Thanks, I just did. It's a major change, I know, and it's hardly critical, but I think it would be a major value-add for playerships to be able to completely skin the HUD.alterecco wrote:The color of the boxes can not be changed. Feel free to make a ticket if you think it should be possible.
Search found 98 matches
- Sun Oct 02, 2011 8:21 pm
- Forum: Shipyards
- Topic: armor/shield display colors
- Replies: 2
- Views: 1523
Re: armor/shield display colors
- Sun Oct 02, 2011 12:44 am
- Forum: Shipyards
- Topic: armor/shield display colors
- Replies: 2
- Views: 1523
armor/shield display colors
Are the colors for the armor and shield display hard-coded? As in, the blue and green text blocks for the names and HP values of the armor segments. As part of my mod, I'd like to have the armor and shield be a different color, but if the text blocks can't be colored differently as well, there's not...
- Sun Sep 25, 2011 2:02 am
- Forum: Shipyards
- Topic: [tool] Sprite Sheet Generator Current:0900 (64bit support!)
- Replies: 26
- Views: 38734
Re: [tool] Sprite Sheet Generator
George (and generally most modders currently) use 1-bit bitmap, which result in black borders around ship sprites when they pass over a non-black region (or if you trim too close, a harsh anti-aliased edge to the sprite against the backdrop) By preserving transparency, the alpha channel can be expo...
- Wed Sep 21, 2011 5:29 pm
- Forum: Commonwealth
- Topic: Question for George
- Replies: 1
- Views: 1563
Re: Question for George
From the Transcendence Wiki:
At the start of the game in the Domina & Oracus campaign it is the year 2419.
See wiki page here
At the start of the game in the Domina & Oracus campaign it is the year 2419.
See wiki page here
- Sun Sep 11, 2011 3:30 am
- Forum: Shipyards
- Topic: Armor HUD graphics question
- Replies: 2
- Views: 2019
Re: Armor HUD graphics question
Cool, thank you!Bobby wrote:Yes, anything black on the image is not drawn, though I believe you can change the color that is drawn transparent in the image tag.
The game does support 8 bit masks that allow transparency, png's no, but I have never used the former personally.
- Sun Sep 11, 2011 3:28 am
- Forum: Shipyards
- Topic: [tool] Sprite Sheet Generator Current:0900 (64bit support!)
- Replies: 26
- Views: 38734
Re: [tool] Sprite Sheet Generator
If that's so, then isn't the process I outlined with gimp perfectly good, once the facings are generated? It will definitely work, I do something similar with all my ships as well. 1. assemble the images manually in gimp as they are rendered, using snap to grid. 2. copy the background by color, pas...
- Fri Sep 09, 2011 2:12 am
- Forum: Shipyards
- Topic: [tool] Sprite Sheet Generator Current:0900 (64bit support!)
- Replies: 26
- Views: 38734
Re: [tool] Sprite Sheet Generator
OK, found it after some digging: http://neurohack.com/transcendence/forums/viewtopic.php?p=35328#p35328 I read that, though I didn't fully understand it at the time. I guess my confusion is that I'm not fully versed in the way graphics work in transcendence yet. I'm still feeling my way along in te...
- Thu Sep 08, 2011 4:21 pm
- Forum: Shipyards
- Topic: [tool] Sprite Sheet Generator Current:0900 (64bit support!)
- Replies: 26
- Views: 38734
Re: [tool] Sprite Sheet Generator
Does transparency matter? All graphics for Transcendence (except masks) are done on black backgrounds, anyway.Wolfy wrote:The problem with photoscape is that it does not preserve transparency, which is why I went to the other sprite sheet generator, which had its own problems, which is why I made my own.
- Wed Sep 07, 2011 1:55 am
- Forum: Shipyards
- Topic: Armor HUD graphics question
- Replies: 2
- Views: 2019
Armor HUD graphics question
I've gotten my armor graphics done, thanks to a lot of work with ImageMagick. Fun tool, that. Now two questions, both of which I think I know the answer to: 1. Does transcendence support PNGs yet? I haven't seen anything saying it does, so I assume "no". 2. Do all ship graphics have to be done on a ...
- Sun Sep 04, 2011 3:36 pm
- Forum: Shipyards
- Topic: UNID Database
- Replies: 564
- Views: 398805
Re: UNID Database
It seems available, so...
0xEF42 - steelwing
0xEF42 - steelwing
- Sun Sep 04, 2011 4:14 am
- Forum: Shipyards
- Topic: [tool] Sprite Sheet Generator Current:0900 (64bit support!)
- Replies: 26
- Views: 38734
Re: [tool] Sprite Sheet Generator
I just used Photoscape and GIMP to assemble my facings into a spritesheet and generate a mask from that. 8-) Photoscape is dead simple to use. Start it up, click Combine, and save the result. In GIMP, I opened up my newly generated combined image, then followed this: 1. In the Select menu, click "By...
- Tue Aug 30, 2011 12:34 am
- Forum: Shipyards
- Topic: Is this possible? override Ship Status screen
- Replies: 12
- Views: 4896
Re: Is this possible?
You can also override the screen entirely by making a dockscreen and giving it the UNID &dsShipInterior; I'm sure there are better examples, but if you need to see it in action, I used this trick in my Playable Pteravore mod (http://xelerus.de/index.php?s=mod&id=669). I replaced dsShipInterior, dsS...
- Mon Aug 29, 2011 8:58 pm
- Forum: Shipyards
- Topic: Is this possible? override Ship Status screen
- Replies: 12
- Views: 4896
Re: Is this possible? override Ship Status screen
Thank you for the help, George and digdug! :D I'm probably not the first, but can I get in a feature request for the ability to mod the weapon and radar displays? I doubt I would actually ever mod the radar myself, but it would be best to be able to mod everything. A truly custom playership should b...
- Mon Aug 29, 2011 7:30 pm
- Forum: Shipyards
- Topic: Is this possible? override Ship Status screen
- Replies: 12
- Views: 4896
Re: Is this possible?
:mrgreen: Does the custom ship screen override the normal ship status screen? digdug, I see this uses the <PlayerSettings> tag...There's not much reference for what it does and does not support, even in the wiki or XML sources. Anyone got anything documenting that tag? Yes, it overrides the status ...
- Mon Aug 29, 2011 10:02 am
- Forum: Shipyards
- Topic: Is this possible? override Ship Status screen
- Replies: 12
- Views: 4896
Re: Is this possible?
You can also override the screen entirely by making a dockscreen and giving it the UNID &dsShipInterior; Also, if you have a custom ship, you can also have a custom ship screen: Code: <PlayerSettings> shipScreen="{unid} | {screen-name}" Awesome, thank you both! :mrgreen: Does the custom ship screen...