Snow
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Post by Snow on Nov 19, 2010 16:23:04 GMT -6
I issue a call to arms to the SS community to show me your design ideas for the expansion's new menu background for two reasons: 1: I'm already swamped 2: I cannot come up with anything myself. It'll be interesting to see the different styles you'll come up with. Here's the bitmap of the original menu, so you can study the properties and such: Dimensions: 640 width, 480 height, bit depth 24. Edit: Bit Depth 24, my bad. Also of note is Sky's custom nav marker which he graciously allowed me to be the expansion's official icon: Incorporate it how and where you see fit. Also if you decide on drawing on the buttons, do so as "New Game" "Load Game" "Join Game" "Host Game", et al, as doing the buttons that way would avoid any need of the discs, although I'm probably going to go with PD's style of drop-down boxes. The winning contestant will be asked to come up with the rest of the menus. There's also really no time limit on this, so relax and good luck.
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Drake™
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???
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Post by Drake™ on Nov 19, 2010 17:34:38 GMT -6
i51.tinypic.com/2aiequu.gif <- Animated sketch idea. I considered since that logo looks somewhat like the cardinal direction star (N, W, E, S) could put the important buttons at each direction like I have in this example. Upon loading the vehicle depot, join game or whatever GUI - move the logo over and load a mini version of the previous GUIs if possible. Might work. PS/Troll Note: You must construct additional PYLONS.
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Snow
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Post by Snow on Nov 19, 2010 19:06:44 GMT -6
Looks neat. Biggest problem is the buttons like "Campaign" and "Multiplayer" are the ones that have a tag searching for the CD, and I've not found out how to get rid of that yet, without using the noCDpatch, which PD is right, it's poor and sloppy. Conceivably one could write a brand new noCDpatch, possibly even without using the console.cs file.
I'll explore this possibility, but otherwise that's a neat idea, although hopefully there'd be a background image =p.
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Drake™
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Post by Drake™ on Nov 19, 2010 19:56:36 GMT -6
Of course, that was just a sketch idea.
Also it could be possible to make the buttons not require a CD without that patch. I recall seeing something somewhere about it....I'll look into it myself.
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Snow
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Post by Snow on Nov 19, 2010 20:03:08 GMT -6
All I saw was PD's idea of using guiload("Join.gui");, but that just takes you directly into the server list. Although suppose it is possible... but we're getting off track.
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Post by PlagueDog on Nov 19, 2010 21:21:31 GMT -6
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Snow
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Starsiege: Retribution
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Post by Snow on Nov 19, 2010 21:27:37 GMT -6
Wow, that's all? I'm retarded...
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Post by PlagueDog on Nov 19, 2010 21:30:03 GMT -6
Just updated the picture. Forgot to include a part of the script to hide the main menu window.
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Vern :e:
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Post by Vern :e: on Nov 19, 2010 21:30:09 GMT -6
Wow, that's all? I'm retarded... It was Plauge Dog after all.
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Snow
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Post by Snow on Nov 19, 2010 21:31:40 GMT -6
True. It's like Moses parting the sea infront of God. The spectacular is there, but God just sighs boredly.
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Sky
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Post by Sky on Nov 20, 2010 15:42:50 GMT -6
Sounds like a cool contest. I might throw in a design, but not sure yet as an idea needs to hit me first.
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Snow
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Post by Snow on Nov 21, 2010 5:39:51 GMT -6
A question for plague: How do you properly make a logo screen? I've come so close to making a unique splash screen, but the colours are all funky.
Actually, come to think of it, I switched the original logo from phoenix to normal to phoenix again just to screw around and it's colours were all off too. Even tried with a simple black and blue, the blue was turned into grey.
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Snow
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Post by Snow on Nov 21, 2010 8:19:16 GMT -6
So can just disregard my previous comments about the buttons, I streamlined PD's method a bit.
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Post by PlagueDog on Nov 21, 2010 12:16:42 GMT -6
A bmp has to be converted back to a pbmp with the proper color palette. Logo.bmp uses Logo.ppl. But the bmp converter that comes with the Starsiege tools does not have the .pal for it. You would need to find a .ppl extractor and extract all the .pal files from the Logo.ppl file then find the proper .pal file to use in the conversion. I generally use ShellImage103 (mfd palette) when converting menu bmps to pbmp because they will show up correctly in the vehicle bay and in the map. I just change the palette control in the menu to IDPAL_MFD.
Oh yea, color palettes are the worst things ever and generally don't offer quality images that large and have several colors in them. 1 frame smacker videos are better.
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Snow
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Post by Snow on Nov 21, 2010 12:43:08 GMT -6
Ahh okay. Duh I forgot about the Trio of files ".gui, .bmp, .ppl".
I really should start going with .SMK like you suggest. There's no color loss as would be from going from a 24-bit image down to an 8-bit image, right?
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