GUI Bug

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posted on June 23rd, 2009, 8:17 am
i am modifying in ships and the buildbuttons/wireframes for them are all garbled. I have verified that the relevent textures are all 24 bit uncompressed .TGA files and they are openable. I also have a sp weapon button that uses the coreblast button file and UV coordinates, and it is garbled as well. Any ideas why?
posted on June 23rd, 2009, 8:19 am
what do you mean by garbled. do the buttons have the wrong offset (begins in the middle of a button) or is the graphic distorted?
posted on June 23rd, 2009, 8:22 am
Very distorted and the colors look wierd from what i can tell. I checked the size parameters and they are set correctly.
posted on June 23rd, 2009, 12:29 pm
oh, i just noticed you should save them as 32 bit tga, to preserve the alpha channel ;) still don't know why they are garbled though. a screenshot may help to identify the issue
posted on June 23rd, 2009, 12:32 pm
One time I had a problem whentrying out a 64 bit tga. Basically I checked and all references were correct, but I got this translucent version of a build button. Is that normal?
posted on June 24th, 2009, 10:44 am
Here's the shots of the error. BTW i checked and they are saved in the proper format to my knowledge.

Attachments

FOScreenShot_090624_032153.png
FOScreenShot_090624_032153.png (26.88 KiB) Viewed 602 times
FOScreenShot_090624_032325.png
FOScreenShot_090624_032325.png (19.9 KiB) Viewed 594 times
posted on June 24th, 2009, 11:11 am
The build buttons should be translucent.  I use Gimp, and it works fine to edit them, just remember not to save any tga with Compression.  Other wise the game cant use them. :thumbsup:
posted on June 24th, 2009, 9:53 pm
At least in stock armada, the game would not load a texture if it is compressed. Is this what it looks like if it is compressed? BTW do you know of how to use gimp with alpha channels? i figured it out at one point but can never quite remember...
posted on June 24th, 2009, 11:18 pm
I know how to use alpha channels, and I believe there was a tutorial that shows how to use them released recently on FF, and no that isn't what they look like, they turn white if they are compressed.  I think I agree they are just saved wrong.
posted on June 25th, 2009, 9:47 am
I made sure that the files were saved properly and that did not help. I will reiterate that i am also having problems with displaying icons from stock FO on custom ships.
posted on June 25th, 2009, 10:52 am
Can someone ask me why my game doesn't like my 64-bit textures? I just got rid of them but I'd like to know what was wrong with them so I don't reuse them...
posted on June 25th, 2009, 12:22 pm
I think they are just too big, you might try adjusting the resolution at which you play the game to fit the texture size.

@ RCIX

That could be one of two problems.  One you may have coded the GUI_global sprite wrong, or you could still be saving them wrong.  For me I have to manually select the TarGA option for every time I save a texture.  As for the Garbled image, I am not sure what causes that, the issues I have had are always caused by the issues stated above.
posted on June 25th, 2009, 1:04 pm
What about the line that says...

@no_alpha

I've seen something similar for textures with no alpha channel... I've also seen...

@reducedBit_pixel

could those work for non-standard tex?
posted on June 25th, 2009, 9:08 pm
make sure the reference size is set to the image size
posted on June 25th, 2009, 10:02 pm
Last edited by RCIX on June 25th, 2009, 10:05 pm, edited 1 time in total.
Shoot, why didnt i think of that? i'll go check it now... Yup! that was it! it was using a reference of 8 and tmaterial was additive. :blush: i should have thought of that!
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