Screenshots of what you're doing. - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Editing and Concept Art (https://forums.xonotic.org/forumdisplay.php?fid=11) +--- Thread: Screenshots of what you're doing. (/showthread.php?tid=69) Pages:
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RE: Screenshots of what you're doing. - sev - 06-18-2010 (06-17-2010, 06:07 PM)FruitieX Wrote: well, from experience lately it seems like people aren't immediately recognizing the _FLAG_ icons I guess that's mainly because they see it for the 1st time, without any context. If someone actually plays CTF, they will see the icons in context in the modicons panel, and shouldn't have a problem understanding them. (06-17-2010, 05:50 PM)Roanoke Wrote: Instead of in game tutorials, perhaps we just need logical iconsC'mon. Flag taken: Flag dropped: Anyway, thanks to Fruitie's panel system, anyone can join in and make a better HUD skin RE: Screenshots of what you're doing. - freefang - 06-18-2010 Put the flag on a stick and it'll be recognized as a flag a lot easier. RE: Screenshots of what you're doing. - FruitieX - 06-18-2010 (06-18-2010, 08:28 AM)freefang Wrote: Put the flag on a stick and it'll be recognized as a flag a lot easier.The icon will also get much smaller by having a lot more wasted space... RE: Screenshots of what you're doing. - kuniu the frogg - 06-18-2010 but maybe adding just a part of that stick would make it more obvious. I mean something like this: RE: Screenshots of what you're doing. - Roanoke - 06-18-2010 Sev, the problem with the icons is that they do not scale down well. I'm making a simple set of icons right now, I'll post them later. Edit: Here they are. Guess what they mean: And vector source (captioned, don't look!): http://pics.nexuizninjaz.com/images/0cqp8hbkebjwurkqqybo.svg There are three styles: And the source: http://pics.nexuizninjaz.com/images/vba83h063fw7hwayhba4.svg RE: Screenshots of what you're doing. - -z- - 06-18-2010 here is my commentary in picture form. I think the "i have the flag" needs to be more identifiable. I don't know what [flag] ! means. could be confused with dropped or flag taken. the moderately more sloppy source: http://pics.nexuizninjaz.com/images/fqvzddaqv1azox3mw3su.svg RE: Screenshots of what you're doing. - Roanoke - 06-18-2010 The ! was supposed to be "I have flag". Avoid using "u" or any other letters, that defeats the purpose. The body idea is a good one, but just for "I have flag" because the difference between "I have flag" and "teammate has flag" is quite subtle (if only used once, determining if you have the flag is as easy as checking if there is a person). Did you change the stroke? What process did you use, if so (so I can adjust things and keep things consistent). Edit: Okay, next iteration. Still not completely clear on how you made the stroke though. For flag dropped, gave the arrow a yellow (why pink?) glow. Also fixed a part of the outer circle stroke that had an edge in it. Created a unibody concept for "I have flag". Organized the "I have flag" concept Created a new splitbody concept with reordered glow Made sure everything fits in a 128^2 area. http://pics.nexuizninjaz.com/images/cvaeuswsi780addzqxmy.svg RE: Screenshots of what you're doing. - Rad Ished - 06-19-2010 I'm mostly making scary pillars at the moment. RE: Screenshots of what you're doing. - XV22 - 06-19-2010 practicing again this time a bazooka: no "contributions" yet, I know, be patient RE: Screenshots of what you're doing. - MintOX - 06-19-2010 Getting close to final MintOX RE: Screenshots of what you're doing. - Rad Ished - 06-20-2010 minsta? RE: Screenshots of what you're doing. - Rad Ished - 06-21-2010 i can hardly believe this compiled at all, the green hanging things are non-solid, i don't want to change the gameplay of this map, nexdmlc2. RE: Screenshots of what you're doing. - FruitieX - 06-21-2010 that's uhhh, interesting, heh mebbe you can make them look like cave droplets and make it some sorta underground cave facility thing is that all your textures btw? RE: Screenshots of what you're doing. - sev - 06-21-2010 Revising my skyboxes. RE: Screenshots of what you're doing. - MintOX - 06-21-2010 Sev, OMG that looks awesome, can i use it? Where can i download it? MintOX RE: Screenshots of what you're doing. - Roanoke - 06-23-2010 Branch: plasmasheep/simpleicons RE: Screenshots of what you're doing. - sev - 06-24-2010 RE: Screenshots of what you're doing. - Rad Ished - 06-24-2010 RE: Screenshots of what you're doing. - CuBe0wL - 06-29-2010 Starting to get some shape... in the middle of retexturing: RE: Screenshots of what you're doing. - simplus - 06-30-2010 Here's what I'm doing. SimCity2k/TransportTycoon City Conversion Project http://pics.nexuizninjaz.com/images/kfcgapk9s1zqxfsyea7b.jpg http://pics.nexuizninjaz.com/images/k0d3ba8mi75507ubokyr.jpg (Notice how the street in the nicer area is a diffrent style) http://pics.nexuizninjaz.com/images/vt29wjzvnauddd4s4j6l.jpg Highway intersection (sd_highway* sd_ means "simulated decoration: ie something that goes over terrain and does not vis-block, not a part of terrain (terrain or building with terrain), not foliage (sf_ is for forliage overlay tiles, also which must be placed over a "real" sc_ terrain or building tile) http://pics.nexuizninjaz.com/images/hkdk7l3e34ccrndm11as.jpg (Closeup of warehouse) Assets: Tiles (GPL Licensed): http://omploader.org/vNHNodA/sc_tiles.zip (WIP) (Free-Libre-Opensource) Textures: http://omploader.org/vNHNlZQ/suburbtex.pk3 (WIP) http://omploader.org/vNHNkZw/caethaver2_textures_png.pk3 http://omploader.org/vNHNkcg/castle_bunker_textures.pk3 (WIP) http://omploader.org/vNHNkcQ/bztourny_textures.pk3 http://omploader.org/vNHNkag/csorginal_textures.pk3 http://omploader.org/vNHNkbQ/cliffwall_textures.pk3 http://omploader.org/vNHNkbw/interspacestation_textures.pk3 http://omploader.org/vNHNkaw/blender_pubdomain_cloth.pk3 http://omploader.org/vNHNkeQ/javaclassicrpg_data_textures.pk3 http://omploader.org/vMnRhMw/bonusarena3.pk3 Also the config file that is used with this is fastweap.cfg: http://omploader.org/vNHNpYQ/fastweap.cfg (makes weapons more realistic, and allows shooting through walls) Mod edit: next time please use thumbnails. RE: Screenshots of what you're doing. - Roanoke - 06-30-2010 oh my god... All we need now is better textures RE: Screenshots of what you're doing. - Lee_Stricklin - 06-30-2010 Something tells me we could be looking at some Twisted Metal style mayhem when vehicles get introduced. Pretty cool. RE: Screenshots of what you're doing. - CuBe0wL - 07-01-2010 Unnecessary details made from brushwork: I has it: The new healpod shader: Even more details: RE: Screenshots of what you're doing. - Friskydingo - 07-04-2010 Well, at the moment, I'm putting together a C++ game engine called Amethyst. It uses OGRE (cross-platform, yay! )as its core and uses the Bullet SDK for physics and OpenAL for audio. It's just a little pet project I've been working on for a few weeks now. Here's the screenshot. RE: Screenshots of what you're doing. - Roanoke - 07-04-2010 Wow, you develop on windows? I doff my hat to you, sir! |