South8028 Posted May 26 Author Share Posted May 26 2 minutes ago, ChuckYufarley said: South, in the PowerButtonAndIndicator.nif, is it safe to assume the ButtonPower:0 BSTriShape represents the object collision, or rather is the same size and shape of the actual collision? If there are other buttons or switches closely situated to the power button, I would suggest limiting the collision size so that it's not wider than the button itself. If there's no other selectable element with a collision that might overlap the power button, then it's not important. If possible, I would probably make it taller and deeper, however, to make it more easily selectable. Since I'm only seeing the button and indicator, I don't have any idea as to scale as it appears in game. Like I mentioned in a previous post, I make the button collisions for my second jukebox roughly a quarter to a third the size of a vanilla cigarette pack, and those are (relatively) easily selectable. There are already all the collisions with pseudo-buttons in a row. Very large collisions and they do not touch each other. Hopefully we won't have too many buttons. But in the tuner you will have to seriously think about how to make these touch buttons. There will probably be some collisions at some distance from the row of buttons. Link to comment Share on other sites More sharing options...
ChuckYufarley Posted May 26 Share Posted May 26 Niston, one thing I just thought of when it comes to the selectability of individual buttons. When I made my second jukebox, it's base is set up as a furniture object with a first person animation that places the player directly in the center of the button array. I'm sure this makes selectability much easier as each button is directly in front of the player. Selecting buttons from an angle would probably be damn near impossible. Link to comment Share on other sites More sharing options...
niston Posted May 26 Share Posted May 26 Welcome back @ChuckYufarley Alright, I've added the glow effect to LightIndicator script: Spoiler Script will attach configured LIGHT from CK to configured NiNode name. I've chosen "AddonLight" as default node name, but it can be anything and the default name is very easy to change at this point. @South8028 What this means is: Instead of Addon Node, you can create regular NiNode and call it "AddonLight" (or anything else you'd like, just let me know). Light will be placed and attached exactly there. I'm using a small (16 radius) rather faint (fade 0.3), omnidirectional red light in the picture above, so it doesn't matter. But if directional light (spotlight or such) is used, it will orient with the rotation of the NiNode it is attached to. Link to comment Share on other sites More sharing options...
niston Posted May 26 Share Posted May 26 14 minutes ago, ChuckYufarley said: [...] places the player directly in the center of the button array. I'm sure this makes selectability much easier as each button is directly in front of the player. Selecting buttons from an angle would probably be damn near impossible. Ah, I see. Slightly different use case then. Here ofc, components will be put on table in any arrangement player sees fit, or inserted into tall beautiful rack - Having to select controls at angles will just be a reality with this project, I think. But I think that, if we avoid making the controls too small and spaced too closely together, we can manage to deal with the issue. Link to comment Share on other sites More sharing options...
South8028 Posted May 26 Author Share Posted May 26 1 minute ago, niston said: Welcome back @ChuckYufarley Alright, I've added the glow effect to LightIndicator script: Hide contents Script will attach configured LIGHT from CK to configured NiNode name. I've chosen "AddonLight" as default node name, but it can be anything and the default name is very easy to change at this point. @South8028 What this means is: Instead of Addon Node, you can create regular NiNode and call it "AddonLight" (or anything else you'd like, just let me know). Light will be placed and attached exactly there. I'm using a small (16 radius) rather faint (fade 0.3), omnidirectional red light in the picture above, so it doesn't matter. But if directional light (spotlight or such) is used, it will orient with the rotation of the NiNode it is attached to. I'll adjust the light correctly later. You need to enable the lens effect (I don’t remember what it’s called in ck). There will be a tiny red flash at the root of the light. It will be very bright and will be visible very far away. Link to comment Share on other sites More sharing options...
niston Posted May 26 Share Posted May 26 Ah yes, Lens Flare. JJ Abrams says hi Link to comment Share on other sites More sharing options...
niston Posted May 26 Share Posted May 26 xD Spoiler 2 Link to comment Share on other sites More sharing options...
South8028 Posted May 26 Author Share Posted May 26 3 minutes ago, niston said: xD Hide contents Can you make it small? If not, you need to create the effect itself. We'll have to see how it works.Anyway, today I'm making textures for the tuner. Then you need to think about what to do with the buttons and inscriptions. Draw me a drawing (not a diagram with the formulas of the quantum theory of gravity, but a simple drawing). Button > inscription below it. Try to minimize the number of buttons. The average person doesn't like a lot of buttons. Most people don't like to strain their brains in the game. Link to comment Share on other sites More sharing options...
niston Posted May 26 Share Posted May 26 Custom Lens Flare: Spoiler I like it. Diagram with texts: Spoiler I added texts directly on panel. Green outlined things will be used by Tuner UI script and should exist as individual elements. For buttons, what they are going to do: POWER: What it says CONFIG: Show configuration menu PROGRAM: Store current frequency in station preset 1 ... 5 -> can be backlight red to highlight PROGRAM mode is active. 1 ... 5: Station presets -> These could have backlight, so we can highlight if one of the presets is currently selected < : Decrease current frequency to previous station (from table of stations available in game) > : Increase current frequency to next station (from table of stations available in game) SCAN: Update radio station table BOOST: Enable/disable volume boost for weak station Perhaps you want to add power light as well? Link to comment Share on other sites More sharing options...
niston Posted May 26 Share Posted May 26 Oh wait, I forgot something! Use this diagram: Spoiler ENTER button will bring up dialog to manually type a frequency on your keyboard. Link to comment Share on other sites More sharing options...
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