11-07-2014, 04:53 PM,
(This post was last modified: 11-07-2014, 05:05 PM by NaN.)
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NaN
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Speedometer and tachometer decals
With the upcoming support for gauges in the ui, users most probably will want to have gauges with scale ticks and labels.
The issue is the range of speed and rpm limits we have with the cars in master.
Possible solution:
Let the game tell the gui what decal to use.
For speed at 40 kph/mph granularity: 120, 160, 200, 240, 280, 320, 360
For rpm at 1000rpm granularity (x1000): 5, 6, 7, 8, 9, 10, 11, ..., 20
This makes 7 speedometer textures (120.png, 160.png, ...) and at least 8 (skipping some between 11-20) tachometer textures to get all cars covered?
Alternative solution:
Tell the game what gauges are available to pick from and let it select the closest one? Technically more complex, but could get away with less textures.
Crazy idea:
Have a per car hud page, which would override the one provided by the gui skin. But we also support different gui skins (even if unused atm), how would that work then?
Any ideas, comments?
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11-08-2014, 09:41 AM,
(This post was last modified: 11-08-2014, 09:45 AM by CrystalH.)
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CrystalH
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Posts: 113
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RE: Speedometer and tachometer decals
Ah. I wouldn't bother with that.
You have a lot of cars, if you do anything per car, it will take much time. Assuming gauges are on texture this is even more work.
We have just 1 texture with 4 elements: backround rpm, speed for km/h, speed for mph and needle,
we have 5 types (changed by user option, not car), example:
https://github.com/stuntrally/stuntrally...auges5.png
I assumed 240 km/h the top speed, and 120 is in vertical middle. Higher values just have needle turning further, not a big deal for me.
Sure, each car should probably have that custom but when using a texture its really not likely. Would be easier if gauge back was generated with lines and digits but then it won't ever reach the great look as on textures.
Yeah, F1 is exception, has high rpm, should have its own rpm texture.
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11-08-2014, 01:53 PM,
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NaN
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RE: Speedometer and tachometer decals
(11-08-2014, 09:41 AM)CrystalH Wrote: Ah. I wouldn't bother with that.
You have a lot of cars, if you do anything per car, it will take much time. Assuming gauges are on texture this is even more work.
We have just 1 texture with 4 elements: backround rpm, speed for km/h, speed for mph and needle,
we have 5 types (changed by user option, not car), example:
https://github.com/stuntrally/stuntrally...auges5.png
I assumed 240 km/h the top speed, and 120 is in vertical middle. Higher values just have needle turning further, not a big deal for me.
Sure, each car should probably have that custom but when using a texture its really not likely. Would be easier if gauge back was generated with lines and digits but then it won't ever reach the great look as on textures.
Yeah, F1 is exception, has high rpm, should have its own rpm texture.
Yeah, I've tried auto-generated gauges before, but getting them to look good and be customizable would be a lot of work.
Atm I lean towards three speed (160, 240, 320) and four rpm textures (6000, 9000, 12000, 21000(f1 and co)). Might reduce the count even furter.
I need to run all cars through perf test, to get a better idea about speed/rpm ranges.
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11-17-2014, 03:32 AM,
(This post was last modified: 11-18-2014, 12:41 AM by summercondon.)
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summercondon
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RE: Speedometer and tachometer decals
I am not able to understand what you people's are talking about.
welcome bonus
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11-22-2014, 02:13 PM,
(This post was last modified: 11-22-2014, 02:14 PM by NaN.)
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NaN
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RE: Speedometer and tachometer decals
I've used this tutorial as my starting point btw: http://goinkscape.com/how-to-create-a-ta...-inkscape/
Although with a minor deviation. Instead of bending the line, I've applied the ruler effect directly to the circle arc.
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01-19-2016, 11:13 AM,
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Zigma
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RE: Speedometer and tachometer decals
(11-22-2014, 02:13 PM)NaN Wrote: I've used this tutorial as my starting point btw: http://goinkscape.com/how-to-create-a-ta...-inkscape/
Although with a minor deviation. Instead of bending the line, I've applied the ruler effect directly to the circle arc.
.
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