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Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Wed May 13, 2020 6:24 am
by kirazy
Image

The layer shadows is honestly not the worst.

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Wed May 13, 2020 9:12 pm
by kirazy
Ok, opinions:

With labels (since the pipes do have tiers, and the underground distance is larger with each tier):
Image

Without labels:
Image

Should I include them? They can be turned off, but are on by default, but not separately from labels for all the regular structures.

(Disregard the duplicate copper pipe, iron pipe wasn't handled properly)

Edit: I'm going to include them but add a separate toggle to allow disabling them for pipes only.

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Wed May 13, 2020 10:49 pm
by bobingabout
kirazy wrote:
Wed May 13, 2020 9:12 pm
Ok, opinions:

With labels (since the pipes do have tiers, and the underground distance is larger with each tier):
Image

Without labels:
Image

Should I include them? They can be turned off, but are on by default, but not separately from labels for all the regular structures.

(Disregard the duplicate copper pipe, iron pipe wasn't handled properly)

Edit: I'm going to include them but add a separate toggle to allow disabling them for pipes only.
Yes, I thing you should include them with a toggle :P

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Wed May 13, 2020 11:35 pm
by kirazy
The question then becomes, default on or off? xD

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Wed May 13, 2020 11:40 pm
by bobingabout
kirazy wrote:
Wed May 13, 2020 11:35 pm
The question then becomes, default on or off? xD
that would depend on other entities with indicators too. if they all have them by default, then this should be on by default too.

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Thu May 14, 2020 12:22 am
by kirazy
On it is.

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Thu May 14, 2020 1:14 am
by kirazy
They're so cute:
Image

Being able to have different icons from the GUI and in-world is so nice:
Image

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Thu May 14, 2020 2:13 am
by kirazy
Should I label the basic accumulator with a tier?...

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Thu May 14, 2020 12:24 pm
by bobingabout
kirazy wrote:
Thu May 14, 2020 2:13 am
Should I label the basic accumulator with a tier?...
IIRC... they're still made of T2 materials so in theory they're a T2...
But they're a previous tier than the first bob tier, so, they should be a T1? The first High Capacity is supposed to basically be a direct upgrade from the normal one.

I think, you should go with Materials, and put T2 markings on them.

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Thu May 14, 2020 5:49 pm
by kirazy
I think the remaining question then, is tier 0. ShinyBobGFX has a gray version of tier 1 to show tier 0, whereas I currently omit it:
Image

Image

My preference is to omit it, but I'm also not totally sold that's what I want to do.

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Sat May 16, 2020 4:16 am
by kirazy
Alright, I need opinions from anyone and everyone who cares. I'm testing different ways to indicate the tiers, and have three candidates:

A:
Image

B:
Image

C:
Image

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Sat May 16, 2020 12:18 pm
by bobingabout
kirazy wrote:
Sat May 16, 2020 4:16 am
Alright, I need opinions from anyone and everyone who cares. I'm testing different ways to indicate the tiers, and have three candidates:
They all look good.
Probably wouldn't say B, but A is more unique and C is more traditional.

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Sun May 17, 2020 2:25 am
by kirazy
I've added a method to support user-choice in what the labels should look like with these options:
Image
(The big ones are native resolution, UI scale 200%, or what you see by default on a 4k screen)

I've set Rounded Rectangles as the default.

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Sun May 17, 2020 12:18 pm
by bobingabout
kirazy wrote:
Sun May 17, 2020 2:25 am
I've added a method to support user-choice in what the labels should look like with these options:
Image
(The big ones are native resolution, UI scale 200%, or what you see by default on a 4k screen)

I've set Rounded Rectangles as the default.
Sounds good to me.

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Sat May 30, 2020 9:53 pm
by nastyslave
So... when this gfx overhaul will out?
Still can't wait))

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Sat May 30, 2020 11:06 pm
by bobingabout
nastyslave wrote:
Sat May 30, 2020 9:53 pm
So... when this gfx overhaul will out?
Still can't wait))
I think he's working on the new HD icons that the game just threw at us.

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Mon Jun 01, 2020 7:28 am
by kirazy
nastyslave wrote:
Sat May 30, 2020 9:53 pm
So... when this gfx overhaul will out?
Still can't wait))
I have to redo the icons (the hi-res ones came out right as I finished them...) and there are a few things that aren't finished yet. I may release it as a beta, just because I want to start getting feedback, and work on it incrementally. Almost everything* is done, just 3-4 structures that don't have a good answer yet, but I can do something quick and dirty in the short term. At least initially it will play nice with ShinyBobGFX (as in you can use them side by side, and ShinyBobGFX will fill in what I haven't hit yet).

So... soon. Maybe mid June. (Maybe July...)

*Everything here means structures. I do plan to hit all the equipment/vehicles eventually, particularly as that's basically just icons, but that's not even close to started.

If I were to list everything I still need/plan to do before I drop a Beta version on the Mod Portal:
  • Research Labs (Alien/Basic/Upgraded/Module/Greenhouse) (I have to figure out what I want to do here)
  • Fluid Generator/Hydrazine Generator, I have the entity done, I need to make the color masks and icons (an afternoon)
  • Belt/Splitter/Underneathie for low-res (easy)
  • Implement Burner Electric Generator, the sprite is finished (shadow, light, code, a day)
  • Logistic chests, miscellaneous chests, robo chests (easy, but lots of little entities so time consuming; a day or two)
  • Charge pads (honestly an afternoon, most of the work is done already)
  • Barreling/Compressor machine (I'm working with Youki on these at the moment, almost at a point where we're done)
  • In-line and small storage tank (I need to do the sprite for this, but I have what I need to do it, a day, maybe)
  • Pipe covers for every material (easy, but tedious and time consuming, an afternoon to a day)
  • Electric furnace, chemical furnace, mixing furnace and multi-purpose furnaces (I also have to figure out what I want to do here, this could easily be a day or two)
  • Icons for all the structures using the new hi-res icons as a base (this took a while the first time... it may go faster the second time; days, easily a week)
  • Distilleries (an afternoon, unless I fix the pipes, then a day, easily)
  • Artillery turrets (an hour or two)
Longer term to-do list, after I drop it on the mod portal:
  • Train/wagon icons, tank icons, maybe some visual additions to their sprites to differentiate them, but more likely not.
  • Plasma turrets
  • Heat sources
  • Upcoming entities Bob is working on (larger turbines, heat exchangers)
  • Personal equipment
  • Intermediaries, items like gears, plates, beams
Here's where we're at now: https://i.imgur.com/mUz7WnF.jpg
Everything there needs the icon revisited. Most things need the icon replaced, some things will keep it or only slight tweaks.

At the very least, I will do the icons before I drop it on the portal. I may not finish everything on the first list before I do, but I plan to.

The entities that were giving me the most trouble are all done, though, so it should go smoother from here:

Burner Electric Generator
Image
Just need to make the shadow and light (when the heat flickers) for this, but the entity itself was the hard part.

Fluid Burning Generators

Just need mask and shadows, fairly straight forward from here.

Fluid burning furnaces:

These are done, and were honestly the biggest like... mental block for me. A lot of work, but I'm pleased with the result. :D

But yeah we're getting close. :)

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Tue Jun 02, 2020 11:13 am
by nastyslave
Oh man all of this graphics... literally outstanding! I'm happy that bobmods have great gfx artist now that reforge all of this. :mrgreen:
I wish and ask that this mod will release for us in current state (in beta or something) and have regular updates until finish and receive deserved great feedback and suggestions all this time.

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Wed Jun 03, 2020 8:40 am
by kirazy
I'm amenable to this. I will finish icons for everything I have thus far, finish the entities that are in a state of partial completion, and drop a beta. Maybe a week. Maybe less.

Re: [0.18] Need suggestions/feedback for a WIP reskin mod...

Posted: Fri Jun 05, 2020 12:33 am
by kirazy
Icon revision is done, so here's the to-do before I drop the beta:

- Finish Burner Electric Generator (edit: done)
- Finish Fluid Generators (edit: done)
- Do Electric Furnaces (I know what I'm going to do now, so it's just a matter of doing it) (edit: these will be a longer project)
- Low-res belts
- Pipe covers (edit: done)

At which point I can drop a beta, so tomorrow or Saturday.