Closed boformer closed 9 years ago
The code of ImprovedModsPanel + an inspection of the content manager might be a good starting point.
ImprovedModsPanel
Improved Assets Panel, of course. We need filtering here too. Also some guy asked me if I could add Steam collections for IAP. I think, that feature might be added to both IAP and Themes Manager UI.
Something like 'Import theme from Steam Collection'. And collection file ID needs to be provided for import.
Yep, I also thought about that. Do you also want to sync the steam collection regularly, or just have a one-time import?
I think even one-time import is a challenge enough. It will be fine.
BTW. Thank you very much for the testing you do! I just don't have enough spare time for it.
Hopefully I'll find some spare time today or tomorrow to implement thumbnails generation feature.
Look at IPT. They just implemented a vehicle preview.
Checked IPT. Haven't seen any previews. Nothing in its description too. Maybe you meant another mod?
Oh right, it says "coming soon": http://www.reddit.com/r/CitiesSkylinesModding/comments/3aqwap/vehicle_preview_in_avo_coming_soon/
Hovering/changing a color updates the preview.
Looks like it will be 3d preview, like in ModTools. My idea is about taking and caching screenshots and using them as thumbnails.
This should also solve 'Lego blocks' problem for assets that don't provide their own thumbnails. The trick is how to display not only the main mesh but all props too.
This one also has a very nice GUI: https://github.com/SamsamTS/CS-MeshInfo/tree/master/MeshInfo
BTW, SamsamTS once asked me about collaborating. Maybe his UI experience may be really helpful for us?
Oh yes. Very helpful. Ask him if you want 😊
I will try and help soon. As you know I just updated AVO. I need to remake some screenshots and such. Also I want to add previews to Mesh Info too.
:+1:
I wanted to let you know that I started to work on the UI. It's a humble start but it's a start :wink:
Yay. I can add you to the repo so you can create a branch.
Create a pull request for your branch so we can discuss the changes.
I'm also planning to clean up the code of the mod.
I will do it when I get home, in about 2h.
Sounds good to me.
Ok, done.
@SamsamTS Clone the cleanup branch: https://github.com/boformer/BuildingThemes/tree/cleanup
I will merge it soon when no problems appear.
@SamsanTS Can you upload what you have done so far?
Have you merged the clean up yet? I was waiting on that so I can create a branch from master. I could make a branch from clean up i guess.
Also I haven't done much yet (I display the list of themes but that's about it). It's too freaking hot here, I'm having a hard time getting anything done and I try to keep the computer off because of the heat.
Where are you from? It's also very hot here in germany ;)
Hallo neighbor. I live right next to Germany, in France (Alsace to be more precise). I don't speak German though, sorry.
Proposal:
We manage a list of buildings which are available (Vanilla and Custom assets) as a separate XML file.
When a new building is found that is not in the XML file, a window pops up:
The mod also adds a new entry to the Esc menu: "Theme Manager"
It opens a window with 3 columns:
left column (width 25%): The left column contains the list of themes (and a Add new theme button in the bottom). The user has to select one.
Center column (width 50%): The list of all growables with checkboxes to enable an asset in a theme. The list should also contain assets which are not loaded, but were found in the XML buildings list. It would be nice if we could display a more readable name (load title from workshop, replace "_" with " ")
Right column: Top: preview and stats of the selected asset
Bottom: Information about the theme. For example, display how many assets of each zone type are included. Display a warning when there is a L2 4x4 asset, but no L1 4x4 asset.