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Thread: [WIP](Help Required) Project Sapphire UI

  1. #11
    Project Sapphire Modder Rhydgaled's Avatar
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    Re: [WIP](Help Required) Project Sapphire UI

    Quote Originally Posted by Timo View Post
    A slide show could theoretically be done, by having widgets with the flash background bitmap checkbox ticked, and the background bitmap being the slide. Then have the widget autoclose after one fade in out cycle, and open another widget with a different bitmap when it closes.
    So you can't just make a bitmap animate by itself, you need shaders or a switch of widget? I guess I might make a wall with an animated shader on it in the bsp, haven't decided yet.


    Quote Originally Posted by Timo View Post
    Yeah the open widget screen opens a whole new widget. But instead of trying to have everything handled by one overall widget, why not have two, where each has the same buttons, but one widget has the left menu activated, and another the right?
    I think I understood you there, and tried it out. The only problem is when you go to the other one the level that was selected is lost (the left hand side showing the level pic and description is the extended description widget of the list down the right hand side). This was why I was trying to get all 10 list items to do a "replace self with widget" because that way seems to retain selection. If I could call a script that made them all do a "replace self with widget" that might fix it.

    Quote Originally Posted by Timo View Post
    I'm not too sure about this. Remembering back to some of the older custom SP maps, when you ran the map_name <name> command it brought you back to the last save point. I don't think you could get the UI to recognize the saves from custom maps. Unless of course you were able to script save points to be saved as a certian name, and have the UI call on each name via scripts. The UI could then be made to have ten or so buttons corresponding to save points within a campaign. When the widget is opened have the child button widgets calls a script. If the script is successful (the specific gamesave exists) the button would be created. If the script fails you can have a conditional widget open that's just an image of a greyed out button.
    I've never done anything with conditional widgets, can you actually make it load a conditional widget based on the outcome of a script? If so I might be able to use it somewhere, I doubt it's the solution to multipule campaigns though.

    Quote Originally Posted by Timo View Post
    You can bypass this limit (The delta UI is up to ~80mb at the moment) by using Kornman's Tool_pro. I think it's on halomaps. If not, give me a buzz and i'll upload it for you.
    I read somewhere recently (probablly in the CMT tagspace debate) that using Tool Pro can cause instabillity in-game, if that doesn't happen with UI maps though I'll probablly end up using tool pro later in the process.

    Quote Originally Posted by Timo View Post
    Piss around with the values of the .font tags in guerilla, that's how I got the text I used to look nice.
    Do you know of any good tutorials for screwing with font tags, because I just had a look and tried to change something to no effect.
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  2. #12
    InnerGoat killed my dakimakura waifu because I didn't post my desk :( jcap's Avatar
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    Re: [WIP](Help Required) Project Sapphire UI

    Font tags are really screwy. They really only look good at certain sizes. You need to mess with all the sizes between 8 and 18 to see what fits best for you.

    With the Delta UI, it took a lot of screwing around before we finally settled on them. Even now, I'm going to redo them again for the UI with another font.
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  3. #13
    Project Sapphire Modder Rhydgaled's Avatar
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    Re: [WIP](Help Required) Project Sapphire UI

    I've just been taking another look at the Delta Halo UI pictures, and something caught my eye.


    On the right hand side where it says "The Quick and the Dead
    4-16 Players" the text doesn't seem to have the anoying shadow effect, how did you do that? or is it just part of the map's image?
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  4. #14
    InnerGoat killed my dakimakura waifu because I didn't post my desk :( jcap's Avatar
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    Re: [WIP](Help Required) Project Sapphire UI

    That was part of the map's image.

    Though in the revamped UI the text will not be part of the image. The multiplayer map bitmaps are 13 MB.
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  5. #15
    Project Sapphire Modder Rhydgaled's Avatar
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    Re: [WIP](Help Required) Project Sapphire UI

    Update: I think I've thought up a workable compromise for that solo level select list, but now all the buttons on that screen won't show their selected form (the highlighted one). I have not changed the bitmaps, just messed with the UI widgets.
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  6. #16
    am I an oldfag yet? Heathen's Avatar
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    Re: [WIP](Help Required) Project Sapphire UI

    ohhh I get it. Trying to be halo 3 ish
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  7. #17
    Project Sapphire Modder Rhydgaled's Avatar
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    Re: [WIP](Help Required) Project Sapphire UI

    Somebody please, help me out with my buttons failing to show their highlighted form. Due to this problem, progress has halted for now.
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  8. #18
    lol modacity Timo's Avatar
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    Re: [WIP](Help Required) Project Sapphire UI

    Can't help you sorry, never really got into new menu creation specifically. Try looking at an _menu widget, so see if it's consistent with what bungie has done with checkboxes, and child wdiget referencing. I think I encountered the problem once, but I can't remember how I fixed it.
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  9. #19
    Project Sapphire Modder Rhydgaled's Avatar
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    Re: [WIP](Help Required) Project Sapphire UI

    Quote Originally Posted by Timo View Post
    I think I encountered the problem once, but I can't remember how I fixed it.
    Same, it seemed to happen to the level list (on the right hand side) when I removed the widget containing the ok and back buttons from the bottom of the list. This time though it has happened to the left-hand menu at the same time, and I don't think I removed the replacement that I put in for the widget containing the ok and back buttons, so I think the cause is different this time.

    EDIT: I appear to have fixed that problem (one of the widgets on the screen was set to "game model (not implemented)" instead of "container" or "coloumn list". I must have acedently knocked the mouse wheel and changed that field to game model.) There's still lots of work to be done before I can move on to another screen though.

    Yet another edit: My "workable compromise" was to have all the list items down the side open when you navigate to the menu and then close them all when you select one. They close all right, but the level you selected isn't selected, if you see what I mean. HELP PLEASE!! (prefrablly a fully operable solution where the list isn't displayed to start with and opens when you press the mission button (which has no effect at all right now by the way).
    Last edited by Rhydgaled; June 4th, 2009 at 09:07 AM. Reason: I fixed that problem
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  10. #20
    Project Sapphire Modder Rhydgaled's Avatar
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    Re: [WIP](Help Required) Project Sapphire UI

    Need suggestions on how to make actions occour on hover, rather than on click (see updated first post for detaills, and an animated .gif).
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