Jump to content

Project -- qUIck


Zyxpsilon

Recommended Posts

Some people who know me well here most probably expected this was going to happen sooner than never!

 

Yep -- it's all about Re-Coloring stuff all over again. Something, anything, whateverthing.

 

PS; For those unaware (or curious about) of what this huge task could involve... check this out; http://www.nexusmods.com/xcom/mods/468

 

Welcome to its twin monicker with a sharp twist in features and naming convention -- qUIck!

 

I will not abuse the sharp colors schema this time around though and should progress slowly towards adding the essential assets with luck.

 

 

Step #1: The Ranks & Classes tiny icons... not exactly the same as previously distributed, they'll just use more subtle HSL themes.

 

I'll return to provide details once i have sampling stuff and finished essential code tests. SDK is something we all need to solidly adapt to -- with patience.

 

.... :cool:

Edited by Zyxpsilon
Link to comment
Share on other sites

Code testing phase is going pretty well i might say. Found a number of key resources (thanks to the HUGE library provided by a formidable SDK) that will prove to be extremely useful while i expand my quest for UI stuff. My target date for release (partial if anything) is two weeks at a minimum since i want to provide as much "Starter" files (textures, etc) as possible to call it a somehow worthy Version #1.

 

Two sets of which...

 

http://s8.postimg.org/cvtuiwqn9/XC2_Preview_CLASSES.png

 

These are the authentic SVG source files (180x180) which will need to be scaled-down (( Horribly.. for graphic freak like me! :smile: )) at 64x64 to squeeze into the default gfx/swf placeholders. Unless the Engine can apply filter to these with a reasonably good function but i have yet to verify the "Utility" code in that case.

 

http://s7.postimg.org/gik8sntrv/XC2_Preview_RANKS.png

 

The artsy trick with the above Rank Icons is that the many XC2-HUD items have been designed smaller (Perks icons, Tactical assets) than what was shown in EW. The Firaxis art concepts are particular (my elements must be matched with smooth HSL choices) and frankly MUCH more balanced visually. Proof being the ultra sets of Research images, Projects, etc.

 

Sooooo, i need to insert my custom stuff and more importantly coloring schemas -- seemlessly. :geek:

 

(( PS; I will also start working on a new Pedia-Style (refer to my LW principles & features) mod called "LAByrinth"... btw -- now that i've dug all if not most structural details about anything from the code files. ))

 

I have plans for our dear purplish Lilly Shen too;

 

http://s2.postimg.org/5ki2qtpr9/Head_Shen_ck.png < < < http://s15.postimg.org/90ea6vixz/Head_Shen.png

 

:cool:

 

So far -- so good! :smile:

Edited by Zyxpsilon
Link to comment
Share on other sites

  • 2 weeks later...

I need some serious help in figuring out why my initial test-mod for this can't load the custom Classes images over the defaults.

 

Cuz - i'm stuck at the Debug phase with a HUD that won't collaborate.

 

Not anymore!! Released. :ninja:

Edited by Zyxpsilon
Link to comment
Share on other sites

From the little i know about the UPK mechanism i think you'll have to write overwrite code for it to get the assets to load(just like loading pics and models for weapons), right now i have looked at the UIUitilities_Image file but most of its are static so until we get an update to the SDK we cant override those functions, there are probably some more locations where the UI is getting the assets from so you might just want to search for "img:///" in all the source files to find some more info

Edited by Guest
Link to comment
Share on other sites

Right... i've also determined that a UC "change" might be the only rational way to go. As you hinted about UIUtilities_Image, i previously found a simulated function that seemed to deal with the ranks;

 

--------------------------------

simulated static function string GetRankIcon(int iRank, name ClassName)
{
local string strImageName;

if (ClassName == 'PsiOperative')
{
switch (iRank)
{
case 0: strImageName = "rank_rookie"; break;
case 1: strImageName = "psirank_initiate"; break;
case 2: strImageName = "psirank_acolyte"; break;
case 3: strImageName = "psirank_adept"; break;
case 4: strImageName = "psirank_disciple"; break;
case 5: strImageName = "psirank_mystic"; break;
case 6: strImageName = "psirank_warlock"; break;
case 7: strImageName = "psirank_magus"; break;
case 8: strImageName = "rank_fieldmarshall"; break;
}
}
else
{
switch (iRank)
{
case 0: strImageName = "rank_rookie"; break;
case 1: strImageName = "rank_squaddie"; break;
case 2: strImageName = "rank_lieutenant"; break;
case 3: strImageName = "rank_sergeant"; break;
case 4: strImageName = "rank_captain"; break;
case 5: strImageName = "rank_major"; break;
case 6: strImageName = "rank_colonel"; break;
case 7: strImageName = "rank_commander"; break;
case 8: strImageName = "rank_fieldmarshall"; break;
}
}
return "img:///UILibrary_Common." $ strImageName;
}

--------------------------------

 

Inserting my upk ( qUIck_CLR_UILibrary. ) string to dispatch those Rank icons (which keep the very same names, btw) directly might do the trick... not there yet though.

 

First step... it's the Classes that won't respond to this XComGameData.INI file edit method, i'm guessing;

 

-----------------------------------

;XComGameData.INI (custom for RCP)

[Rookie X2SoldierClassTemplate]
IconImage=img:///qUIck_RCP_UILibrary.class_rookie

[Ranger X2SoldierClassTemplate]
IconImage=img:///qUIck_RCP_UILibrary.class_ranger

[sharpshooter X2SoldierClassTemplate]
IconImage=img:///qUIck_RCP_UILibrary.class_sharpshooter

[Grenadier X2SoldierClassTemplate]
IconImage=img:///qUIck_RCP_UILibrary.class_grenadier

[specialist X2SoldierClassTemplate]
IconImage=img:///qUIck_RCP_UILibrary.class_specialist

[PsiOperative X2SoldierClassTemplate]
IconImage=img:///qUIck_RCP_UILibrary.class_psiop

--------------------------------------

 

Initially, i had written the -/+ precision lines... It could also be a matter of proper Icon properties. IIRC, the defaults get compressed without the sRGB gamut... but that ruins the images quality sooooo much, i'd rather have them straight up as TGA/alpha just as designed with SVG scaling for the templates.

 

I'll have to test stuff even more -- it seems. Thanks.

 

PS; oooooopppppsss... it was supposed to be XComClassData.INI -- instead ((Silly me)) :D !!

Edited by Zyxpsilon
Link to comment
Share on other sites

SUCCESS!!

 

What a great start for the week... Each Classes Icons are in. They are a bit brighter than expected but it's fine by me, at this very early stage of development(s). It also proves "Uncompressed" textures can somehow fit in. See below;

 

 

 

http://i.imgur.com/O7WbkrO.png

 

 

 

Now, onto the Ranks & many-many more HUD elements!

Edited by Zyxpsilon
Link to comment
Share on other sites

Ya know, that's really my wicked personality that spoke too loud -- too soon. At my age, you somehow get upset easily and lose patience VERY rapidly.

:D

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...