BEEmod / BEE2-items

Standard Items for the BEE2.4
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Signage for custom fizzlers #3042

Open Neshiro opened 5 years ago

Neshiro commented 5 years ago

Hello, dear developers. I've made signage images to be used with the custom fizzlers in order to know more easily what each fizzler lets pass through. One is for signaling that objects are blocked, another is for signaling that the player is blocked and the last is for signaling that portals are blocked. Map designers would place these next to custom fizzlers. custom fizzlers signage.zip

I think these new signs would be useful, as everyone doesn't know the effects of every custom fizzler in the BeeMod. (Please find a jpeg and a vtf version of each sign in the attached folder.)

Konclan commented 5 years ago

These are a good suggestion but I believe they need to be tweaked to better suit the style of signages

LautaroL20 commented 5 years ago

Nice contribution, although it is very incomplete yet.

Neshiro commented 5 years ago

If that's so, then what can I do to make it better ? Or do I let you handle this matter as of now ?

LautaroL20 commented 5 years ago

We do not have the abbility to edit those signages properly. It would be better if you take care of them and finish those by yourself.

Neshiro commented 5 years ago

Alright then. What else would you need to call it complete ? Is there some files missing, or the quality of the images isn't good enough ? What do you need in addition to that ?

Konclan commented 5 years ago

I mean I can make signages, I will take a crack and them sometime.

Neshiro commented 5 years ago

I made some progression on the matter. You can test this working version of my signages by putting the package in the packages folder of the BeeMod. Keep in mind that it's still not finished and lacks polishing. (I'm having a hard time when I want to edit the Alpha channel of the signages, so as to make the selfillum. If you could give some insight on this, I would be grateful.)

signage_custom_fizzlers.zip

Libbybapa commented 5 years ago

I appreciate the signage options you've presented. I would point out that the simple line through a player or cube does not seem specific enough. The line through the player does not differentiate between blocking the player (compressed smoke, force deflection, and closed solid) or killing the player (death fizzler and laser field). Similarly, the line through the cube does not differentiate between fizzling a cube (emancipation or matter inquisition), or simply preventing it from passing (force deflection, physics repulsion, or closed solid). It seems that if using the signs, making them more specific in that regard would be beneficial.

Neshiro commented 5 years ago

I could debate with you that when the player is killed, like on the official signage for the laser field, you have a little skullface on the signage's figure. However, I will take your view into consideration. In the meantime, do you have any better idea so as to better depict the message behind each signage I'm making ?

(Please find here a new version of my signages with a better texture. The lighting is still a bit off at the moment). signage_custom_fizzlers.zip

Konclan commented 5 years ago

I put my attempt at the signage on the discord's #development channel if you want to check them out

Neshiro commented 5 years ago

I saw your proposal. Your images, albeit better in terms of clearness, are quite similar to mine, in my opinion. That's entirely fine, of course, however I would have appreciated if you had credited me for the inspiration.

LautaroL20 commented 5 years ago

What is your username at the Discord´s server?

LautaroL20 commented 5 years ago

I meant, your profile name (sorry, my english isn´t my maternal language). Because some people from here sometimes uses a different name at the Beemod´s discord channel that difficult identify who is who.

Neshiro commented 5 years ago

My name on the Discord server is the same, @Neshiro

Libbybapa commented 5 years ago

Neshiro I looked at your items. The VTF files were not exactly set up right. Here's a before picture:

20190720213233_1

Here's how they look after I adjusted the visible layer, the layer mask, and the vtf alpha settings.

20190720222100_1

I placed the updated VTF files in this folder for easy download: https://drive.google.com/open?id=1gcPPfkpaf5d84h8vVyAEEAme7i21Up8N

After replacing the VTF files, I have found that the images sometimes do not update in existing maps until you add them to a NEW map that has not yet been compiles. The images will then update when existing maps that had the previous images are compiled.

Neshiro commented 5 years ago

The bug you have in your first screenshot is something I had too before I managed to fix it by saving each of the three signages' alpha masks as a vtf. As it's something I fixed in the last package I sent here, I don't see how you could still have it. Either way, to update a chamber that has these signages, what I found is that you have to remove them, build the map, exit, place them again and rebuild. That way they get updated.

The previews in the vtf look a little different. May I ask you what you changed exactly in the files ?

Edit : I just tested your version and it's perfect, to me. You managed to solve the too-bright issue I had. Many thanks ! 👍

Libbybapa commented 5 years ago

I might have downloaded the first version you posted. It was a little while before I got to using them.

I am using Gimp for image editing. I'm not sure what you are using or how similar the apps are. In Gimp you can add a 'layer mask' and edit that. The washed out areas that should have been black were fixed by making them black in the visible layer. I then went to the layer mask, made the border black so the border isn't washed out (that's an issue with most of the other signs also) and then changed the uniform background of the layer mask to a light gray rather than solid white. Also in the export of the VTF, it needs the settings set so it has the 8-bit alpha.

Neshiro commented 5 years ago

Who do I have to ask for this to maybe be put in a future release ?

TeamSpen210 commented 5 years ago

The main thing is that I'd want these to be automatic in some way, so players don't need to configure each sign manually. Perhaps the signage would generate 4 in a line when set to this?

Libbybapa commented 5 years ago

I have actually used the 'no-cube' and 'no-player' signs and I know someone else who has used them also to denote places where the player or cube should not go. I probably won't personally use them (or any other signs) for telling the properties of the custom fizzlers. I think those properties are best simply learned by the player. Experienced players already know the properties and inexperienced players don't play my maps. In each map description I include a description of the properties of each custom fizzler used in that map and I usually include a tutorial room that highlights those properties along with any other particularly unusual moves that impact the logic.

All of that said, I think the 'no-cube' and 'no-player' signs are useful as is and I'm glad to have them even if I have no plans to use them for their intended purpose. :)

Lieutenant-L-T-Smash commented 3 years ago

I like this signage and I think it would be useful. It being automatic is a nice-to-have, but it's not necessary to make good use of these signs. This issue hasn't been touched in nearly 2 years. Can we get this included in the next version?

Neshiro commented 3 years ago

I like this signage and I think it would be useful. It being automatic is a nice-to-have, but it's not necessary to make good use of these signs. This issue hasn't been touched in nearly 2 years. Can we get this included in the next version?

I agree that placing this signage isn't that hard to do manually. I also hope it will get included one day, but I doubt it. If you like what I did, you can simply download the pack and use them in your maps. Link for the download : https://drive.google.com/file/d/1ATVQSs7awLNP5EpPvDYt48oqtcuNApzX/view?usp=sharing If you encounter issues, don't hesitate to ask me.