ARMARDemoMap
From DigitalBlacksmith
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 |
| | env_beam | OK |
| | 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) |
| | env_beam | Deleted. Not enough precision |
| | info_target | Deleted. Not enough precision for beam |
| | 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
