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Re: BZ2 Large Textures Pack, v1.0

Posted: Tue May 13, 2014 11:05 am
by Ded10c
Bank Gothic should work.

EDIT: Try this. 9pt Bank Gothic, #00FF00, all-caps and 1pt paragraph spacing. Most lines are roughly the right length, the ninth being the exception.
Image

Re: BZ2 Large Textures Pack, v1.0

Posted: Wed May 14, 2014 6:07 pm
by MrTwosheds
Another texture with illegible text problems is ioface00, the terminal screen and of course its new scion equivalent.

Re: BZ2 Large Textures Pack, v1.0

Posted: Thu May 15, 2014 11:04 am
by Ded10c
I'm not in a position to go searching for those at the moment; if you have them easily available, could you post them?

Re: BZ2 Large Textures Pack, v1.0

Posted: Thu May 15, 2014 1:26 pm
by MrTwosheds
Image
I don't have the original of the new scion one, sometime I need to ask GSH for the originals of the textures added by 1.3, no hurry, still got loads more to do from data.pak
This texture appears on every isdf terminal. it sort of relies on being illegible to hide the fact that it is just a texture and not an indication of the terminals actual function. Not sure if making it readable is actually desirable....

Re: BZ2 Large Textures Pack, v1.0

Posted: Thu May 15, 2014 1:51 pm
by Ded10c
Most of those are fairly legible, but I'll try to decipher the rest in a bit.

Re: BZ2 Large Textures Pack, v1.0

Posted: Thu May 15, 2014 1:56 pm
by MrTwosheds
Yes you think you know what they say without actually seeing each letter, bit like an opticians eye test :D
On the green screen I elaborated a bit to make it more coms like and then applied some "screen" effects, this should result in it only being legible once dxtbz2'ed when viewed at its full resolution.

Re: BZ2 Large Textures Pack, v1.0

Posted: Thu May 15, 2014 4:03 pm
by Ded10c
This is a screencap of an early lobby mockup or test; Step 1, 2 and 3 refer to setting up the game, the communications tab lists several handles (most I don't recognise, but Ken and GSH were there - smile guys!), vehicle setup lists four Fury vehicles, and "no chat until in a session" is written in the Communications tab. With that in mind most of it was fairly easy to decipher.

Header text and vehicle list in 4pt, body test 3.5. White Bank Gothic.

I made a mockup, but most of it is illegible.
Left side buttons:

Code: Select all

Back
Step 1 - Connection
Step 2 - Game Selection
Step 3 - Game Setup
Step 4 - Player Setup (?)
Step 5 - Vehicle Setup
Chat box:

Code: Select all

Communications

Big Man (?)
The Hands (?)
Code Elf
Terminator (?)
GSH

No chat until in a session
Vehicle list:

Code: Select all

Vehicle Setup

ISDF Standard Tank
ISDF Assault Tank
ISDF Rocket Tank
ISDF Mortar Bike
ISDF Turret Tank
ISDF Walker
ISDF APC
ISDF Tug
ISDF Constructor
ISDF Scout Tank (?)
Fury Standard Tank
Fury Scout
Fury Howitzer
Fury Archer
Weapon select:

Code: Select all

Weapon Select

None
Repair Kit
Ammo Pack
Camera Pod
Cam Tracker (?)
Bottom buttons:

Code: Select all

Ready
Launch

Re: BZ2 Large Textures Pack, v1.0

Posted: Thu May 15, 2014 5:10 pm
by Red Devil
wondering how difficult it would be to replace the texture in the relay bunker/antenna mound/overseer terminal with the minimap.

Re: BZ2 Large Textures Pack, v1.0

Posted: Thu May 15, 2014 6:51 pm
by Commando
Would be cool if bz2 used something similar to the Windows Environment variables. For example, textureName = "%minimap%". %minimap% being whatever the minimap is for the currently loaded map.

Re: BZ2 Large Textures Pack, v1.0

Posted: Thu May 15, 2014 6:57 pm
by Red Devil
is that what the varbs in *prefs files do?

Re: BZ2 Large Textures Pack, v1.0

Posted: Thu May 15, 2014 10:57 pm
by MrTwosheds
This is a screencap of an early lobby mockup
Yes, that's what it looks like. I can't see it making much sense from an in game perspective if you can actually read it.
Mostly I have been trying to reproduce the textures very much like the originals, but some stuff (like planets) have been replaced with better looking images. Not sure what to do here.
wondering how difficult it would be to replace the texture in the relay bunker/antenna mound/overseer terminal with the minimap.
That's one idea, personally for the texture pack I would like things to look "original" where possible or better if not.

I will try to knock up a texture that looks very similar, but has menus for the various functions terminals are actually used for.

Re: BZ2 Large Textures Pack, v1.0

Posted: Fri May 16, 2014 2:18 am
by Nielk1
Commando wrote:Would be cool if bz2 used something similar to the Windows Environment variables. For example, textureName = "%minimap%". %minimap% being whatever the minimap is for the currently loaded map.
Like source engine render target textures?

Re: BZ2 Large Textures Pack, v1.0

Posted: Fri May 16, 2014 2:44 am
by Commando
I guess a good way to do it would be to specify a var, in the xsi, then set said var to a value in the map's ini file or trn file. Something where you specify a texture via variable, and that variable differs from map to map.

Re: BZ2 Large Textures Pack, v1.0

Posted: Fri May 16, 2014 2:45 am
by Nielk1
Commando wrote:I guess a good way to do it would be to specify a var, in the xsi, then set said var to a value in the map's ini file or trn file. Something where you specify a texture via variable, and that variable differs from map to map.
If it was done it would probably be hard coded textures, like REFLECTION3.PIC

Re: BZ2 Large Textures Pack, v1.0

Posted: Fri May 16, 2014 3:37 am
by Red Devil
i wonder if mapURL could be adapted for it.