Stan` Posted February 8, 2020 Report Share Posted February 8, 2020 Lines thicker and white head sure no problem. For the head I used this as reference. Quote Link to comment Share on other sites More sharing options...
Nescio Posted February 8, 2020 Author Report Share Posted February 8, 2020 10 minutes ago, Stan` said: For the head I used this as reference. Artistic licence, I suppose. I posted a few images at https://wildfiregames.com/forum/index.php?/topic/22779-0abc-mod/page/13/&tab=comments#comment-382501 some months ago, but if you need more, let me know. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 22, 2020 Report Share Posted March 22, 2020 @Nescio, still need those ? Quote icons (transparent background, 128×128, PNG): twelve Roman numerals (golden interior): i, ii, iii, iv, v, vi, vii, viii, ix, x, xi, xii Quote Link to comment Share on other sites More sharing options...
Nescio Posted March 24, 2020 Author Report Share Posted March 24, 2020 On 3/22/2020 at 4:58 PM, Stan` said: @Nescio, still need those ? Yes, I do, thanks. The right most look good, could you reduce the space between the letters (kerning), though? Icons in 0 A.D. are supposed to be squares, and I doubt the viii would fit into one. Also, any progress on the javelins svg? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 21, 2020 Report Share Posted May 21, 2020 Any svn update? I want test whole combat system. Quote Link to comment Share on other sites More sharing options...
drsingh Posted August 21, 2020 Report Share Posted August 21, 2020 Does this mod work with a24 svn version? And is it still being developed?? Quote Link to comment Share on other sites More sharing options...
Nescio Posted September 3, 2020 Author Report Share Posted September 3, 2020 On 8/21/2020 at 1:27 PM, drsingh said: Does this mod work with a24 svn version? And is it still being developed?? No, I modify only the latest stable, i.e. A23, see opening post. Yes, this mod is still under development, there are many things I intend to do. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 18, 2021 Report Share Posted January 18, 2021 I realise I never uploaded them. fonts.svglogos.svg @Nescio It might be easier for you to fix the kerning as I'm not sure how close you want the letters to be. Then I can use those for D3404 Quote Link to comment Share on other sites More sharing options...
Nescio Posted January 19, 2021 Author Report Share Posted January 19, 2021 14 hours ago, Stan` said: I realise I never uploaded them. fonts.svglogos.svg @Nescio It might be easier for you to fix the kerning as I'm not sure how close you want the letters to be. Then I can use those for D3404 Thanks. It's been a while since I last worked on my 0abc mod; writing patches for the svn development version got in the way . As for kerning, as much as is necessary to make VIII square. Regarding the gather technology icons, how it's done here can serve as an example for the public version. However, I don't recommend including them as is, it's better to just use the I, II, III from the village, town, and city phase icons, if possible, for visual consistency. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 19, 2021 Report Share Posted January 19, 2021 18 minutes ago, Nescio said: VIII Unless you make stretch it vertically, it will never be square. 19 minutes ago, Nescio said: Regarding the gather technology icons, how it's done here can serve as an example for the public version. However, I don't recommend including them as is, it's better to just use the I, II, III from the village, town, and city phase icons, if possible, for visual consistency. I don't think we have them anywhere sadly. (In a losless format) Quote Link to comment Share on other sites More sharing options...
Nescio Posted January 19, 2021 Author Report Share Posted January 19, 2021 40 minutes ago, Stan` said: I don't think we have them anywhere sadly. (In a losless format) Isn't png lossless? The phase icons are 256×256, the gather icons 128×128, so a quadrant would be 64×64. So cutting the I, II, III out, giving them a transparent background, scaling them down by a factor 4, and putting them on top of the gather icons should work: I've been using this mod for experimenting with things, and while the svg numerals may look nice in a forum post, they haven't been tried and tested in game, so I'd be more comfortable with sticking with the existing phase numerals. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 19, 2021 Report Share Posted January 19, 2021 2 minutes ago, Nescio said: Isn't png lossless? The phase icons are 256×256, the gather icons 128×128, so a quadrant would be 64×64. So cutting the I, II, III out, giving them a transparent background, scaling them down by a factor 4, and putting them on top of the gather icons should work: PNG is losless but doesn't support saving layers, which make the extracting process a bit tedious. Also I find the phase icons a bit blurry, not sure whether that was intended by @wowgetoffyourcellphone 4 minutes ago, Nescio said: I've been using this mod for experimenting with things, and while the svg numerals may look nice in a forum post, they haven't been tried and tested in game, so I'd be more comfortable with sticking with the existing phase numerals. Well that could be part of the testing, yes. Anyway in the end you have to turn them into non vectorial images. (The game doesn't load SVG) Quote Link to comment Share on other sites More sharing options...
Nescio Posted January 19, 2021 Author Report Share Posted January 19, 2021 It's tedious, but safe. Blurriness shouldn't cause problems when scaling down. And yes, I'm aware the game (and many other applications) doesn't handle svg. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 19, 2021 Report Share Posted January 19, 2021 23 minutes ago, Nescio said: It's tedious, but safe. Blurriness shouldn't cause problems when scaling down. Also we might want to go a different route like what's done for the han_china mod Quote Link to comment Share on other sites More sharing options...
Nescio Posted January 19, 2021 Author Report Share Posted January 19, 2021 18 minutes ago, Stan` said: Also we might want to go a different route like what's done for the han_china mod Fine by me too (though I dislike that cyan colour a bit). The important thing is how it looks in game (easy to test once there is an icon). Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 19, 2021 Report Share Posted January 19, 2021 @Nescio @wowgetoffyourcellphone thoughts? Quote Link to comment Share on other sites More sharing options...
Nescio Posted January 19, 2021 Author Report Share Posted January 19, 2021 The second one I like best. They look a bit thin in game, though: Could you also make one of the farming_training.png, to see how it looks on the yellowish grain? Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 19, 2021 Report Share Posted January 19, 2021 Made it bigger it's hard to see though. Quote Link to comment Share on other sites More sharing options...
Nescio Posted January 19, 2021 Author Report Share Posted January 19, 2021 Actually I meant: With the old phase numerals: It looks like this in game: Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 19, 2021 Report Share Posted January 19, 2021 Added drop shadow. Quote Link to comment Share on other sites More sharing options...
Nescio Posted January 19, 2021 Author Report Share Posted January 19, 2021 Better, thanks: It's good enough for me now. Others may disagree, though. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 19, 2021 Report Share Posted January 19, 2021 numbered_icons.zip Quote Link to comment Share on other sites More sharing options...
Nescio Posted February 21, 2021 Author Report Share Posted February 21, 2021 As you may have noticed, there is a new stable release of 0 A.D., a lot of things have been changed since 2018, and most mods designed for a23 will no longer work. I've started writing a new version of my 0abc mod from scratch and included some of the basic things (silver resource, thrust damage, removed resource loot from units, cavalry requires 2 population and can't gather meat, disabled team bonuses, tweaked civ bonuses etc.): https://github.com/0abc/0abc-a24 Currently I'm unhappy with the session interface again, there is simply not enough room in the top panel for five resources and the player view control dropdown or build label: Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 21, 2021 Report Share Posted February 21, 2021 (edited) On 19/01/2021 at 10:36 AM, Stan` said: numbered_icons.zip 890 kB · 4 downloads Ideally this should have been achieved with overlay icons I, II, III, IV, etc. with a line in techs that add the icon over the portrait. Similar to how rank icons overlay unit portraits. Would have required more code though. 39 minutes ago, Nescio said: Currently I'm unhappy with the session interface again, there is simply not enough room in the top panel for five resources and the player view control dropdown or build label: Who plays at this resolution? Edited February 21, 2021 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Nescio Posted February 22, 2021 Author Report Share Posted February 22, 2021 11 hours ago, wowgetoffyourcellphone said: Ideally this should have been achieved with overlay icons I, II, III, IV, etc. with a line in techs that add the icon over the portrait. Similar to how rank icons overlay unit portraits. Would have required more code though. Ideally, yes. Furthermore, portraits (of units, structures, resources, technologies) ought to have fully transparent backgrounds, to improve flexibility and consistency; opaque background colours could be placed underneath with a bit of code. 11 hours ago, wowgetoffyourcellphone said: Who plays at this resolution? I do : having 0 A.D. occupy one-half of the screen allows me to use a text editor or web browser on the other half; or two instances of 0 A.D. next to each other. Besides, designing for a width of 960 pixels also means it will work on 1024×768 (the mimimum supported resolution) and 1280×720, and it allows for easy scaling: 960×2=1920; 960×3=2880; 960×4=3840. Quote Link to comment Share on other sites More sharing options...
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