be quite clear from this picture that combining my fourth texture with the first three of Trestkon's will not produce the desired results. Is there something wrong with mine since you didn't use it?

Posted: Fri Dec 30, 2005 1:40 pm
by that guy
my fault. All is well. Menu looks great.

Posted: Fri Dec 30, 2005 5:23 pm
by Trestkon
Wootly, excellent menuage :-)

I didn't catch on that they join up:p

Posted: Fri Dec 30, 2005 10:22 pm
by Jonas
Thanks. I'm sorry for not posting that I'd done them :oops:

Posted: Thu Jan 12, 2006 7:18 pm
by Ricemanu
Ok, so there are those Skyboxes on the TD-list. thats cool and all. But i was on it once and one of the problems we encountered was that the skybox isnt rendered like a skybox in, lets say, HL. I wonder if DX can handle a real skybox.

Posted: Thu Jan 12, 2006 7:54 pm
by Phasmatis
How are the sky boxes done in HL?

BTW, my user and pass doesn't work for some reason.

Posted: Thu Jan 12, 2006 9:40 pm
by Jonas
I'm pretty sure the skyboxes work more or less the same way, the problem is Rice has a hard time making the edges align seamlessly because DX has that weird thing where it inserts a small line at the edge of a texture. I don't blame him, it's not like I can do any better, but we gotta figure out what to do about it.