Squeaky Posted May 10, 2023 Share Posted May 10, 2023 Awesome work ! Sure a little rough around the edges currently but can't wait to see where this goes. I imagine its not easy to do given this is one of very few if not the only mod that changes the UI like this. Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted May 10, 2023 Author Share Posted May 10, 2023 7 minutes ago, Squeaky said: Awesome work ! Sure a little rough around the edges currently but can't wait to see where this goes. I imagine its not easy to do given this is one of very few if not the only mod that changes the UI like this. Plenty of inconsistencies, modding the UI is literally hours of fun :D More about inconsistencies: https://forum.kerbalspaceprogram.com/index.php?/topic/216056-wip-112x-hudreplacer-v104-beta/&do=findComment&comment=4277342 Thanks btw :) Quote Link to comment Share on other sites More sharing options...
Squeaky Posted May 10, 2023 Share Posted May 10, 2023 22 minutes ago, Nazalassa said: Plenty of inconsistencies, modding the UI is literally hours of fun More about inconsistencies: https://forum.kerbalspaceprogram.com/index.php?/topic/216056-wip-112x-hudreplacer-v104-beta/&do=findComment&comment=4277342 Thanks btw wow! You have waaaaaaay more patience than me Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted May 11, 2023 Author Share Posted May 11, 2023 Version 0.3d is out! Changelog Added statemaps for AG buttons (complete) Modified the altimeter's display to be more pleasing (tell me if you have any ideas for it) Yeah it's a very minor update, I know :) Screenshots: Spoiler -- Next update will probably be in some time, for I have at least six more statemaps and the two 'next morning' buttons (yes there are two of them) to do, and probably more. Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted May 12, 2023 Share Posted May 12, 2023 (edited) On 5/10/2023 at 5:22 PM, Nazalassa said: I can't get rid of the extra top and bottom bits If you're talking about the 'm' and the sea/terrain altitude icon, it seems like they are rendered differently as it doesn't show up on the mouse dump. I found one of the textures for it at 'GroundLevel_Icon-sharedassets7.assets-174' so it looks like it's mapping multiple textures to the cylinder that rotates (or just a flat plane that moves up and down?). So the extra bits you're seeing is the next icon. Possible solutions would be to add a mask to hide the top and bottom, though I don't think that could be done easily, or perhaps not possible at all. The other solution is to try and shrink the icon slightly, so that it doesn't wrap as far around the cylinder. That could perhaps work, at the cost of being the icon being smaller. Edit: Well this is weird. The altitude mode icon and the meter icon both point to the same placeholder texture 'UnityWhite'. I'm not sure where it's storing the actual texture. Will have to dig around some more. Edited May 12, 2023 by UltraJohn Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted May 12, 2023 Author Share Posted May 12, 2023 5 hours ago, UltraJohn said: If you're talking about the 'm' and the sea/terrain altitude icon, it seems like they are rendered differently as it doesn't show up on the mouse dump. I found one of the textures for it at 'GroundLevel_Icon-sharedassets7.assets-174' so it looks like it's mapping multiple textures to the cylinder that rotates (or just a flat plane that moves up and down?). So the extra bits you're seeing is the next icon. Possible solutions would be to add a mask to hide the top and bottom, though I don't think that could be done easily, or perhaps not possible at all. The other solution is to try and shrink the icon slightly, so that it doesn't wrap as far around the cylinder. That could perhaps work, at the cost of being the icon being smaller. Edit: Well this is weird. The altitude mode icon and the meter icon both point to the same placeholder texture 'UnityWhite'. I'm not sure where it's storing the actual texture. Will have to dig around some more. UnityWhite seems to be used for half the UI or something, it's either a mask (like UIMask) or the opposite, or something like this. I won't mess with it, as I don't want to have any issues with other parts of the UI. (if only the devs made the UI consistent and not spaghetti... *sigh*) btw, is that a change in HUDReplacer's source code I see? Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted May 12, 2023 Share Posted May 12, 2023 10 minutes ago, Nazalassa said: btw, is that a change in HUDReplacer's source code I see? Just some test I made to see if I could grab the source of the textures for those specific ones. Needs more work to be of any use, but I basically wrote it to help view some data via the Visual Studio Debugger and that's what the screenshot shows. Quote Link to comment Share on other sites More sharing options...
NaviG Posted May 14, 2023 Share Posted May 14, 2023 That looks very good to me! Can i leave two suggestions? Maybe you can add more constrast on gauges (almost not visible to me) Also the on/off options are a bit confussing to me. It seems that they're inverted, cause when they look pushed down, they're off. Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted May 14, 2023 Author Share Posted May 14, 2023 2 hours ago, NaviG said: Maybe you can add more constrast on gauges (almost not visible to me) The issue is that well, I can't really do it: KSP has a single gauge knob image, which it changes colors depending on what it wants to do with it, so I can't control that. If you're talking about the atmospheric pressure gauge, I've not done it yet. 2 hours ago, NaviG said: Also the on/off options are a bit confussing to me. It seems that they're inverted, cause when they look pushed down, they're off. Where? All elements, or only one of them? I don't really see. As always, screenshots may help. Quote Link to comment Share on other sites More sharing options...
dandoesstuff Posted October 8, 2023 Share Posted October 8, 2023 it has a windows 95 style, nicee Quote Link to comment Share on other sites More sharing options...
NovAlpha Posted November 10, 2023 Share Posted November 10, 2023 Was wondering if this mod is getting any future updates? I love the look of this HUD in my current playthrough but I've noticed a few missing buttons and it would be amazing to see those buttons given textures in future. Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted November 10, 2023 Author Share Posted November 10, 2023 15 minutes ago, NovAlpha said: Was wondering if this mod is getting any future updates? I love the look of this HUD in my current playthrough but I've noticed a few missing buttons and it would be amazing to see those buttons given textures in future. Unfortunately, at this point I've pretty much given up on this mod, I'm working on other things so I don't really have the time for it. Maybe in the future I will redo it, but that'll have to wait. Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted November 15, 2023 Author Share Posted November 15, 2023 (edited) On 11/10/2023 at 7:53 AM, NovAlpha said: Was wondering if this mod is getting any future updates? I love the look of this HUD in my current playthrough but I've noticed a few missing buttons and it would be amazing to see those buttons given textures in future. By the way, I am considering another similar mod, with graphics in this style: (totally not copied from macOS 8.x) Edited March 3 by Nazalassa There should really be a way to remove that "post" button. Quote Link to comment Share on other sites More sharing options...
NovAlpha Posted November 20, 2023 Share Posted November 20, 2023 On 11/15/2023 at 11:50 PM, Nazalassa said: By the way, I am considering another similar mod, with graphics in this style: (totally not copied from macOS 8.x) That sounds incredible! The current hud as is compliments the retrofuture/alt-history aesthetic I'm going for in my playthrough really well, which is why I use it even if not 100% finished. I'm excited to see what you'll cook up in future with your aesthetic choices! Quote Link to comment Share on other sites More sharing options...
Bej Kerman Posted December 6, 2023 Share Posted December 6, 2023 On 4/29/2023 at 5:16 PM, Nazalassa said: I can try to "fix" it. Like that? I think this looks extremely inconsistent. I'd redesign it from the ground up, keeping symmetry in mind. Instead of mixing an uneven octagon with curved gauges whose curves are wobbly and inconsistent, I'd either follow the template of the original navball, elements that conform to concentric circles, or make the entire element a square and make the gauges out of rectangles. Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted December 31, 2023 Author Share Posted December 31, 2023 A screenshot of the new, WIP MacTheme: I couldn't make it lighter, as text quickly got unreadable. Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted January 3 Author Share Posted January 3 Editor mostly done: Quote Link to comment Share on other sites More sharing options...
Fanta_Racer Posted August 2 Share Posted August 2 This theme gives me awful "Papers, please" vibes and I love it. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.