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Icons... #8
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I'm trying something. I'll get back to you with news. |
Mod Tools scene explorer > export model/mesh? |
You obviously have a far, far better graphics card than me! yes, if you can get stuff at that quality, we are sorted! BTW, ISTR that "city copter" mod found ways to deal with collision detection and things like that - I'm not sure if the source is avail, but the authors certainly put out loads of little code snippets on their subreddit... https://www.reddit.com/r/CityCopter |
you sir, are a genius!!! |
People are literally going to freak when they see this UI. Are you planning to have a panel like that slide down from the top of the screen (could temporarily hide chirper to make room) - would look awesome! |
Thank you! :) No, I'm planning on having it exactly where it is to keep it consistent with the game's UI. When you're customizing roads the panel shows up and when you deselect all roads the panel hides and the roads panel will be there. |
...you know, as a separate mod, if you could use that technique to generate icons for all assets with missing icons, you'd get about 1 million subscribers in approximately 3 nanoseconds. |
ahah yeah, but it's not entirely automatized. I used modTools to manually set the bus in a certain positon and then the pink quad behind it. Plus, CO will fix that in the next update, right? |
I'm amazed that CO didn't just do it from the outset - and cache the results as PNGs or something. It's crazy the way it works at the moment. |
How are you going to deal with the 3 vehicles for emergency services? Have them overlayed on top of each other, with one vehicle facing foward the other two slightly sideways? And what plans for the 'only in emergency' icon? |
hrm... if you could add a new tab to the roads menu, then you wouldn't even need the RC button any more - people could just select the tab. By default you could show an image that's like a mini user guide, with mouse hovering over lane, with mouse hovering over intersection. If user then selects lane, the vehicles appear, if they select intersection a mini user guide appears showing how to do the routing...? |
I'll have to play with it because of the limited size of the button but either that or something like this: http://www.gamestreamer.com/system/assets/images/1/000/596/998/cim2-playerschoice-veh1_H-L-943x521.jpg Then I was thinking about adding a little icon on the bottom right side of the icon to show the current state. A green check sign for enabled, a red cross for disabled and a blue siren for emergency only. I will need to add tabs to my panel later for more customizations, for example, the main tab would be the vehicle restrictions, and then another tab for speed restrictions, etc... So adding tabs to the roads panel would get out of control pretty quickly. Guides would be a good thing, but probably not anytime soon. |
For the three vehicles, I was thinking of an arrangement more like this (the yellow car and adjacent cars): http://www.hsv.com.au/Gen-F/images/see/certified-used-vehicles/hsv-e3-range-lg.jpg What if the image was greyscale when inactive and coloured when active - which would work for all basic categories. The emergency services would have a third state which would add a siren on top of the image? Would be clearer than looking at the colour of a small check icon in the corner of the main icon... With a bit of image editing the third state could make it look like the lights are lit on the vehicles in the third state instead of having a separate siren overlay? I guess guides would be better implemented using the game's native help tip windows if you can work out how to integrate with them? Regarding speeds, will the multi-select of lanes need to limit to roads of same type? Because road defines max speed, so applicable speeds would be that or less. From vague memory, road speeds are: 15 - paths, gravel roads, pedestrian road (It might be 40 and 50 instead of 30 and 40, can't remember). So if there's room for 7 icons, available speeds (some of which won't be available depending on road type) could be: 15, 20, 30, 40, 50, 60, 100 If allow scrolling for more icons then obviously more speed choices can be provided? |
Hrm... I have issue with allowing faster speed than road natively allows tbh. I know it's just a game, but I feel cars doing 120 down small road just seems too... extreme. Is there any way that a config option could be provided to allow us to limit max lane speed to the native road speed? One other thing that might be interesting to experiment with is "regional speed packs" - so I'm in UK and here we generally have 30, 40, 60, 70mph, and some of our speed signs are weird (60mph is often indicated by white filled circle with a black diagonal bar across it lol). Would be cool if I could show British speeds with their associated signs in the menu. Maybe this sort of thing could be implemented via a folder in to which we place xml file and png's, the xml lists each speed and it's associated signage. As for what goes on to the roads themselves, that would always just be number with a white circle around it I assume? I still can't for the life of me work out how you get "BUS LANE" on the busways, I assume it's done programatically rather than a texture image? |
Have you thought of allowing double-click or Shift+click on a road lane to auto-(de)select that lane on all segments of the road in both directions until it reaches intersection or different road type or road end? So if I want to customise speed of one lane along a long stretch of highway, instead of dozens of clicks I'd just do one Shift+Click and it would select all the relevant segments for me automagically... |
If lane speed > road speed, increase upkeep cost of segment? |
With the speed icons, maybe add road icons on to them - so 40 would have a 2 lane road icon, 50 would have avenue icon, 60 would have 6-lane icon and 100 would have highway icon. this way you get to see what the normal road speeds are for the different roads. I'd also include a 15 speed for the pedestrian/gravel road default speeds - otherwise if you set it faster there's no way to return it to normal speed other than rebuilding the road. IMHO keep the km/h - the icons are high enough res in the game to handle it, if it looks too crufty maybe use a thinner font face (eg. Lato Light). It removes any ambiguity from the speed setting, especially for those of us still using medieval units lol. I assume plan is to be able to add variants of those icons on to the road surface (transparent background, white circle and number, no km/h)? That would look awesome. The UK signs are pretty much identical to those you have above, only in mph instead of kmp/h. The only different one is our crazy "national speed limit" (60mph) as mentioned earlier. This site has loads of examples of UK traffic signs, etc: http://www.passmytheory.co.uk/learningcentre/signs04.aspx The customisable textures and metric/imperial options could come in later release. Would prolly need some feedback from users in other countries to find out about the more varied types of signs used around the world. BUS LANE - ah, I couldn't find the texture file in the github repo. Lane selection - I can left click multiple lanes, but on long stretch of highway it gets tiring clicking the lane in each road segment in turn, so it would be nice if I could Shift+Click a lane and have all adjacent segments in both directions get that lane selected automagically, until it reaches a junction/etc. For example, if I want to select the entire outside lane of a long, long stretch of highway (comprised of many road segments) I Shift+Click the outside lane on one segment and the outside lane on all the other segments is selected until it reaches junction, end of road, etc. Otherwise it's like click, click, ...click, map scroll, click ... click, map scroll, ....... |
Small road icons = good idea I just did a quick search to get those icons to demonstrate what I'm thinking of. It doens't mean those are the ones I'll use. Lane selection - I'm confused. I did this on the last update. Show me a picture of what you mean please. |
Ah, I think it might be me not realising the Shift+Click was already implemented because it's not mentioned in release notes. Will test to see if it's working. |
There's no shift+click. It's like we discussed. Hovering over a road shows the lanes going from one intersection to the other. Left-clicking selects/deselects it and right-clicking clears selection. |
What do you think? OR My opinion, I think 2 looks better. There's not much sense of 3D in the first picture and that makes it lose a lot of that impact of the center car standing out. |
Don't put outer lines, like the original. If I manage to include all the icons today (which I'm not sure I will) I'll put them as an option. Though, I don't think it would create conflicts. |
large road - 2 way - parking: updated images in earlier post to remove outer lane border. |
Roads still to do:
Will prolly do those later in week or next week. |
Just released the new update. :) I haven't fixed any LODs because I only had some of them ready so half the road would look red and where it had bus stops it would look grey. I think it's best to fix everything at once. |
Yup, agree about the LODs. When you get round to those please grab before/after screenshots for the promo. :) |
Getting a surprising number of requests for large road with single bus lane (I imagine that might cause some weirdness with LHD/RHD unless it's limited to a one-way version of the road?) |
Do you have a large version of the yellow sports car image? I'm going to do a quick video tutorial for the road customiser to deal with some common FAQs. |
Thanks for car image :) Yes, would need 2 versions and use the relevant prefab / textures / UI based on game settings. Personally I can't see a use for it (then again, I've barely ever used a 4-lane avenue yet alone a 6 lane) but the number of people who requested it leads me to believe there is certainly a strong desire to have such a thing. |
Cool feature in upcoming Advanced Vehicle Options mod (by SamSamTS) - live vehicle previews: http://imgur.com/h7u306x |
Do you want me to do Medium Road + Bus Lanes? If so, would it be with or without parking? |
No, don't do them yet. We'll see about it later. I do need your icon skills for something else, if you have the time, but I'll get back to you tomorrow. |
Yup, drop me an email with the list (or post here) and I'll start pixel pushing :) |
This is the sort of thing we'll get by using in-game models/textures...
Not too bad that one, but others are much more difficult to do - particularly cars.
However, I'm happy to pay for some royalty free icons which would give much crisper UI like this...
http://graphicriver.net/item/isometric-white-garbage-truck-in-front-view/6503976
http://graphicriver.net/item/isometric-hearse-in-front-view/6494458
http://graphicriver.net/item/isometric-fridge-truck-in-front-view/5306512
http://graphicriver.net/item/isometric-trucks-firefighters-police-ambulance/5209554
http://graphicriver.net/item/isometric-firefighter-tank-truck-in-front-view/5161048
http://graphicriver.net/item/isometric-firefighter-truck-in-front-view/5064408
http://graphicriver.net/item/isometric-pick-up-truck-with-tarpaulin/4941783
http://graphicriver.net/item/isometric-police-car-in-front-view/4592956
http://graphicriver.net/item/isometric-white-van/4040677
http://graphicriver.net/item/isometric-set-of-military-buses/3838306
I can do some limited editing (colour tweaks mostly) to make them more closely resemble the in-game vehicles if needs be, and I can certainly get them to uniform sized transparent PNGs. IMHO even though they differ a bit from the in-game ones, having nice clear clean and crisp icons will look much better overall, and they are all still instantly recognisable.
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