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Napalm

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Posts posted by Napalm

  1. Well previously we were using the font's topic to talk about the main menu, so I've decided to make an actual topic about the Menu with status and pictures when forum uploads are back on from the move

     

    Currently the status is as follows

     

    -Font's created but are unable to be implemented ingame, waiting for more information

    -Options main buttons implemented, with placeholder menus put in

    -quit implemented fully with "are you sure you want to quit"

    -background music implemented on a loop (tyrots trailer theme currently)

    -credits implemented with basic list of designers as placeholder

     

    I'm still having problems with the sndshder files to get localsound effects (not the music) to play. If any of the music speciallists know anything speak now. thats it for now

  2. unfortunatly I'll be out of town next 5 days, so if you get me the graphics during that time I'll get it done up nice when I get back :) Woot on irc at same time talk there

  3. gimme an ambient and I'de be happy to add it, thats one of the things I wanted :) I was playing around with menu, and the stretching is due to the weird size of it (the menu is actually squashed to 328-315) (i think something weird like that) this causes the size to be warped. I'll play around with it so it looks right, that was just something I caught playing with buttons, but forgot to fix. As for the faded look its not the text its the alpha on the backgroundsquare, If I take it off the text looks fine...I'm not sure what to do about that it's an alpha channel problem not the script since it was even worse looking before (I turned it down slightly in the end) I think that if we use a square the same size ingame with a transparency it might work better then the alpha

  4. lol, just put the gui in guis and the assests in /guis/assets/mainmenu/things....sorry I'm not really thinking to well... (on IRC, if were gonna keep forum talking) when you boot up mod it will come up as mainmenu.

  5. K it's up on FTP under mis-el-a-nee-us menu2.zip, you'll have to put all the files in the correct places, also make sure to put the .tga's in, I had to tweak some alpha channels and they're named differently then before

  6. Maybe it's just my eyes....You take a look at it and see what you think, truthfully it could just be me, or some minor issue with the gui setup, anyways I'll put it up on the ftp in the base form just to check it out, I just don't like the way it looks, and it bugs me cause I dunno if it's something wrong with my code or if I just don't like it :-p. Anyways nothing should work cept mouseover and quit button

  7. It's ok I checked it on all resolutions, it will work fine, the problem is Doom 3 guis max at 640x480 resolution so its seems a little blurry (not to bad, just not crystal clear) I'm hunting for how they made their menus so nice but I think it might be the fact that it's al video and they used scanlines to make it look better. Anyways I need some extra graphics a "Are you sure you want to quit?" "yes" "no" and then the other menus as well.

  8. Hey can I get a couple resolution types of people to check out the main menu (no buttons should work so don't give that as a problem). D3 gui resolutions are messy so I wanna make sure there are no problems. I would be alot farther along but I want to fix the base before I keep working. Adding the rest of the menu is easy, but I want to make sure quality will work right before I go on.

  9. Alright I downloaded everything so now i have all the seperate parts, I'll start setting up the menu, however how do we want the setup, whats the final result sposed to look like?

  10. Sorry, I was away for the weekend, I'll download everything tommorow morning, the transparency should work fine in .tga though, I've never had any problems...we'll see int he morning I can add the mouseover glow layer quickly thats fine.

  11. Anything that wil be interactive or have scroll over functions (Buttons scroll bars ect) should be seperate, anything that will be changing on a per menu basis (possibly backgrounds) will also be seperate. In fact just leave everything but buttons in .tga

  12. I'm using placeholders but if you have everything now there is no reason not to use it. I don't know if the classic fonts hold copyrights or not, I'de assume any texture copyrights on the original game would hold for the font. Even if there isn't copyrights the font will still be redone for D3. If you gimme the font I'll recreate it in higher res, and the menu graphics can just be placed on CVS under guis/assets/menu

  13. I'm doing some work on the Menus and Books, and right now I'm using template placement fonts. At some point though we'll need to use our own. I had a program to make font converters for D3 but i seemed to have lost it (gotta find another copy), But before I do that, do any of the artists have any fonts, that we might want to use, or should I just convert some of the common ones from some free site?

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