GUI v2.0

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sl1982

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Hey guys here is a release of version 2 of the gui. Most things are fixed, there are a few outstanding things to do. Mainly cait sith's slots and battle square stuff. Should be fully compatible with DLPB's menu mod.

Anyways here it is
http://www.megaupload.com/?d=E7C0IE1K

Note: Only fully compatible with english right now. Dialogue should work fine with french, spanish, and german as well.

Many thanks to titeguy3 for allowing the use of his main title screen :D
 
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Cheers!  and yes it is. (Remember to install the Avalanche mod first)

 8)
 
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i no have menu mod, this will work for me? uhmm anyone can post screenshots for i know the changes of gui 2.0? :-(
 
I'm not sure if anyone else is noticing this but the new font has some serious spacing issues that weren't there before.
Also I know this is about half a year too late but I have a bit (huge) affinity for nixie tubes and though there technically they never made krypton nixies my quarrel comes with the brightness rather than color.  They seem too dim for nixie tubes and the hue seems slightly off from the original (I could be wrong here).  I know sticking to the original is more important that adhering to realism (final FANTASY etc.) but I think visually the timer could use a helping hand in sticking out.
 
I'm not sure if anyone else is noticing this but the new font has some serious spacing issues that weren't there before.
Also I know this is about half a year too late but I have a bit (huge) affinity for nixie tubes and though there technically they never made krypton nixies my quarrel comes with the brightness rather than color.  They seem too dim for nixie tubes and the hue seems slightly off from the original (I could be wrong here).  I know sticking to the original is more important that adhering to realism (final FANTASY etc.) but I think visually the timer could use a helping hand in sticking out.
<HUMOR_MODE>So you want the font to be 3d?< /HUMOR_MODE>
Perhaps screen capture both screens font output and cut out that section of the image that shows the time, for each. Then do a pixel test to see how far off it is (HSV or RGB based either way). I would be sure to use the identical time for both examples. You may want to also see if it is different per background as well.

Cyb
 
The new font is pixel perfect to the original. The old one was not. It was the only way to avoid graphical glitches. If you do not like the new one you are free to use v1.
 
http://screencast.com/t/x7svfEjIdD2
There's definitely something going on here. You might have lined up all the pixels right, but it doesn't look spot-on to me D:

EDIT: Just realised, the screencap I took says 'it', whereas the shot from the youtube walkthrough says 'this'. Strange.
 
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I just looked at something and it seems i made a major error with the new GUI. Field text is using the wrong font sheet, it should be using the wider one. I will try to get a new version up as soon as i can. For now i will leave the one up as it is better then nothing.
 
I already uninstall the GUI v2.0 but when i install,my main menu don't worked...the png don't worked  :? anyone knows why this happened? (i already uninstalled but only want know why this happened)
 
Probably because modpath isn't working properly.  Open FF7_opengl.cfg and make sure the modpath is set to Avalanche and that the files are in the mods folder in folder called "Avalanche"
 
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The installer should take care of this for you. Make sure you have a version of aali's driver that runs modpath. Preferably the latest version.
 
yeah the gui v2.0 care of create a folder named ''avalanche'' for me and my aali's custom graphics driver is the recent version (0.7.8b)...i think i don't need say what mods i have installed (only if you guys want for solve this problem but i think i don't need say :-()
 
Just whipped up a quick upscale of the original wide font, looks much better in regards to spacing!
http://screencast.com/t/2rn1eEoKi

Can't wait, Sl!
It's too bad that can't be a true type font so it could be made dimensionless. This makes rendering the texture for the font a snap if you want to scale it to any resolution you want. In addition you can add alpha data for the AA around the edges as well. Having made some renderings using free type to generate bitmaps. That scheme might work. As for making the font heh, lots of people have made fonts on the net, and there are lots of tutorials. While you wait for sl1982 you could twiddle with that idea.  As I said this allows you to make it dimensionless and scale to a texture as needed using freetype (which can render to a bitmap). The hard part might be font placement in generating the output data.
You would have to look at the original texture that the font is loaded into to tweak that kind of thing. Then be sure the rendering point (XY coordinate) relates to the XY coordinate in the font data. I don't recall how that map data is utilized within the game it's been 2 years since I've played FF7 (too many other games like Front Mission 4 From Mission 5 and From Mission CE). Anyhow a lot of twiddling but you only have to do it once, after that your font can be rendered for the final user resolution and always look correct.

Cyb

Cyb
 
Just whipped up a quick upscale of the original wide font, looks much better in regards to spacing!
http://screencast.com/t/2rn1eEoKi

Can't wait, Sl!
It's too bad that can't be a true type font so it could be made dimensionless. This makes rendering the texture for the font a snap if you want to scale it to any resolution you want. In addition you can add alpha data for the AA around the edges as well. Having made some renderings using free type to generate bitmaps. That scheme might work. As for making the font heh, lots of people have made fonts on the net, and there are lots of tutorials. While you wait for sl1982 you could twiddle with that idea.  As I said this allows you to make it dimensionless and scale to a texture as needed using freetype (which can render to a bitmap). The hard part might be font placement in generating the output data.
You would have to look at the original texture that the font is loaded into to tweak that kind of thing. Then be sure the rendering point (XY coordinate) relates to the XY coordinate in the font data. I don't recall how that map data is utilized within the game it's been 2 years since I've played FF7 (too many other games like Front Mission 4 From Mission 5 and From Mission CE). Anyhow a lot of twiddling but you only have to do it once, after that your font can be rendered for the final user resolution and always look correct.

Cyb

Cyb
I am sure this is doable, but would require a lot more magic from aali.
 
I am sure this is doable, but would require a lot more magic from aali.
Aali magic I hear is in short supply.

Just like I don't have a lot of time to learn a whole new modeling system. LOL

You get busy and the business makes your life frustrating at times I guess.

Cyb
 
Indeed, either way I am in the process of revamping the font for the 3rd time.
 
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