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Re: Here's a wild idea: EntityPlus
Posted: Thu May 26, 2011 5:03 am
by Kaz
Just throwing this out there in case you're in the market for awesome fonts:
http://www.fontsquirrel.com/
Re: Here's a wild idea: EntityPlus
Posted: Thu May 26, 2011 6:53 am
by Eraser
Good start. The I does indeed look a bit weird. Get rid of the "by eraser" bit though. I'd prefer to have this known as a project that's open for anyone to put effort into rather than something that is exclusively mine.
Re: Here's a wild idea: EntityPlus
Posted: Thu May 26, 2011 8:08 am
by EmeraldTiger
http://dl.dropbox.com/u/27277779/entityplus_logo2.png
That`s odd, the blurs seem to end abruptly... dunno why it wasn`t like that before.
Re: Here's a wild idea: EntityPlus
Posted: Fri May 27, 2011 7:10 am
by Eraser
Hey EmeraldTiger, is this you final version? Lemme know if or when it's done. I'll make the necessary code changes then.
Re: Here's a wild idea: EntityPlus
Posted: Mon May 30, 2011 11:24 am
by Eraser
I wonder, does anyone here have experience with sound engineering for a game? I'm looking for some sound effects like when you pick up a keycard or when the objectives are updated. Quake 2 had this cool "objectives updated" voice over. I've been going through free sounds databases for a bit but it's like searching for a needle in a haystack
edit:
And I'm also looking for a cool notification icon to display when the objectives are updated. Resolutions can be 32x32 or 64x64 pixels at 32-bits.
Re: Here's a wild idea: EntityPlus
Posted: Mon May 30, 2011 11:53 am
by DaEngineer
A friend of mine could might help you out. He made some sound effects for me I used in the newest version of Shibam (not yet released). He'd like to help you out. Can you make a list of sounds you want to have with a description what you want them to sound like?
EDIT: I'm working on the symbol for new objectives
Re: Here's a wild idea: EntityPlus
Posted: Mon May 30, 2011 12:35 pm
by Noruen
Re: Here's a wild idea: EntityPlus
Posted: Mon May 30, 2011 1:36 pm
by Eraser
DaEngineer wrote:A friend of mine could might help you out. He made some sound effects for me I used in the newest version of Shibam (not yet released). He'd like to help you out. Can you make a list of sounds you want to have with a description what you want them to sound like?
EDIT: I'm working on the symbol for new objectives
So far probably just a sound for picking up keys, picking up keycards (i figure this should have a more scifi-ish sound than picking up an ordinary key) and when the objectives are updated.
Re: Here's a wild idea: EntityPlus
Posted: Mon May 30, 2011 1:45 pm
by ^misantropia^
Noruen wrote:
Like.
Re: Here's a wild idea: EntityPlus
Posted: Mon May 30, 2011 2:11 pm
by DaEngineer
^misantropia^ wrote:Like.
Me too. Looks like I don't need to try making an icon any longer, this one looks very good.
Re: Here's a wild idea: EntityPlus
Posted: Mon May 30, 2011 3:20 pm
by obsidian
Needs to be resized to 128x128. Do that with the original source files if you can, just scaling the image might leave some fuzziness.
Re: Here's a wild idea: EntityPlus
Posted: Mon May 30, 2011 8:41 pm
by Eraser
I cropped the top edge off and resized to 64x64. Also made the corners rounded with an alpha channel.
Re: Here's a wild idea: EntityPlus
Posted: Tue May 31, 2011 2:26 am
by obsidian
Some menu stuff:
Background is temporary, I would like something more like this:
Suggestions on background image, please.
Re: Here's a wild idea: EntityPlus
Posted: Tue May 31, 2011 3:30 am
by EmeraldTiger
Oooh... I love it man! I think Eraser should use your logo, the 3D effect is really nice, and I love the "Now extra func_y" part.
For the background: I suppose someone could do a very small test_bigbox like room with some scenery in it and dark lighting. Perhaps even make it a shader which cycles through different images.
Re: Here's a wild idea: EntityPlus
Posted: Tue May 31, 2011 6:55 am
by Eraser
Ooh that looks really, really cool.
I think it'd be a good idea to do all of the menus in that style then, which means we'd need a complete replacement set for the images in the menu/art folder in pak0.pk3
Re: Here's a wild idea: EntityPlus
Posted: Tue May 31, 2011 12:07 pm
by Eraser
There's more games doing the "big background - minimalistic menu" thing. And I like it:
[lvlshot]https://s3.amazonaws.com/data.tumblr.com/tumblr_llm9rk7uHm1qhzsmzo1_1280.jpg?AWSAccessKeyId=AKIAJ6IHWSU3BX3X7X3Q&Expires=1306929940&Signature=xLu%2BHe8HC1Jzkx6SfFv9O0yilvU%3D[/lvlshot]
[lvlshot]http://pleasepressstart.tumblr.com/photo/1280/5608584134/1/tumblr_llefagRjLs1qhzsmz[/lvlshot]
Re: Here's a wild idea: EntityPlus
Posted: Tue May 31, 2011 2:36 pm
by obsidian
The 3D text is actually a model. Can a model in the menu be animated? For example, when you hover the mouse across the object, can you zoom in on the model or change it's angle, trigger a change in shader properties or something else?
Is there any way of actually lighting a model in the menu screen? I think models in menus typically have their vertex values set to 1.
Re: Here's a wild idea: EntityPlus
Posted: Tue May 31, 2011 10:21 pm
by spookmineer
What about using
Evil Lair's template/placeholder textures (for the background)? Orange looks great.
Or
AEon's take on it.
I like the ones AEon has made with simple horizontal and vertical lines on them, stating "128u x 128u" for a 256x256 texture (because of scaling - source: AEon).
The textures I mean are not in this screenshot though:

Re: Here's a wild idea: EntityPlus
Posted: Tue May 31, 2011 11:28 pm
by ^misantropia^
obsidian wrote:The 3D text is actually a model. Can a model in the menu be animated? For example, when you hover the mouse across the object, can you zoom in on the model or change it's angle, trigger a change in shader properties or something else?
Is there any way of actually lighting a model in the menu screen? I think models in menus typically have their vertex values set to 1.
Yes to all, with some coding effort. How well model lighting works probably depends on what you want to do.
Re: Here's a wild idea: EntityPlus
Posted: Tue May 31, 2011 11:41 pm
by obsidian
[daydreaming]It would be pretty interesting if the menu could actually be a map viewed from a fixed position and all the interactions in the menu be driven by actual entities.[/daydreaming]
I'm just wondering if any lighting could be directed at the model and be associated with a lightmap or vertex lighting, because the menu isn't a map with light sources. Otherwise, if there is any shading on the model, I'll have to bake it into the texture (requires more intricate UV-mapping and texture sizes). Or I can render the 3d model as a 2d texture with fake perspective.
Re: Here's a wild idea: EntityPlus
Posted: Wed Jun 01, 2011 6:24 am
by Eraser
errr yeh, if misantropia is up for a challenge, be my guest. I wouldn't know where to begin with that

Re: Here's a wild idea: EntityPlus
Posted: Wed Jun 01, 2011 7:08 am
by cityy
I'd like to see sock's
The Edge Of Forever in the background.

Maybe you could just let a video loop behind the menu GUI.
Re: Here's a wild idea: EntityPlus
Posted: Wed Jun 01, 2011 2:54 pm
by o'dium
Convert area to .obj, delete junk brushes, optimise mesh/texture usage, place in the correct origin, light model, profit?
Its pretty much what I did for the background scene UI in OverDose, its faster and easier to load a mesh than it is to load a map.
Re: Here's a wild idea: EntityPlus
Posted: Thu Jun 02, 2011 8:12 am
by fKd
i would like an expanded sound engine, with like radius and volume settings. reverb and other modern settings id imagine to be harder to implement... but man would they be great.
Re: Here's a wild idea: EntityPlus
Posted: Fri Jun 03, 2011 9:57 am
by Eraser
That's engine stuff which can't be implemented through a mod. Take a look at ioQuake though, I think that supports OpenAL? Not sure if that extends to EAX or something like that.