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Post by fatihG on Jul 11, 2016 17:22:11 GMT -6
Whats this wall glitch? =O
Still not sure to be honest. I still think its a camera that is animated. The smooth scarf mod just replaces the physics of the object with ones that I generated. So basically its is affected by physics.
Since it is affected by physics, if the ship was moving physically the scarf should move with the ship, similar to the lamps ( which I think are animated and calibrated with the camera movement). But since the scarf simply goes straight down, always pointing at Miriam's feet I don't think the ship is actually moving physical.
Ill try to do some digging, see if I can find some more stuff.
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Post by fatihG on Jul 11, 2016 17:16:17 GMT -6
Unfortunately I have no idea how to do stuff like this.
I really only do visual mods that do not affect gameplay. In fact I doubt they actually made any kind of save system for the demo, so there would be no way for the game to actually read 'saved data'.
Only thing I think might work is something like a cheat engine.
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Post by fatihG on Jul 11, 2016 10:29:08 GMT -6
XombieMike Check the testbed. I made some changes to the CSS. Bevel size changed and the quickreply has 240px padding on the left I change the font to lucida, bold, size to normal. dont remember if i did anything else. Layout templates Thread>Quick reply line 1 <div style="padding-left: 240px;" class="container quick-reply"> Advanced styles and css StyleSheet: line 431 @title_text_shadow: 2px 2px 0px #cecfdd; (for s lightly more interesting 'bevel' @title_text_shadow: -1px -1px 1px #3c3c3c, 2px 1px 0px #cecfdd; ) For shadows on the thread list: pastie.org/private/shj67ydczy65ntejbr0ew Replace that code block; line 549 Oh also, try setting the border width of the shoutbox shouts and reply box to 0 instead of 1. should help make it feel cleaner.
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Post by fatihG on Jul 11, 2016 6:51:06 GMT -6
Wow. in there at 1:37 =P
Never noticed my backer number was a palindrome! 29892
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Post by fatihG on Jul 11, 2016 6:34:53 GMT -6
Scars Unseen that definitely makes sense! JeffCross Yeah we will need to look into that. It happens/happened in a few other places as well. Rixuel Good suggestions! the black lines definitely look better, they 'ask' for less attention make the focus the topic titles an what not again. I think we should avoid rounded corners though. If possible we should have a frame around the post box, maybe something similar to the mini profile. The reason I don't think rounded corners would work, is because the rest of the theme has pretty sharp corners or 'inverted round corners'. XombieMike The only reason I am not a fan of the gradient is because it is not consistent. Different sizes for different boxes and what not. Ill have a look at what I can do with the CSS after work.
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Post by fatihG on Jul 10, 2016 18:23:50 GMT -6
Yeah, I think we need to come up with a plan for this stuff. Ease of use shouldnt be sacrified for pretty graphics.
I think what could help the board lists be more legible is having a dropshadow for all text. The 'original' int he game menu, has a large general shadow behind the text, which makes it pop out. I tried to include that inmy PSD, but if it is hard to implement due to it having multiple cells and what not, I think we should give the text a drop shadow.
The 'bevel drop shadow' I think it will look a bit better if it isnt as blurry. At the moment it feels like the text is stamped into a soft material, it does not fit with the rest of the elements in the bar, they are pretty sharp chiseled edges.
As for the BG of the posts/shouts/etc., since they all use the same colours, I think a semi transparent black BG could work well. Not a fan of the text colours changing every other post tbh. I think it might work better by having the BG colour change slightly and have the text always be the same colour.
Not sure the gradient on the board list is working well either. It's obvious its stretching based on the size of the window/box.
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Post by fatihG on Jul 7, 2016 10:58:47 GMT -6
Actually the outline is part of the model.
What they are doing to get the effect is copy the model, invert the normals and move the vertices out. So basically the your are looking at the outline model from the inside out.
As for the 'backlight' effect, this is a shader effect. It is using something called 'Fresnel'. It is not tied to the outline model at all. This is why it only appears on steep angles from the camera, basically near the edges of the model. Now I am not sure of this, but I think that they are using a mask texture to mask the intensity out the fresnel effect in certain areas. For example the armpits don't seem to have this Fresnel effect so much. Basically areas that get occluded dont receive the effect so much. (in fact I think they are using an ambient occlusion texture to mask the effect.)
This cyan fresnel effect would be the easiest effect for the developers to remove. (pretty difficult for modders.) Modders will be able to remove the outline effect on the model pretty easily, heck I could do it if I wanted to, but I prefer the black outline tbh. That being said this could take a while for modders as they will have to edit all of the models in the game to remove the outline. Another option would be to modify the shader of the black outline, but again afaik modifying shaders is pretty difficult if you are modding.
The reason I prefer the outline, is that it makes the area around the character 'darker' thus making the character 'inside of the outline' stand out from the background more. It makes the character pop.
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Post by fatihG on Jul 6, 2016 2:56:25 GMT -6
Well, the thing with the 'shaders' is that it isnt just shaders. Analyzing the content from the demo I can tell that some of the effects in these 'shaders' have been baked into the textures for example. The watercolour overlay on the characters for example, it is in the original texture. it is not a shader effect. Thus having an option to switch between styles is not really an option. That being said, this is the nature of voting systems. If you were not there to cast your vote your voice wont be heard. And if you are part of the minority... well too bad. I didnt vote on it either, but personally I do not mind the stylized look. To me the stylized look give more character to the game. The 'traditional' shaders without the outlines and what not just look really bland to me. Could very well be any other 3d sidescrolling game. I agree on the colours of the boss though. I dont necessarily think it is an issue with saturation, but more something with the use of colours. (thats why I made a mod for it! Shameless plug: www.bloodstainedfanforums.com/thread/1148/bloodstained-modded ) It looks like they are using all 3 primary colours of this boss, making it feel like a childs toy. (Its pretty much pure blue, with green and red.)
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Post by fatihG on Jul 6, 2016 2:55:59 GMT -6
Yeah, I believe the boss area is actually being moved as well, the boss interacts with that part of the boat. Rest of the demo I think is just a camera effect. Kipz, I doubt the camera would be able to 'confuse the game' as the Camera basically just 'observes'. It like you holding a camera but cant keep it steady, it wont suddenly affect the physics of planet earth. So if what you say is true it could actually be the levels moving around, but honestly I think it is just some weirdness with the movement system. I tried observing elements with physics, like the scarf and what not, but they did not seem to react to the movement of the ship at all. This is why I believe it is a camera trick.
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Post by fatihG on Jul 5, 2016 15:19:25 GMT -6
Ok, figured out how to add an image to the bottom of a box. (dont know how to do it autimatically for each box, have to do it manually.)
If you use my test theme on the testbed and go to 'general discussion' you can see that I added the header image to the bottom of the boardlist. Now if done properly, we could set it up with a 3 part image, so it stretches nicely.
-edit- I have added it to every box on the homepage. Surely there is a better way to do it than to add it manually on every page. But if all else fails... we at least know we can do it manually now. =]
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Post by fatihG on Jul 5, 2016 14:56:10 GMT -6
No need to do that. It should be in the 'exported' folder already.
NavSelected and NavHover.png
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Post by fatihG on Jul 5, 2016 14:43:07 GMT -6
The red highlighted ones were supposed to be mouse overs and the ones with the frames the page you are currently on. Was trying to emulate the selection graphic in the equipment/shards menu. I think you've got the frame one as a mouse over and the image for the page you are currently on you probably took form my test theme? That image I probably used before doing a proper theme design and just used for testing. Yeah the shadow really makes em pop out. =] LeoLeWolferoux hopefully all of this will make sense when the theme is finished! =]
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Post by fatihG on Jul 5, 2016 13:51:28 GMT -6
Ah really?
I only noticed it when working on this box and the 'create thread' button. I had fixed it for stuff i did notice.
Working on the earlier designs I took a screenshot of my browser and tried to match it as close to the current sizes by simply drawing over it. In the future ill try to pay more attention to the sizes of the graphics I create.
anyway ill export some graphics for you to mess around with tomorrow. Ill cut them up so it is easy to tile and what not as well.
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Post by fatihG on Jul 5, 2016 13:29:59 GMT -6
Ah yeah, when I zoomed in I noticed they were regular rounded corners. Looks convincing though, I couldn't tell before you pointed it out If it is at all possible then to have the arrows appear, we could sort of fake it by having the arrows have a solid bg. It will than be on top of the line. Might not work if you have alternating colours though. Either way, dont mind losing the arrows. With the designs I make I basically just do what I think would look nice, without worrying too much about its limitations. Just checked out the testbed, interesting that we had the same idea for the bars! =P For the alternating colours, I was thinking about it as well, but for the sake of simplicity i went for a single colour/texture. If you are using separate textures for separate cells, it might be difficult to align the textures for it to appear as a properly tiling texture. I wonder if it is possible to give certain rows a 90% transparent colour overlay. That way we can just use a single texture for the BG and let the transparent colour handle the effect you are looking for. For the bottom image... Maybe it could be as simple as adding a div to the CSS just for the image. Not sure how that would work though. Whenever I look at existing CSS I get super confused. =| -edit- Btw if some elements are inexplicably large, like the 'create thread' text... I blame my new Cintiq. It has a higher DPI than my laptop screen so everything looks tiny on it. Still got to get used to it.
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Post by fatihG on Jul 5, 2016 12:55:11 GMT -6
haha... sorry
When you say repeating images, do you mean the 'community' bar? That one was kind of tricky. Had to make sure there was enough space for a long topic title, so I extended it out pretty far. Its still a 3 part image, the left side is just really wide.
As for the main body, it is a small tileable image that repeats in both directions.
The 'divider' line is basically a 3 part image as well, the left arrow, the line that gets stretches/repeated and the right arrow. Since I wasn't sure how the forums draws those lines I just made them full length. If something like that is not possible, we could just get rid of the arrows on the ends and draw a full length line. (or at least it will appear that way because they'll connect)
For the graphic on the bottom (the one with the quarter circles on each end), not even sure this is possible. I think the rounded corners in the default theme settings is basically CSS that does the rounding.
-edit-
yeah the text isn't actually embossed it is a drop shadow with a white colour. =]
-edit- 2
The end images in the black bars? Are they using some kind of inverted rounded corners? =P That's pretty cool, didnt know that was possible!
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Post by fatihG on Jul 5, 2016 12:37:41 GMT -6
Ah.. I just create one of those boxes with plenty of transparency, textured backgrounds and cool title bars... Thanks! Didn't even realize I was close to 100!
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Post by fatihG on Jul 5, 2016 10:49:54 GMT -6
I'm due on new assets! Will start working on some bars and what not in a bit.
Just a quick thing I noticed. The Sticky and the announcement icons. I think they should be the other way around. The Anouncement kind of looks like a needle, so it could be 'stuck in' I guess. The flower, kind of looks like it is radiating. like extending from the center outward. Kind of like 'spreading the message'.
Anyway just my 2 cents.
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Post by fatihG on Jul 5, 2016 10:40:41 GMT -6
I was going to request if someone could make a mod that would disable the ship from moving in the background, I have a partner who wants to try the game but the ship moving causes motion sickness for her. I think the level would have to be modified and repackaged for this to happen, not sure if its possible at this time... The ship drives me a little crazy but doesn't make me sick. Wow i really like the vampire skin mod, wonder if this will be in the steam workshop. These are only temporary mods for the demo from what I understand, and we will have to wait for the official release to start the process over again since they could change many things. fatihG and fluffyquack can tell you how all this stuff works, since this is their realm of expertise. I doubt it is the ship itself that is moving. If that would have been the case, than jumping and stuff would get messed up mid air because the ship is moving. The physics of her scarf for example isnt getting affected by the 'ship moving' either. It is probably just the camera that moves. And if this is the case, I literally have zero idea how to go about doing this as it is probably being done in a blueprint (code). At the moment the these are unofficial mods, so I doubt it would work with something like steam workshop. Basically the developers would need to go out of their way to support something like that, which I doubt will happen. Fluffy might need to do some updating on his tool to make it compatible with the final release of the game. And unless they make significant changes to the way they have these assets set up I might need to redo some stuff. But content wise I think it would just be moving stuff around if things change.
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Post by fatihG on Jul 4, 2016 4:35:12 GMT -6
Dont know about Amiibos, but wouldnt mind something everyone could enjoy, not just people that own a nintendo system.
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Post by fatihG on Jul 3, 2016 5:43:43 GMT -6
Oooh... Though one.
I know some people managed to mod some background in other UE4 based games like SFV. However in SFV you could not interact with the stages, its basically a floor and 2 walls on either side.
Not sure if we could create our own levels. I certainly do not know how to go about doing anything like that. The only thing I know how to mod in a UE4 based game is models and textures.
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