UFO:Alien Invasion

General => User modifications => Topic started by: vitku on November 11, 2009, 08:49:54 pm

Title: Phalanx^α - Some ui gfx tweaks - vol 0006
Post by: vitku on November 11, 2009, 08:49:54 pm
Hi

I tought I could share some results of my ufoai skinning excercise dubbed "Phalanx^α".  

All files under original UFO AI license (GPL/CC/etc) or (if created completely by me) released to the public domain

Screenshot of vol 0006:
http://sange.fi/~vtakanen/skezhbook/ufoai/phalanxA-0006.jpg

Sources:
http://sange.fi/~vtakanen/skezhbook/ufoai/geo_menu_0005.svg
http://sange.fi/~vtakanen/skezhbook/ufoai/geo_alpha_icons_0006.svg
http://sange.fi/~vtakanen/skezhbook/ufoai/geoscape.ufo

TGA's:
http://sange.fi/~vtakanen/skezhbook/ufoai/geo_menu.tga
http://sange.fi/~vtakanen/skezhbook/ufoai/geo_alpha_icons.tga

If I have more rain check days like this - I might continue polishing the consept.

Title: Re: Phalanx^α - Some ui gfx tweaks.
Post by: misiek on November 12, 2009, 06:49:30 pm
Nice to see, that someone is playing with modding gui. Maybe some ideas could be incorporated into base game?

Have you seen this? http://ufoai.ninex.info/wiki/index.php/Proposals/New_UI

Maybe you could try to make such ui or use some ideas from it?
Title: Re: Phalanx^α - Some ui gfx tweaks.
Post by: vitku on November 13, 2009, 07:16:24 am
Thanks for the link.

I think I saw that while skimming trough the wiki. "The new UI" is somewhat too trekkie for my taste. But I could make SVG:s for identical icons and similar color scheme - even if I stay with my 45 degree corners instead of round ones.

Are the UI component locations defined in code, or in property files?
Title: Re: Phalanx^α - Some ui gfx tweaks.
Post by: Kildor on November 13, 2009, 08:19:07 am
UI layout is described in \ufoai\base\ufos\ui folder, it is scripted and can be altered without touching the source of the game.
Title: Re: Phalanx^α - Some ui gfx tweaks - vol 0006
Post by: vitku on November 13, 2009, 06:51:58 pm
Made some icons in spirit of the new UI and some tweaks on icon positioning/hover.

I'm still pretty new to the .ufo's but they seem to be pretty easy to use. Are the constants like LAYOUTALIGN_RIGHT documented somewhere (no matches on wikisearch)?


 
Title: Re: Phalanx^α - Some ui gfx tweaks - vol 0006
Post by: geever on November 13, 2009, 07:27:07 pm
Made some icons in spirit of the new UI and some tweaks on icon positioning/hover.

I'm still pretty new to the .ufo's but they seem to be pretty easy to use. Are the constants like LAYOUTALIGN_RIGHT documented somewhere (no matches on wikisearch)?


Documentation of menuscripts can be found here (http://ufoai.ninex.info/wiki/index.php/UFO-Scripts/ui/*.ufo) but that part may not yet written as I see. Layout is a very new feature. Basically it says the menu renderer to array the nodes (widgets) somehow. It's optional, you can use pos and size instead. In some cases a layout is more flexible.

About your menu: I don't really like the sidebar. The icons are nice but the background.

If you could help us recreating the NEWUI images and making the missing ones that would be cool!

-geever
Title: Re: Phalanx^α - Some ui gfx tweaks - vol 0006
Post by: vitku on November 13, 2009, 10:31:24 pm
Is there a way to know if a map_overlay is active in a .ufo script?  Cvars do not seem to contain any info on the subject.
Title: Re: Phalanx^α - Some ui gfx tweaks - vol 0006
Post by: bayo on November 21, 2009, 06:23:57 pm
Sure, it should be a cvar. Cvar used with button enabling/disabling overlay.
Title: Re: Phalanx^α - Some ui gfx tweaks - vol 0006
Post by: vitku on December 08, 2009, 08:56:24 pm
at least its not visible with the command cvarlist

Code: [Select]
$ diff ufo1 ufo2
...
193c102
<         snd_music            "van_geoscape"
---
>         snd_music            "karlmacklin_geoscape"
287,289d195

Only difference I see in cvarlist of the two situations (overlay on, overlay off) is music. And I bet thats a lucky accident.

I have some new icons and a totally new layout - I'll post them if I manage to fix the overlay issue. Maybe its doable with "buttons"?
Title: Re: Phalanx^α - Some ui gfx tweaks - vol 0006
Post by: misiek on December 10, 2009, 08:40:08 pm
I have some new icons and a totally new layout - I'll post them if I manage to fix the overlay issue. Maybe its doable with "buttons"?

Great :) I'm waiting to see it :)

Hey, maybe you can join force with bayo and work on official ui?
Title: Re: Phalanx^α - Some ui gfx tweaks - vol 0006
Post by: korsarekb on December 13, 2009, 05:31:21 pm
good? very good. it's nice! :) and ongoing in the same spirit. I am set up it
Title: Re: Phalanx^α - Some ui gfx tweaks - vol 0006
Post by: joe davis on January 29, 2010, 08:00:57 pm
The new gui looks like it will look nice.  I would like to repeat a request someone else made, for a textentry in equipment.ufo to change the actor, or employee name like you have in hire.ufo.

And ran across ui node behaviours which may answer:
Quote
I'm still pretty new to the .ufo's but they seem to be pretty easy to use. Are the constants like LAYOUTALIGN_RIGHT documented somewhere (no matches on wikisearch)?

Maybe this will help?: http://ufoai.ninex.info/wiki/index.php/UI_node_behaviours
Title: Re: Phalanx^α - Some ui gfx tweaks - vol 0006
Post by: steven444 on March 30, 2010, 12:23:11 pm
thanks guys for the informative post