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how about redesign tdm's mainmenu


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#26 freyk

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Posted 21 March 2017 - 11:21 AM

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Scribbled a bit with D3 gui-editor.
Something like this is what i had in mind.
Imagine some soft music, city ambiencesounds and a guard walking by,..
 
(but im not a artist)
 

Perhaps if someone was to reskin the game for cyberpunk or...

I'm working on it.

Attached Files


Edited by freyk, 21 March 2017 - 11:42 AM.

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#27 Judith

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Posted 21 March 2017 - 11:26 AM

Cool, that's a nice start, I'd remove those buttons though, or maybe blur them or at least make them more transparent.


Edited by Judith, 21 March 2017 - 11:26 AM.


#28 freyk

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Posted 21 March 2017 - 11:45 AM

I couldnt not find the code to make the menubuttons a bit transparant.
(tried with "backcolor 0, 0, 0, 0.8", or do i have to use other command)

Would be nice if someone takes over.
So i can use my time for my cyberpunk fm.

Edited by freyk, 21 March 2017 - 11:47 AM.


#29 Bikerdude

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Posted 21 March 2017 - 12:52 PM

Attached File  post-13309-0-91662700-1490113145.jpg   255KB   2 downloads

I have to admit, this is kinda sexy!



#30 freyk

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Posted 21 March 2017 - 01:55 PM

Hello poppy ;)

#31 kingsal

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Posted 21 March 2017 - 02:13 PM

Thats awesome freyk!

 

3D backgrounds would be tough. This would require some support to get  3d renderDef  windows working properly in the gui. I investigated this recently and it looks like 3D guis in doom don't fully support lights at the moment. Maybe a 2.06 ask?

 

Regardless, that's very cool.



#32 freyk

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Posted 21 March 2017 - 02:28 PM

No, a special renderdef is not needed, because its a menugui, overlaying something.
If someone would like to make a very small map and a scripter create a camera-script, we can comebine this in something nice.

It remembers me of the intro of thievery-ut. (and hl2, ofcourse)

Edited by freyk, 21 March 2017 - 02:36 PM.

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#33 kingsal

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Posted 21 March 2017 - 02:32 PM

Interesting, so you are loading a map and then overlaying the gui. It would be incredible to see that working!



#34 Judith

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Posted 21 March 2017 - 02:50 PM

That is cool, especially that it doesn't have to be anything big. You can use more abstract scenes, like complete darkness and some smoke particles, and the main object you're about to steal. Or the main antagonist's face, if you have a new character model. There are tons of cool tricks to use here, and it might need less MBs than a looping high-res video.



#35 HMart

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Posted 21 March 2017 - 06:05 PM

Whenever we get the 64-bit release out, there will be FFMPEG support for all sorts of video formats rather than being limited to ROQ.

 

Nice to ear that, :) btw will you be able to use other formats has surface textures as well?



#36 Judith

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Posted 22 March 2017 - 03:34 AM

I wonder which other image formats could be useful addition. For highest quality settings, uncompressed tga is more than fine, and dds is best format for controlling quality settings and mipmap generation. Jpegs as textures will always be out of question, and adding formats like bmp won't change much. Other game engines use packages and internal compression for the assets, but they also support tgas or bmps (maybe png as well, but I'm not sure).



#37 Bikerdude

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Posted 22 March 2017 - 04:44 AM

What about an animated image (like a gif) as the main menu background..?



#38 Judith

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Posted 22 March 2017 - 04:57 AM

I'd have to check somehow (I haven't made gifs in ages), but I'm almost sure in terms of image quality to file size ratio it's .mp4, or any video format in that matter > gif.



#39 teh_saccade

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Posted 22 March 2017 - 06:08 AM

Scribbled a bit with D3 gui-editor.
Something like this is what i had in mind.
Imagine some soft music, city ambiencesounds and a guard walking by,..
 
(but im not a artist)
 
I'm working on it.

 

Gotta say - that does look nice, mate - thought about a slideshow or some transition / moving objects in the image? eg, leaves, sign blowing in wind, lights flickering, etc.. - add a little life to the still life.


Edited by teh_saccade, 22 March 2017 - 06:09 AM.


#40 teh_saccade

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Posted 22 March 2017 - 06:10 AM

Thats awesome freyk!

 

3D backgrounds would be tough. This would require some support to get  3d renderDef  windows working properly in the gui. I investigated this recently and it looks like 3D guis in doom don't fully support lights at the moment. Maybe a 2.06 ask?

 

Regardless, that's very cool.

 

It might be possible to create bespoke "3d" backgrounds for mission screens to be displayed on the main menu, after loading, by using a combination of photoshop and maya - similar to the intial stages of lenticular 3d image creation.

// eh, it could be a few hours work though... esp. if the scene is complex. Perhaps a short clip of the level with some small motion of the "best 3" to cycle might be easier for anyone to provide.


Edited by teh_saccade, 22 March 2017 - 06:12 AM.


#41 HMart

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Posted 22 March 2017 - 08:57 AM

What about using a posed thief model has background of the menu like on the game Dark Messiah on source engine?





Looks cool and loads fast, a game menu imo should load fast and using a map with AI walking around could make it load slow.


Edited by HMart, 22 March 2017 - 09:02 AM.


#42 freyk

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Posted 22 March 2017 - 09:53 AM

the objects you can see in that dark messiah, can be done using a render def.

I tried making that for my cyberpunk-fm.
But I'm stuck a bit.
(code in the spoiler)

Spoiler

Edited by freyk, 22 March 2017 - 10:00 AM.


#43 freyk

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Posted 22 March 2017 - 10:43 AM

And What is the consolecommand to show a gui, Like the inventory grid.
(Without testgui)
Zo i can put this in an autoexec, for the techdemo.

Edited by freyk, 22 March 2017 - 10:44 AM.


#44 teh_saccade

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Posted 22 March 2017 - 10:56 AM

quietly mentions that he spent several years making music videos for a living and ran a twitch and youtube channel devoted to gaming and adobe tutorials.



#45 Epifire

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Posted 22 March 2017 - 12:32 PM

No, a special renderdef is not needed, because its a menugui, overlaying something.
If someone would like to make a very small map and a scripter create a camera-script, we can comebine this in something nice.

It remembers me of the intro of thievery-ut. (and hl2, ofcourse)

 

Now this is my kinda menu!  ;) 

A couple things I'm curious about is exactly how this is setup and how far it increased load times? Naturally you'd have a the core level it's taken from gutted and saved out as a menu map. Keeping only the components and key areas that are required to be visible. If you ever wanted to go a bit more in depth, you could have a camera path track like what Unreal Gold's menu used for a flying camera. Maybe a bit of nostalgic flare!


Needing dem environment models?

 

Speak to the EPI!

 

Or rummage my online mesh repository instead...  https://www.mediafire.com/folder/7q1r8him1y63d/TDM%20Repository


#46 kingsal

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Posted 22 March 2017 - 01:31 PM

https://www.dropbox....screen.JPG?dl=0

 

I did some quick messing around with this in the TDM main menu GUI. Changing the font to white and adding a new title graphic is pretty easy, but does require some redesigning. I didn't go into moving everything to the left because that's a mountain of work.

 

The back ground image could be a DDS (which works best with doom) and a combination of floating 2d cards and / or small looping .roqs. For instance if you want  some windows pulsing with candle light you would "cut-out" the building, animate the windows and position as a small .roq in the scene. Or you could simply have a glowing 2d card pulsing in front. The clouds could be animated scrolling textures..

 

Anyways, I'll test some of this stuff out. Lots of great tricks you can do with parallaxing images, animated textures, ect.. Once 64 bit comes online this could just be one giant looping video :)


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#47 freyk

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Posted 22 March 2017 - 01:37 PM

Epifire, I havent measure it, but in theory it will have a longer starttime, with a live background.
I think only using renderdefs it will have a shortime starttime.

To measure it, start tdm with the +map argument and compare it with a normal starttime.


Start tdm, Install a mission, quit tdm.
Start the commandprompt, navigate to the tdm folder and from there:
Thedarkmod.exe +map nameofmapofthemisssion.map

Edited by freyk, 22 March 2017 - 01:49 PM.


#48 Anderson

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Posted 22 March 2017 - 04:33 PM

 

Anyways, I'll test some of this stuff out. Lots of great tricks you can do with parallaxing images, animated textures, ect.. Once 64 bit comes online this could just be one giant looping video :)

The problem is when it comes to low end users. These things should be optional in any scenario so that there is choice for those who want to use more eye candy. No pressure.

Besides 64 bit will take ages.


 "I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

 

 

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

 


#49 freyk

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Posted 23 March 2017 - 08:16 AM

A couple things I'm curious about is exactly how this is setup and how far it increased load times? Naturally you'd have a the core level it's taken from gutted and saved out as a menu map. Keeping only the components and key areas that are required to be visible. If you ever wanted to go a bit more in depth, you could have a camera path track like what Unreal Gold's menu used for a flying camera. Maybe a bit of nostalgic flare!

many years ago i opened this map in unrealed.
This is not based on a original map. Its a small map with several rooms with some camerapoints. The playerview follows a timescript and camera. And in every room there is a eventrigger.
Thievery ut is a mod for unreal tournament 1 and That game starts with a flyby. So they used that mechanism in their own map (and changed the value of "LocalMap=" in unrealtournament.ini)
The user doesnt feel the loadtime of the map, because the map is starts directly to load when the engine is loaded.

To create something like this in TDM and measure it, start tdm with de +map argument. (or add a line in autoexec.cfg, that opens a map using the map command)
It would be nice that someone find something to avoid the "press attack to start mission"-popup.

Edited by freyk, 23 March 2017 - 08:37 AM.


#50 demagogue

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Posted 23 March 2017 - 08:34 AM

I like the minimalism of our current style, but if some FMs, when installed, have their own custom backgrounds like this, showcasing some scene from their FM, I'd be interested to see that.
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