ARMARDemoMap

From DigitalBlacksmith

Jump to: navigation, search

Contents

[edit] Revising the demo

OK..I am going back to take some good screen shots of the demo..fixing the bugs from the first round.

--Steve 20:40, 15 April 2008 (EDT)

[edit] Fixes (see below)

[edit] Blackbar at the Bottom

I think this is my hook safety margin which I removed in d3d9dev.cpp...

Fixed. Need to check this with the stereo rendering later...

[edit] VGUI (MyHudPanel)

I overhauled my hud panel, hard coding in the design. It's a bit more managable now. i also offloaded all the state set code our of in_main.cpp and place it in CClientController. in_main simply gets user input then passes state info to the controller..

Took care of the CGUI problems in this code (MyHudPanel). Should be easy to tweak now. For design, tweak the MyHudPanel. For content see CClientMaintenanceController.

[edit] Sprites

I checked out the turret_power_cb...gimp..nice and smooth..maybe original font is jacked

Going back to this:




Using Gimp Arial Black 80 on a 1024x1024 and scaled by 400%

Using blue 0, 45 255 


Also not hinting ON, Force auto-hinter off, antialiasing ON

This cleaned up my all blue textures...but the white borders still don't look good..tried various stroke settings..using 7px border still looks bad.

Switching to halo box

Using Rounded Rectangle (using round rect selection and filling it with grey 127 127 127 80 80 80)

[edit] Feedback

Did an iteration on some screenshots from the first demo. Cleaned up most of the originally noted problems..Added a wrench example.

Here are the things that need to be fixed:

  • Better Arrows (more style..less vertor looking)
  • Transparent CDA example
  • Window/Balloon callout near action -- overall task is a 3 tier system
    • Level 0 -- e.g. Dismantle a Nuclear Bomb -- bold text at top
    • Level 1 -- Remove the four retaining screws on the war head -- second level of text at top
    • level 2 -- Ballon call out "Remove this"
  • Bolder text on warning
  • Chill red on warning
  • More opaque second tier
  • Try and improve edges on labels...transparent bill boards if need be
  • Black crop on bottom
  • Double check turret traversal position
  • Show Steve F the CDA texture is it OK??)

[edit] Sprites as black with white border

Steve Feiner suggested I do this...so I am:

  • loading the old TGA's..
  • magic wand selecting..
  • hard painting to black..
  • ensure layer rendering is Normal (not additive).
  • Filters, Stylize
    • Edge width 7
    • Edge Brightness 20
    • Smoothness 5

[edit] Mapping the first demo

I've cerated a map for the demo.

I am getting away from hammer and doing text file edits..batch file is demo.bat in the armar mapsrc dir.

[edit] FOV settings

  • FOV 56
  • offset x -1
  • offset y +1
  • offset z -1
  • offset p -0.7
  • offset r -0.17

[edit] Entity List

[edit] Task1 - State 0 - Vent sw

Entity name Type Comments
cda_label (cda.vmt) env_sprite OK
cda_label_spline env_beam OK
cda_label_start info_target OK
cda_label_end info_target Raise this


Entity name Type Comments
vent_label env_sprite (vent2.vmt) Clean up sprite
vent_label_close artag_model spotlight (toolbar1) offset (0, 1.2 0)
vent_label_spline env_beam Deleted. Not enough precision
vent_label_start info_target Deleted. Not enough precision for beam
vent_label_end info_target (18,14,26) - Deleted. Note coord

[edit] Task2 - State 1 - Arm switch

Entity name Type Comments
cda_label env_sprite (cda.vmt) Share with state 0
weapon_arm_label env_sprite (weapon_arm.vmt) Switch is at (20.5, 14.9, 24.37)
weapon_arm_label_close artag_model -- spotlight (toolbar1) offset (0, -3.1 -2)

[edit] Task3 - State 2 - Turret Power CB

Entity name Type Comments
pda_label env_sprite (pda.vtf)
turret_power_label env_sprite (turret_power_cb.vtf) Long range cure -- icon?
turret_power_close artag_model -- spotlight (toolbar3) Use specific toolbar3 offsets
pda_cutaway prop_static_override model of pda long range

[edit] Task4 - State 3 - Weapon Power CB

Entity name Type Comments
pda_label env_sprite Share with previous
weapon_power_label env_sprite (weapon_power_cb.vmt) Long range cure -- icon?
weapon_power_close artag_model -- spotlight (toolbar3) Use specific artag offsets (distinguish from prev but same tb)
pda_cutaway prop_static_override model of pda long range

[edit] Maintenance Controller

armar_state_set  //con cmd to set the state variable

[edit] Fonts

Using Gimp Arial Black 80 on a 1024x1024 and scaled by 400%

Using blue 0, 45 255

Personal tools