Author Topic: Menus  (Read 47202 times)

sl1982

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Re: Menus
« Reply #50 on: 2009-08-10 04:06:11 »
The palette might not be a big deal. As of right now the only thing ive seen it mess with was the save game selection shows all white even if you dont have a save there. And save game is never greyed out

sl1982

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Re: Menus
« Reply #51 on: 2009-08-10 05:21:19 »
Got the numbers all sorted out and also spruced up the limit and exp bars in the menu. Unfortunately imageshack is down right now so i cant show you guys all the awesomeness  :cry:

edit: up now


By sl1982
« Last Edit: 2009-08-10 05:34:29 by sl1982 »

obesebear

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Re: Menus
« Reply #52 on: 2009-08-10 05:42:27 »
I like the letters, but I just can't decide about the numbers.... maybe you could try bolding them?

titeguy3

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Re: Menus
« Reply #53 on: 2009-08-10 05:49:55 »
I agree with obesebear, since the original numbers were so much thicker than the letters, bolding the numbers should make it look less off.

Hellbringer616

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Re: Menus
« Reply #54 on: 2009-08-10 05:56:16 »
i am happy with ANYTHING over the original letters haha, But the originals had sort of a 3d effect to them, can you replicate that?

Aali

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Re: Menus
« Reply #55 on: 2009-08-10 06:04:03 »
Without palettes, ALL text will be white, everywhere.

However, you could use the texture replacement hack in the custom driver to make this work, since it has one .png per palette.
The drawback is of course that it's not as "clean" of a mod anymore. Ideally you'd want to make a high-res paletted image.

sl1982

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Re: Menus
« Reply #56 on: 2009-08-10 14:40:47 »
I agree thats probably the best way to go to make everything look perfect, but i dont know how to modify the tex files to load up the png's.

sl1982

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Re: Menus
« Reply #57 on: 2009-08-10 15:33:45 »
New screenies with bold numbers. What do you all think?









obesebear

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Re: Menus
« Reply #58 on: 2009-08-10 15:37:56 »
I think it looks better than when it wasn't bold.  Now it's almost too bold  :-P  But that's just me being picky.  I think you've done a really stand up job getting this to work and look believable. 
Now if only you could pallette it...

sl1982

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Re: Menus
« Reply #59 on: 2009-08-10 16:13:27 »
Lol i just cant win

Hellbringer616

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Re: Menus
« Reply #60 on: 2009-08-10 16:23:15 »
I like the numbers. awesome job

LeeHiOoO

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Re: Menus
« Reply #61 on: 2009-08-10 16:30:38 »
I think it's good so far. But I really would like to see timu sumisu's magic in the original font.
Maybe we can have the original high-res'ed with no pallete issues.

obesebear

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Re: Menus
« Reply #62 on: 2009-08-10 16:35:05 »
Lol i just cant win
Since you're the only one who has got this working so far, I'd say you've already won :-P

sl1982

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Re: Menus
« Reply #63 on: 2009-08-10 17:02:49 »
Well ultimately I want to get palettized fonts working. Sent a pm to aali to see if he can help me get the png texture replacement thing working. Hex editing files is not something im familiar with.

I think it's good so far. But I really would like to see timu sumisu's magic in the original font.
Maybe we can have the original high-res'ed with no pallete issues.

And I think we should let timu work on his awesome model for the game and leave this to someone who cant model  :-P

LeeHiOoO

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Re: Menus
« Reply #64 on: 2009-08-10 17:45:24 »
@sl1982

yeah I know that. I'm liking ur font swaps already.
I'm just the kind of guy who don't want to get out of the originality of the game.
Also, I'm not asking timu to do it, he offered himself to it.

Quote from: timu sumisu
well, provide me with the original font sheet, i could do a vector trace and output it at any resolution you want, you could do the rest  (putting it in game)
however it depends what you want, if you just want a different font, do a swap, but if you want a direct improvement on the original (just curving out that AA'd bends in letters) i can do that fairly quickly

at the end, would not be bad to have 2 options in the mod:
- ff7 hi-res "type in yout font here" font
- ff7 hi-res original font

ur mod can even have more options of fonts. For all tastes!  :-)

sl1982

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Re: Menus
« Reply #65 on: 2009-08-10 18:39:55 »
Well i think ive gone as far as I can with this until i get some palettized images going. The main problem is when doing the text in hi res it screws up a bunch of other things like pointers and materia and what not. Even just making the textures bigger and then inserting them back into the lgp screws with the palette even if you dont touch anything else. Might be a photoshop issue, not sure. But as it stands it screws up too much stuff for it to be a useful mod.

LeeHiOoO

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Re: Menus
« Reply #66 on: 2009-08-10 18:54:50 »
I once modified some battle textures and got screwed pallete. To fix it I had to edit the images with paint and after that modify some hex values from the modified .tex to fix the pallete... managed to make it work but I don't remember quite well what I've did to fix the pallete. Anyway, I only remember it was a pain to do it.

sl1982

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Re: Menus
« Reply #67 on: 2009-08-10 19:03:13 »
Well at the moment im clueless when it comes to hex editing. It all looks greek to me. Bah this sucks

sl1982

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Re: Menus
« Reply #68 on: 2009-08-10 19:44:38 »
There's no tool that can do this yet, but you have to put a special marker at the beginning of the pixel data in the .tex file.

Specifically, the first 3 bytes of the pixel data must be "EXT" followed by a name. This name will be used to find a png file in the textures/ directory, based on the following template: <name>_<palette index>.png

Anyone know where the beginning of the pixel data is? The wiki just says it varies.

titeguy3

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Re: Menus
« Reply #69 on: 2009-08-10 22:16:11 »
Hey SL1982, your work looks great!

Once you finish updating all the characters (I can see in one of your screenies that the parentheses are still at the default) and you solve the discoloration issues, I'd love to see a release!
« Last Edit: 2009-08-10 22:19:42 by titeguy3 »

sl1982

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Re: Menus
« Reply #70 on: 2009-08-10 22:37:40 »
All in due time my friend. There is still alot of stuff to figure out before i will consider this worthy of a release.

sl1982

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Re: Menus
« Reply #71 on: 2009-08-10 23:28:03 »
Woot i figured it out. Lots of trial and error but it seems to be working. Have 4 png's for the one tex file. Im assuming these are for the different palettes. Also aali if you see this it seems the png insertion ignores the black = transparent

Aali

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Re: Menus
« Reply #72 on: 2009-08-10 23:32:27 »
Well of course it does, a png doesn't have a colorkey flag.
However, with a png you can just set the alpha to 0 (this is always transparent, even if blending is off)

Here's a list of which palette corresponds to which text color:

Code: [Select]
enum text_colors
{
TEXTCOLOR_GRAY = 0,
TEXTCOLOR_BLUE = 2,
TEXTCOLOR_RED = 4,
TEXTCOLOR_PINK = 6,
TEXTCOLOR_GREEN = 8,
TEXTCOLOR_LIGHT_BLUE = 10,
TEXTCOLOR_YELLOW = 12,
TEXTCOLOR_WHITE = 14,
};

sl1982

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Re: Menus
« Reply #73 on: 2009-08-10 23:47:50 »
Im sorry aali. Im new to this stuff and i really have no idea about image formats. If i ask a stupid question just ignore it.

sl1982

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Re: Menus
« Reply #74 on: 2009-08-11 02:40:05 »
Woot working good! Updates will follow soon