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07-18-17, 03:17 PM | #271 | |||
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Icon is better, text is readable, but I think the icon should be smaller (if possible), and text should be very near the icon. How it looks : Exactly. Mmhh no, let's say ... probably ! |
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07-18-17, 03:27 PM | #272 |
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BTW : Rock is still not collisionable ...
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07-18-17, 03:33 PM | #273 |
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Next lighthouse (after La Vieille) :
http://www.dirm.nord-atlantique-manc...le22618b-1.pdf ... Near Brest, a harbour which is becoming more realist ! |
07-18-17, 03:37 PM | #274 | |
Weps
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I'll put my reflections on later - time to eat!!!!!!! regards, MLF
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07-18-17, 03:43 PM | #275 | |||||
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What changed compared to Kendra's version of the FX, is my addition of a WaterReflection controller, so now we know that the two controllers are not reciprocally compatible Quote:
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Is the 'spare' one as jagged and big as the one whose screeenshot was posted by Kendras in his last post? Is the text still readable? I think I know how to scale those icons up and down without loosing resolution. Let me know if you think I should further reduce icon's size Quote:
The current symbol is the one used internationally on modern charts. I took it from this document: https://msi.nga.mil/MSISiteContent/S...art1/Sec_Q.pdf Quote:
P.S: I think you wanted to attached an image at the bottom of your last post, but the link was corrupted |
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07-18-17, 03:58 PM | #276 | |||
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P.S: was the screenshot above taken with the 'standard' tga or with the 'spare' one? Quote:
Was your last screenshot taken with the latest alpha of the lighthouse? If so, after all it seems that the faint look of the reflection was caused by Min and MaxVis parameters rather than texture compression |
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07-18-17, 04:16 PM | #277 | ||
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Will continue tests tomorrow, I'm tired now. Good job, our project is progressing nicely ! |
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07-18-17, 04:22 PM | #278 |
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Try the other one then and tell me what do you think. I think you will be surprised
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07-19-17, 01:05 AM | #279 | ||
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I will try to add sound. |
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07-19-17, 01:44 AM | #280 |
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New sound added to the land unit, perfect in game.
Sound from this video : |
07-19-17, 04:28 AM | #281 |
Weps
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Hi,
I'm afraid I did not have time last night to do any more testing etc. For the next couple of days I will not be available for anything, and thereafter, for a couple of weeks I will only have access if/when WiFi is available - possibly won't be able to test much though. Sorry about the short notice. But I will watch the thread and respond when I can if needed. Regards, MLF
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07-19-17, 06:17 AM | #282 | |
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About the light's icon, reducing its size by 50 % is still acceptable : What do you think ? |
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07-19-17, 06:23 AM | #283 | |||
Navy Seal
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What I have understood is that the game scales the tga overlay, no matter what is its pixel resolution, to fit the same space on map. That means that if a standard sized (1024 x 1024) texture is scaled down, let's say to 256 x 256 pixels, the result in game won't be an icon four times smaller than the unscaled version, but one having the same size than the original, but four times lesser smooth. This is exactly what is happening with the tga file I have placed in the Locations folder of the last alpha, and with the one you yoursels have scaled to 20% of the original size, both of which you have tested yestarday. The correct way to make the icon smaller, is scaling not the whole tga file, but only the visible pixels within it. In other words, If we want the tower symbol to be four times smaller and as smooth as the original, we should select the area within the tga file with non-trasparent pixels, and scale it down to 25%, repeating the process for both RGB and alpha channel. This is exactly the approach I followed for creating the tga file in the 'spare icon' folder, and that's why it is important that you make sure you have tested it. There is more: due to the size reduction, some icons and/or the text, might require their resolution to be increased in order to still look good. How to do it? If, folllowing the previous examples, we want the same icon to be four times smaller and four times smoother, we don't have to scale the tower symbol within the original tga file: all we need to do, is adding black/transparent pixels to it, so to modify its size from 1024 square pixels to 4096 x 4096. One might fear that by doing that the file size would increase exponentially but that's not really the case: with the compression method used for saving those files, black/transparent pixels get compressed, so the final file size will be bigger, but not so much bigger. Yesterday night I have been looking into the issue. Everything is apparently in order, but I will keep inspecting the files this afternnon. Quote:
Whatever is your decision, can you please send me your tweaked and/or added files when you are satisfied with them, so I can keep working on up-to-date files? Quote:
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07-19-17, 07:16 AM | #284 | |||||
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Yes, of course. I will send you v.8 during the afternoon. |
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07-19-17, 08:43 AM | #285 | |
Weps
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Regards, MLF
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