Josh Posted November 7, 2011 Posted November 7, 2011 If you have any GUI images, specifically 9-component images (top-left, top, top-right, middle, right, bottom-left, etc.) for buttons, text fields, etc., I would like some images for testing. Thanks. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Rick Posted November 7, 2011 Posted November 7, 2011 Yes, let's get some artists making GUI components to see what kind of cool stuff they can make! When you see things like winamp skins it makes you think that's the way game GUI's should be setup. Quote
Wchris Posted November 7, 2011 Posted November 7, 2011 If you have any GUI images, specifically 9-component images (top-left, top, top-right, middle, right, bottom-left, etc.) for buttons, text fields, etc., I would like some images for testing. Thanks. Just curious,. should such gui images be oversized to use supersampling to be downsized to screen resolution ? not sure if my wording is correct. I mean, if you have small images and stretch them for higher resolution it will look ugly ... but if you have big images for the highest resolution and downscale them for lower resolutions it would be ok. Quote Windows 7 home - 32 bits Intel Quad Q6600 - nVidia GTX 460 1GB - 2 GB RAM
Josh Posted November 8, 2011 Author Posted November 8, 2011 No, you probably would not want to do that. The only time it could improve image quality is if things were rotated. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Rick Posted November 8, 2011 Posted November 8, 2011 Screen resolution always seems to be an issue if you don't do that. GUI's generally scale with screen res in games so that's something that'll need to be addressed. They aren't "hardcoded" for the supported game resolutions. Taking windowed games into account where you can resize the window shows this. Quote
Josh Posted November 8, 2011 Author Posted November 8, 2011 Screen resolution always seems to be an issue if you don't do that. GUI's generally scale with screen res in games so that's something that'll need to be addressed. They aren't "hardcoded" for the supported game resolutions. Taking windowed games into account where you can resize the window shows this. I've seen it done both ways. Valve games usually use a fixed size in a window, others vary. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
L B Posted November 8, 2011 Posted November 8, 2011 Vector based GUI, yummy. Meanwhile, let's just get huge images and downscale. Quote
Rick Posted November 8, 2011 Posted November 8, 2011 I've seen it done both ways. Valve games usually use a fixed size in a window, others vary. The game GUI/HUD doesn't though does it? Thinking of CS when I played that and I'm pretty sure the HUD where you pick your weapon slots scales. Now you may be trying to separate in game GUI's from menu GUI's but I don't think doing that would be right. Quote
paramecij Posted November 9, 2011 Posted November 9, 2011 ... I mean, if you have small images and stretch them for higher resolution it will look ugly ... but if you have big images for the highest resolution and downscale them for lower resolutions it would be ok. What are you talking about?, I increased my resolution by a factor of 3, and the menu looks even better now (downsized looks ugly here) ... Josh, if you still need the images, I believe this is what you are looking for?: http://opengameart.org/content/rpg-gui-construction-kit-v10 Quote
Canardia Posted November 9, 2011 Posted November 9, 2011 Make LE3 load svg images, they are vector based. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■
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