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[WIP] 2nd UI clock
I saw some requests for a 2nd clock/watch, seperate from the chrono/clock. Last night I scripted a new clock (I really like the new scripting engine \o/), but I need some help with textures (I'm no texture artist) and the preferred placement.
Anyone willing to make a texture, please take the stock Clock.dds and copy it to PocketWatch.dds (same folder) and reskin it and let me know. Take into account you only have to make a new background and the hour/minute/second hands (seconds in bottom inner circle), all the rest should be ignored/removed (f.ex. all stopwatch stuff/top inner circle). I'll post a screeny or perhaps the actual WIP-version tonight. |
Thanks for your work, mate.
Do you happen to know if the stock clock tells local time? In either case, the clock you are working on, does it tell local or GMT time? Thanks again |
It is base time afaik, I just take the game time and it's the same as shown by the stopwatch/chrono. From what I can see, there is no way to directly extract timezone info. I may be able to translate the time depending on long/lat info of the current position, but I have not checked this yet. The biggest problem as far as I can see with that though, is it must be relative to the base location... But that info may be available from script as well, don't know yet.
Now, I just need some good texture different from stock :yeah: |
let me know, what texture you need...i will make it 4u
;) :salute: |
As indicated in first post, anything HQ will do, just map it to Clock.dds.
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here it is...
http://rapidshare.com/files/365402469/clock_pocket.dds its a lange + söhne kriegsmarine pocket watch from 1942. pic: http://img209.imageshack.us/img209/8586/clockh.jpg |
Help me out here, what does the left inner hand stand for? Oh, those hands must be removed from the clock itself, or they cannot be animated...
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power status of the watch in hours left...left side is "full" right side "empty"...right side indicator needle can be removed, if needed...
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Edit: Apologies, for reuploading, once, or twice.
I am not sure what kind of clock the OP want. Does he want another pocket watch in addition to the default stopwatch found in the clock.dds file? Here is a rework of the other clock dial I have. The best alpha for the circular edge is best made by simply cutting the rgb with a color, and not trying to make a perfect circularclock in the rgb channel. Just let the alpha cut into a solid rgb color/gradient. Or, I might have a thing or two to learn about how the alphachannel is created and maintained through the applications that I use. I still don't 'get' the importance of unmultiplied/premultiplied images. Here is a jpeg and a link to the .dds file: Linky to .dds file. http://www.decoman.net/linked/clock3.jpg |
Yeah, I thought he was asking for help/advice on where to put a digital, always on screen type read-out such as we had with SH3... where you could mouse over it and get the date as well.
JD |
Currently I have made another analog 'pocket watch' without stopwatch function that you can enable and use stopwatch seperately for targetting, but a digital clock is easy enough too.
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Is there a way how to 'clone' two stopwatches to display identical data side by side but assign them two different .dds textures? If that is possible then there is no need to move elements around on the texture: you can just eliminate unwanted parts (hands) in the texture's alpha layer....
I have two dds files prepared already. Historical stopwatch: showing only large hand and top small one and Historical clock: showing only "minute" and "hour" hand (clocks didn't have "second" hand IIRC) I can upload the textures for you if interested. http://i281.photobucket.com/albums/k...g?t=1269021381 http://i281.photobucket.com/albums/k...g?t=1269021345 |
ive managed to split the torp dials and esitmation dials and there anchor points. much easier to look at. this screenshot however has everything running at once, i look forward to a complete seperate clock system though..
http://i1003.photobucket.com/albums/...T/3f1f3394.jpg |
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