Author Topic: PNG/JPG/TGA support for HUD bitmaps  (Read 4025 times)

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Offline Swifty

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PNG/JPG/TGA support for HUD bitmaps
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!

Code: [Select]
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.


 

Offline headdie

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Re: PNG/JPG/TGA support for HUD bitmaps
 defiantly earns a :yes:
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Offline Spoon

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Re: PNG/JPG/TGA support for HUD bitmaps
Who is this someone? He deserves a lot of praise!
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Offline Angelus

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Re: PNG/JPG/TGA support for HUD bitmaps
Who is this someone? He deserves a lot of praise!

Swifty.
and yeah, great job there!

 

Offline Spoon

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Re: PNG/JPG/TGA support for HUD bitmaps
Thanks master of the obvious  :p
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[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Angelus

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Re: PNG/JPG/TGA support for HUD bitmaps
Hey, it's the internet. You never know...

 

Offline ssmit132

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Re: PNG/JPG/TGA support for HUD bitmaps
This is great news! :yes:

 

Offline Shivan Hunter

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Re: PNG/JPG/TGA support for HUD bitmaps
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

 

Offline pecenipicek

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Re: PNG/JPG/TGA support for HUD bitmaps
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!

Code: [Select]
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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Offline Spoon

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Re: PNG/JPG/TGA support for HUD bitmaps
But since the game puts a color overlay on it, it would look wierd wouldn't it?
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline pecenipicek

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Re: PNG/JPG/TGA support for HUD bitmaps
i'd be happy if that could be... optional.
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Offline Swifty

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Re: PNG/JPG/TGA support for HUD bitmaps
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.

 

Offline pecenipicek

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Re: PNG/JPG/TGA support for HUD bitmaps
okay then. i'll figure something out as i go along then.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline Droid803

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Re: PNG/JPG/TGA support for HUD bitmaps
YES YES YES YESYESYESYESYESYESY!!!!!111111!!!1111one
No more snowflakes on people's face woot.
(´・ω・`)
=============================================================

 

Offline Nuke

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Re: PNG/JPG/TGA support for HUD bitmaps
so we can use the full grayscale range now?
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Offline Shivan Hunter

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Re: PNG/JPG/TGA support for HUD bitmaps
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!

:)

 

Offline Goober5000

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Re: PNG/JPG/TGA support for HUD bitmaps
It would be nice if someone would completely test this feature before removing the explicit prohibition against it in the code. :p

PM sent.

 

Offline Droid803

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Re: PNG/JPG/TGA support for HUD bitmaps
hm...doesn't seem to be working for HEAD anis...
(´・ω・`)
=============================================================

 

Offline Herra Tohtori

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Re: PNG/JPG/TGA support for HUD bitmaps
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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Offline Nuke

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Re: PNG/JPG/TGA support for HUD bitmaps
has anyone tested shield icons yet?
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