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Oh, a bitfield. I don't think I can make those easily in BASH scripts, so I'd rather use one-letter coding, with T for terrain, W for water, etc. In this case the entire thing would be called "SceneElement_TWRFP.png". You're welcome to rename them any way you wish at the end of the dayZini wrote: For the naming scheme something like this would be useful:
where x is a number composed by adding the shown scene elements (references: 1, terrain: 2, water: 4, pathgrid: 8, fog: 16), so for example terrain and water would be:
Sure. No problem.You're welcome to rename them any way you wish at the end of the day
I think that would be more confusing than helpful. Let's stick to showing a single element on the toggle buttons.I've just realized that another useful thing you could do via alpha-blending in place is making the icons on the togglebuttons contextual to the current state. For example, with everything but the fog enabled the fog toggle icon would look like this:
Actually, that looks okay to me.(Do we need stronger fog over terrain too, by the way?)
Like this? The sky looks overly saturated to me, looks like I'll have to tone it down. I can't leave the elements without a background because the button background color is not predictable and may make the elements illegible, the pathgrid and fog especially.Zini wrote:Let's stick to showing a single element on the toggle buttons.
This is a good point.Mistahtokyo wrote:The saturation helps bring out the fog effect. If it's already desaturated, some people with poorer eyesight may have some minor difficulty seeing the colors. TBH the quality in these icons in superb. I can only give my own opinion, but the style itself seems great atm.
Good point! I've checked and this is indeed the case, so I left the sky saturation as it is. Thanks!Mistahtokyo wrote:The saturation helps bring out the fog effect. If it's already desaturated, some people with poorer eyesight may have some minor difficulty seeing the colors.
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