Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Swifty on January 05, 2011, 01:55:35 pm
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It would be nice if the Freespace Open engine didn't need to take in those beleaguered 4-bit indexed color PCX files that are a pain to make. It would be great if someone could allow the engine to take in EFFs comprised of PNG, JPG, or TGA.
Ideally, a user would just have to specify an image and the engine would convert the image to grayscale regardless of color palette. And instead of limiting our HUD bitmaps to just 16 shades of gray, we should have access to 256 shades.
Oh wait! It turns out recently someone has committed a change to Trunk that will allow that!
r6924 | Swifty | 2011-01-05 02:54:14 -0600 (Wed, 05 Jan 2011) | 1 line
Changed paths:
M /trunk/fs2_open/code/bmpman/bmpman.cpp
M /trunk/fs2_open/code/graphics/gropengltexture.cpp
Support for PNG/JPG/TGA based EFFs for the HUD and other graphics that previously required ANI/PCX.
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defiantly earns a :yes:
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Who is this someone? He deserves a lot of praise!
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Who is this someone? He deserves a lot of praise!
Swifty.
and yeah, great job there!
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Thanks master of the obvious :p
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Hey, it's the internet. You never know...
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This is great news! :yes:
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OH MY GOD YES
THIS WILL BE A GREAT BOON TO a certain something that is currently being um kind of worked on well um
I won't say more
other than that swifty is AWESOME <3
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It would be nice if the Freespace Open engine didn't need to take in those beleaguered 4-bit indexed color PCX files that are a pain to make. It would be great if someone could allow the engine to take in EFFs comprised of PNG, JPG, or TGA.
Ideally, a user would just have to specify an image and the engine would convert the image to grayscale regardless of color palette. And instead of limiting our HUD bitmaps to just 16 shades of gray, we should have access to 256 shades.
Oh wait! It turns out recently someone has committed a change to Trunk that will allow that!
r6924 | Swifty | 2011-01-05 02:54:14 -0600 (Wed, 05 Jan 2011) | 1 line
Changed paths:
M /trunk/fs2_open/code/bmpman/bmpman.cpp
M /trunk/fs2_open/code/graphics/gropengltexture.cpp
Support for PNG/JPG/TGA based EFFs for the HUD and other graphics that previously required ANI/PCX.
gawddammit, now i need to recompile again :p
as a side note, could it be made arbitrary (aka modders choice) wheter to convert to grayscale by default or to keep the colors? i for one would like to prevent people from modifiying colors for my TC :D
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But since the game puts a color overlay on it, it would look wierd wouldn't it?
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i'd be happy if that could be... optional.
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All HUD gauges are using color blending bitmap render functions. It's going to require a case by case basis to revise each HUD gauge and their rendering functions to allow support for both color blending and full color support. Full color HUD rendering isn't going to be implemented anytime soon I'm sorry to say.
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okay then. i'll figure something out as i go along then.
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YES YES YES YESYESYESYESYESYESY!!!!!111111!!!1111one
No more snowflakes on people's face woot.
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so we can use the full grayscale range now?
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so we can use the full grayscale range now?
... And instead of limiting our HUD bitmaps to just 16 shades of gray, we should have access to 256 shades.
Oh wait! It turns out recently someone has committed a change to Trunk that will allow that!
:)
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It would be nice if someone would completely test this feature before removing the explicit prohibition against it in the code. :p
PM sent.
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hm...doesn't seem to be working for HEAD anis...
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This is made of win.
On a related topic, is it feasible to ask for HUD alpha intensity option? Either an additional slider on the HUD config screen, or something like the current HUD contrast toggle between high and low contrast (the HUD would thus switch between high opacity and lower opacity options).
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has anyone tested shield icons yet?
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This is supposed to work for shields icons and command briefing icons, right? Does it also work for weapon loadout screens when weapons aren't used?