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Nils

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  1. Bundysoft isn't active though, the website is under maintenance for years and nothing has changed. If you're unable to get the Pro version from GG going then look at the free version: Link: http://www.bundysoft.com/L3DT/downloads/standard.php Good luck!
  2. @Azaezel An example of the above (in this case is the bar 8px thick)
  3. mmm, probably have to examine what is the cause that. It may have to do with resolutions and monitor/screen sizes. The actual size (inches) is impossible to get so in this case the best (quick) option would be to draw a colored bar on the top or bottom of the preview instead of a whole frame. Around 5px in height would do well and without distracting the key element (preview/icon)
  4. Good it's fixed! Thanks Az! There's no index available so the user has to guess which color is what. If the lines are this thick for clarity then I think it's less effective as you would think in the short run; (of course after a while it may become obvious). Therefore I recommend to keep the thickness therefore 1 or 2 pixels max so that those who use the specific color as a reference can observe it and doesn't take away the professional style of the engine's interface. A thin line also doesn't cause too much distraction from the key element which is the preview or icon of the asset.
  5. @AzaezelThat's certainly a useful function, especially these days in where we have to worry less about having MBs of memory use. This also avoids the issue of certain characters not generated before shipping and being displayed incorrectly at the player's (who may not have the font installed on their system). Good thought there!
  6. back to the T3D 4.x UX/UI Makeover , here's an incomplete list of things still to be done: Important work to be done: * fix hover states of certain toolbar buttons * open dialogues that aren't docked all in same place * restore window (after maximize) results in incorrect canvas dimensions (x y) * add "close" ( X ) and "restore" ( [] ) buttons right top fullscreen editor window * keep all bottom panel windows (asset browser etc.) as one when docked * keep fixed positions for bottom panel tabs for each specific window * fix all GUI text controls that have content cut off after font changes * align all GUI elements properly after font changes * distribute GUI elements neatly on grids / guide lines * Get all Convex Editor / Sketch Tool functionality in one panel * Design a proper UX layout for the convex Editor * Fix incorrect Shape Editor window positions and dimensions * Get the Shape Editor windows to behave as one when docked * Pay more attention to UX design in the Shape Editor (clarity, grid etc.) * Show camera controls properly in the status bar (bottom) * Fix dead links in the menus * Fix missing assets (reduce console warnings) * Proper Tree behavior in the Asset Browser * Scale icons (previews, folders) with steps of 25% to reduce jaggies * After creating a new asset in order to open an editor, do open the editor * Increase contrast of certain button & class icons * Fix behavior of the Verve editor window * Gather feedback and issue reports * Code redaction to reduce the repetitions * Review the World & GUI Editor short keys * Document all the changes * Clean up the project and make it ready for a pull request Additional work maybe be done: * Add option to show editors menubar as: icons/ icons w text/ tabs w text * Create a tools/editor GUI template with docking panels/windows * Dropdown menus with icons next to text * Ability to dock panels to other positions in the canvas * Truly nest a whole GUI (guiContent) in a tabPage control instead of faking * Sort (to front/back) GUI (children) windows even when not sharing same mother * Copy console log to clipboard without the need to ship with T3D tools * Design/implement advanced metrics panel for profiling * Add help buttons which are linked to documentation * Add script window for preview purposes w "edit" buttons (external editors) * Thinking/testing future changes to improve UI responsiveness (font size eg.)
  7. Yes, certainly! That would be the best solution, IMHO as well
  8. Each GUI control may have to be treated differently regarding certain aspects, especially with containers. A GuiStackControl (as we see with the mainMenu), though while having the possibility to create multiple columns & rows, is I believe primarily meant for linear use. If one is creating something as an inventory grid (with for example 9 or more cells) then perhaps GuiControlArrayControl and GuiDynamicCtrlArrayControl are containers that better suit such uses. For these controls you could make exceptions on the tabIndex behavior, as those are obviously meant to work as a grid and not linear.
  9. As a new web standards move away from the property "tabIndex" for HTML objects, do I think it may fit well for T3D. If navigation with keys works well, you'd almost automatically have it working for controllers as well. Here is an idea how you may use a tabIndex concept (or for example "selection Index") to navigate through tab pages and its children. Index: tabIndex "-1" will be ignored all together, including the children tabIndex "0" will be excluded for selection , but the children are included tabIndex "1" and greater will be included for selection lowest index greater/equal than/to "1" will be handled first, highest the last. Navigation: Using "left" & "right" will navigate through containers at the same level (no children are selected) "up" & "down" are used to navigate through the children Navigating through children that aren't containers will result in automatically selecting them. The "enter" key, "A" (or X for PS controller) and "RB" should be the same as left-mouse clicking the object (button eg) No children are automatically selected until user interaction ("up" & "down") So for example the mainMenu will not pop up with a button already selected, but waits for the player A tabIndex concept involves in some code changes/additions for a lot of GUI objects but the result I think would be quite useful for many other GUIs than just menus. The name "tabIndex" is easy to recognize (most will know at least basic HTML) but might be a bit confusing in T3D since you have the GUI control tabBook and tabPage; so perhaps "selectionIndex" or such would be preferable. Anyways, just some thoughts. (Edit: GuiTabBookCtrl in the image should have an index of "0")
  10. @JeffRJust brainstorming now: The options pages are almost completely similar to a GuiTabBook with GuiTabPages. The current controls only allow a tabPosition "Top" and "Bottom". I believe if you'd add "Left" and "Right" positioning of the tabs you can have the same layout but completely manageable in the GUI editor. The issue with tabPages would be that the tabs are always visible, even when a certain page would need to be hidden and skipped when cycling through. By adding a variable (PersistField) "Exclude deactivated" that simply ignores the GuiTabPages that have the field "Active" set to "false" you solve that issue. At the same time a designer can also choose to keep those deactivated visible (default) for certain reasons, or choose a different layout. Hope I make sense with this description. Children of a GuiStackControl are easily manageable and can be excluded by setting "visible" to false. I would suggest though to add the option to align the children centered, next to the existing (left, right, top, down) For the navigation part, I would consider creating scripts that are really easy to understand can be handled by newbies. The main menu will probable one the first things that a new user involved with design would like to change (I remember I did when I had T3D 1.2 installed or the 1st time) Perhaps considering a mainMenu.tscript and place the functions called from the menu buttons in there. With code like: if ($missionRunning == true) { button.setVisible(true); tabPage.setActive(false); } it might seem a bit low level, but makes it much less opaque. With a simple setup and enough comments I think you'd get enough gratitude from those who are just starting. T3D veterans will likely to just make something (almost) completely new. Anyways, just some thoughts! Cheers!
  11. Yes, I understand the situation, I agree with you it's a bit opaque. I'll need to have a good thought so I can perhaps add something constructive. Who would you like to serve in this case; a new user (developer) who has limited knowledge of T3D or the more experienced one?
  12. Guess the longer I'm working on this, the trickier merges with the upstream branch becomes
  13. After merging the 'data' folder afresh it seems to be fixed. My apologies, must have likely been a faulty merge on my side. Thanks @Azaezel!
  14. Ah no need for apologies Az, really! But thanks, and for your replies Something else I would like to ask...I noticed these errors in the console for some time: data/UI/scripts/menuNavigation.tscript (288): Unknown command count. data/UI/scripts/menuNavigation.tscript (78): Unknown command getIndexFromKey. Also the top menu buttons as "options" stopped functioning on my side. Haven't done anything with the scripts (yet) and just did some tweaks to the profiles and assets files. I think it started around this time (but maybe off here, not sure) Would you perhaps know/think what's the issue?
  15. Yes that's all understandable, from the mathematical point of view to have the range between 0 and 1. Yet in this case it goes from -1 to -0 as it is using the right-bottom as -1. But then I'm not all that familiar enough with shaders to get it, probably *(correction: right-bottom as -1) Logically, I'm now more concerned with the front-end of things and how things are interpreted there (but not too long though)
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