Exilian

Game Design and Project Resources: The Workshops Quarter => Mods, Maps & Game Add-Ons - The Bazaar => Rome - Total Realism => Topic started by: xeofox on September 29, 2016, 03:10:40 AM

Title: Design, concept
Post by: xeofox on September 29, 2016, 03:10:40 AM
This topic about main menu, interface, etc.
Title: Re: Design, concept
Post by: xeofox on September 29, 2016, 03:18:49 AM
I want to show few samples for main menu. It`s just for testing. I suggest menu buttons move to the left from center. And add some image to the right. Like in TWM2K:

Spoiler

(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/2016-10-10_18-07-33_zpsqydxgzp7.png)
*this not video
Title: Re: Design, concept
Post by: ahowl11 on September 29, 2016, 06:51:51 AM
I'd like to see the Roman General from the Box of RTW. Also another idea would be to show this symbol:
https://georgekokkos.files.wordpress.com/2015/01/legion-standard.jpg
Title: Re: Design, concept
Post by: xeofox on September 29, 2016, 09:58:10 AM
Quote from: ahowl11 on September 29, 2016, 06:51:51 AM
I'd like to see the Roman General from the Box of RTW. Also another idea would be to show this symbol:
https://georgekokkos.files.wordpress.com/2015/01/legion-standard.jpg (https://georgekokkos.files.wordpress.com/2015/01/legion-standard.jpg)

If you like some sample  I will finish all sub menu (move to left from center).
The problem (or not problem) the new image in menu 512x512.
If I use 1024x1024 it`s more beautiful but first loading of main menu have a black screen 1-2 second.
And my screen is 16:10- need to test in another screens.

Spoiler

(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/2016-10-10_18-09-14_zpssptfbxpl.png)
*this not video
Title: Re: Design, concept
Post by: Vrosivs Avgvstvs Rakvs on September 29, 2016, 05:01:12 PM
The last one with the aquila looks great, I'd go with that one
Title: Re: Design, concept
Post by: xeofox on September 29, 2016, 08:28:25 PM
Quote from: Vrosivs Avgvstvs Rakvs on September 29, 2016, 05:01:12 PM
The last one with the aquila looks great, I'd go with that one
Please look one more. I added some corrected sample  :)
And about golden eagle. I think need to move it to right a little bit.
Title: Re: Design, concept
Post by: ahowl11 on September 29, 2016, 11:09:36 PM
I like the second one
Title: Re: Design, concept
Post by: Vrosivs Avgvstvs Rakvs on September 30, 2016, 12:12:04 AM
I just saw the corrected one, it's pretty neat too. I'm fine with both, pretty much.
Title: Re: Design, concept
Post by: Gigantus on September 30, 2016, 04:46:55 AM
The default screen size for lay out purposes is 1024*768:
<layout>
  <layout_width>1024</layout_width>
  <layout_height>768</layout_height>


Using pictures that are larger then the area that they are assigned to doesn't make sense as they will either cut or resized (not sure which). Rather resize and edit the pic yourself. Example the logo which is an exact fit:

    <UI piece>main_menu_rome_logo
      <identifier>UIP_EMPTY_ART</identifier>
      <Parameters>
        <x>266</x>
        <y>30</y>
        <width>489</width>
        <height>168</height>
      </Parameters>
      <object_id>rome_logo_main_menu</object_id>
    </UI piece>

<texture>textures\FE_texture1.tga
  <path>textures</path>
  <region>rome_logo_main_menu
    <left>0</left>
    <top>36</top>
    <right>489</right>
    <bottom>204</bottom>
  </region>


(http://i290.photobucket.com/albums/ll264/Gigantus_pics/FE_texture1.jpg) (http://s290.photobucket.com/user/Gigantus_pics/media/FE_texture1.jpg.html)
Title: Re: Design, concept
Post by: xeofox on September 30, 2016, 02:25:33 PM
Quote from: Gigantus on September 30, 2016, 04:46:55 AM
The default screen size for lay out purposes is 1024*768...
Thanks for info, Gigantus! 1024x768 i think it`s optimal because lot of why have small screen. If change layout size it will be need to change all parameters for all interface details (?). After this work i will try to make optimization for my monitor. After we can make few patchs (or instaling sttings of mod - if it posible) for different aspect ratio.
For example:(4:3)- default, (3:2), (16:9), (16:10)

Here I made new splash and change menu of loading (only one now). New buttons: sort by name & sort by date (it was  text, I made new raster . If is it ok -I will finish it.
Do we need menus: "Quick Battle" & "Prologue"? I can delete it. Sub menu like OPTION>VIDEO SETTING etc- I will not touch.
Write your comments, critique and ideas.
Spoiler

(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/2016-10-10_18-11-11_zpsftwsk1g0.png)
*this not video
Title: Re: Design, concept
Post by: Gigantus on September 30, 2016, 05:32:53 PM
Changing the default lay out size will require to redo all co-ordinates (lpage sections) in the LNT file. The default full screen mode will stretch graphics  and on larger screens may lead to pixelation but personally I can't really see much of a degradation on my 1920*1080 resolution on highest graphic settings.

Giving older games a HD work over appears the latest sales gimmick, but it's really not necessary here.

Please note that is fairly easy to test appearance of different resolution sizes and ratios by simply using these CFG file settings (I used my desktop resolution numbers here) as long as they don't exceed your desktop resolution setting:
[video]
windowed = 1                        # enables windowed mode
borderless_window = 0                # removes default border from window
battle_resolution = 1920 1080        # enter desired resolution for battles
campaign_resolution = 1920 1080        #  enter desired resolution for strategic map


If the resolution setting is smaller then your desktop resolution then the game will play in a window that is anchored at the top left of the screen.
Choosing the same resolution as your desktop will result in a full screen game which will allow problem free alt tabbing

Edit: I don't think anyone uses 'Quickbattle' after the first time. The 'Prologue' button should be returning an error message as the folder (sons_of_mars) does not exist in the mod, unless a alternate campaign is planned (provincial campaign principle) this can go as well.
Title: Re: Design, concept
Post by: Gen.jamesWolfe on October 01, 2016, 11:32:23 PM
I like the first one the most. But I can't help but wonder if we can swap the centurion for a Greek commander or something.
Title: Re: Design, concept
Post by: Jubal on October 02, 2016, 01:41:30 AM
We could presumably swap it for anything, but we'd need the relevant graphic and the rights to use it.
Title: Re: Design, concept
Post by: xeofox on October 03, 2016, 01:01:59 PM
I propose to change the background (I finished my old work). I propose three colors (B/W, red, blue:

Spoiler

(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/2016-10-10_18-12-46_zpstfp40ovr.png)

*this not video
Title: Re: Design, concept
Post by: ahowl11 on October 03, 2016, 04:33:11 PM
The red one looks good. Maybe still have the maps playing in the back?
Title: Re: Design, concept
Post by: xeofox on October 03, 2016, 04:42:54 PM
Quote from: ahowl11 on October 03, 2016, 04:33:11 PM
The red one looks good. Maybe still have the maps playing in the back?
You need to choose. I suggest only  ;)
About red... i can make more contrast and we need change all loading screens also. Or like in twm2k we need some frame (loading screens and video background)
Title: Re: Design, concept
Post by: Gigantus on October 03, 2016, 06:14:07 PM
I like the work done, but I have to admit that the present background movie rocks. The first time I actually waited until the background movie had done one loop because it was so unusual.
Title: Re: Design, concept
Post by: ahowl11 on October 03, 2016, 06:56:10 PM
I agree, that the one we currently have is really good. Maybe just adding the Roman commander to the side is all we need
Title: Re: Design, concept
Post by: xeofox on October 03, 2016, 08:06:34 PM
I take (loop video) time from TWM2 39 sec. :) If you want i can change the backround on the video (its Athens ruins). I can`t add more solders/ Change color Adds lightning in the clouds with thunder etc. Current our video good also -we have ready loading screens)but  default resolution (i lost raw files). And in current some problem: The golden logo RTR - hard to see above the background. Need to do something. New one...  нere we can use 1024x768. Maybe need voting?
Сhoose the background please. And what about new concept of menu (loading with new sort buttons also). The menu - maybe need to little bit closer to the center? Should I continue to modify the menu? 
Title: Re: Design, concept
Post by: morfeasnikos on October 03, 2016, 08:35:12 PM
All are great ! but i like better the red also because it reminds me the classical Rome background !
Title: Re: Design, concept
Post by: xeofox on October 04, 2016, 06:00:08 PM
Fixed current menu.
Spoiler

video deleted

Problem of theme (rtr logo hard to see) need to do somthing.
Spoiler

(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/2016-10-04_22-48-29_zpslj25afuh.png)

I suggest swapping the fractions and text
Spoiler

(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/2016-10-04_22-49-42_zpsrskvswxn.png)
Title: Re: Design, concept
Post by: ahowl11 on October 04, 2016, 06:25:14 PM
You an fix anything you want and try anything you want :)
Title: Re: Design, concept
Post by: Gigantus on October 04, 2016, 06:58:36 PM
Please re--instate the custom battle button - a good number of fans use it to play test unknown\new units.

Golden lettering on beige background isn't optimal, agreed. Increasing the contrast of the background will be the preferred option as the title is used at several other places where it works well.

Swapping - can you extend the text window display if it is placed to the right?

Title: Re: Design, concept
Post by: xeofox on October 04, 2016, 07:43:32 PM
Quote from: Gigantus on October 04, 2016, 06:58:36 PM
...Swapping - can you extend the text window display if it is placed to the right?
it`s no problem and horizontally and vertically.

And maybe change curve arrow (return arrow). Use "arrow to the left" like in RTWM2?
Title: Re: Design, concept
Post by: ahowl11 on October 04, 2016, 08:42:20 PM
I'm pretty sure the custom battle button is still available under the single player option
Title: Re: Design, concept
Post by: xeofox on October 04, 2016, 10:16:32 PM
I suggest two prototype of "imperial compaign" menu (i don`t sure but i will try).
What do you like?
Spoiler

(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/pro2_zpst1aoevjs.jpg)

(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/pro1_zpsxapjjlsc.jpg)
Title: Re: Design, concept
Post by: ahowl11 on October 04, 2016, 10:45:03 PM
I like the bottom one but is possible to have something like m2tw and showcase the factions best unit?
Title: Re: Design, concept
Post by: xeofox on October 04, 2016, 11:33:55 PM
Quote from: ahowl11 on October 04, 2016, 10:45:03 PM
I like the bottom one but is possible to have something like m2tw
I will try to make it!

Quote from: ahowl11 on October 04, 2016, 10:45:03 PM
showcase the factions best unit?

What do you mean? In text window (imperial compaign menu) change portraits images to best units image?
Title: Re: Design, concept
Post by: ahowl11 on October 05, 2016, 03:05:22 AM
No you know how in m2tw at the bottom right there is a unit shown for each faction? Something like that
Title: Re: Design, concept
Post by: xeofox on October 05, 2016, 04:03:30 AM
Quote from: ahowl11 on October 05, 2016, 03:05:22 AM
No you know how in m2tw at the bottom right there is a unit shown for each faction? Something like that
...understood. I will try. But we can insert this information (with image) like first line in text window also.
Title: Re: Design, concept
Post by: ahowl11 on October 05, 2016, 04:25:45 AM
Id rather have both the faction leader portrait and the unique unit if possible
Title: Re: Design, concept
Post by: xeofox on October 05, 2016, 04:43:19 AM
Quote from: ahowl11 on October 05, 2016, 04:25:45 AM
Id rather have both the faction leader portrait and the unique unit if possible

can you give me the files list whats worked with leader portrait and faction text?

ok I will try to make (i found how to made it - it`s not problem now) this prototype:

(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/pro1_zpsxapjjlsc.jpg)

and after I`ll try to add another module (i don`t know but i will try). if it will be successful,
all the checkboxes will go to bottom also (like scrollboxes) and "unique unit module" will be in
right side of menu.
Title: Re: Design, concept
Post by: Gigantus on October 05, 2016, 06:16:16 AM
Looking at the bottom sample: I think you can loose the 'Imperial Campaign' text and the line underneath it as well as the 'Factions' text. That will give you more surface area to utilize.
I agree on the curved left button - always thought it looks a bit weird, rather have a straight arrow. I would suggest to replace the graphic as that arrow is used through out the menu (not write new stuff for it)
Title: Re: Design, concept
Post by: xeofox on October 05, 2016, 08:16:08 AM

Quote from: Gigantus on October 05, 2016, 06:16:16 AM
...I would suggest to replace the graphic as that arrow is used through out the menu (not write new stuff for it)
Good idea!
Title: Re: Design, concept
Post by: xeofox on October 05, 2016, 12:39:24 PM
everything goes well. The new ico of arrow - i made new raster because the size  was different.
With new module "unique unit" - problem.
if you make a duplicate of code it appears but is empty.
I think need to make duplicate of leader_pic.....tga and campaign_descriptions.txt (?). With new name
With new info and new image.
But need to know where the path to the files for UIP_SELECT_FACTION_DESCRIPTION ?

This is sample of code for window text in IC menu:


   <UI piece>
      <identifier>UIP_SELECT_FACTION_DESCRIPTION</identifier>
      <Parameters>
        <x>430</x>
        <y>329</y>
        <width>290</width>
        <height>234</height>
      </Parameters>
      <object_id>empty_art</object_id>
    </UI piece>


and here the code for sumbols factons buttons:


<UI piece>CFP_symbol48_21
      <identifier>UIP_SELECT_FACTION_BUTTON</identifier>
      <Parameters>
        <x>886</x>
        <y>476</y>
        <width>59</width>
        <height>59</height>
        <tool_tip_id>UI_FACTIONS_SELECT_FACTION_INFO</tool_tip_id>
      </Parameters>
      <object_id>empty_art</object_id>
      <edit_group_id>symbols</edit_group_id>
    </UI piece>


anybody knows how to do it (second window faction info with another descriptions) ?
Title: Re: Design, concept
Post by: Gigantus on October 05, 2016, 01:20:13 PM
CFP_symbol48_21
The number at the end refers to the number of the faction entry in descr_sm_factions (21 = 21st faction)

UIP_SELECT_FACTION_DESCRIPTION
This is taken from text\campaign_description - possibly linked to the specific faction via the CFP entry


The special units stuff is at the bottom of the ImpCam_choose_faction page entry in M2TW:
    <UI piece>special_unit_text
      <identifier>UIP_SPECIAL_UNIT_TEXT</identifier>
      <Parameters>
        <x>763</x>
        <y>411</y>
        <width>228</width>
        <height>21</height>
        <UI text>UI_CUSTOM_BATTLE_WEAKNESSES
          <font_id>verdana_sml</font_id>
          <align>centre</align>
        </UI text>
        <locked>false</locked>
      </Parameters>
      <object_data></object_data>
      <object_id>empty_art</object_id>
    </UI piece>
    <UI piece>special_unit_art
      <identifier>UIP_SPECIAL_UNIT_ART</identifier>
      <Parameters>
        <x>765</x>
        <y>437</y>
        <width>224</width>
        <height>119</height>
        <locked>false</locked>
      </Parameters>
      <object_data></object_data>
      <object_id>empty_art</object_id>
    </UI piece>
The text is from text\expanded, example byzantine faction:
{BYZANTIUM_UNIT}Varangian Guard
{BYZANTIUM_WEAKNESS}Lacks late period gunpowder.
{BYZANTIUM_STRENGTH}Good heavy cavalry and missile cavalry, capable archers.
The pic is from \menu\symbols\fe_faction_units, example: byzantium.tga
Title: Re: Design, concept
Post by: xeofox on October 05, 2016, 04:38:51 PM
I have not found a way by code. But I found deceptive way. I made one image: map and unique unit it`s ONE solid image.  ;D

It`s not finished (it`s just prototype, testing version) but you can see it.
Spoiler

(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/2016-10-10_18-16-20_zpslz7oh7k7.png)

image for examplу:
Spoiler

(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/2016-10-05_22-09-57_zpstlzu8w1q.png)
If it`s ok - i`ll made samples and new design for unique unit window.  8)
The faction maps (map_numidia.tga, map_seleucid.tga etc)  from folder data\world\maps\campaign\Alexander in compaign menu only?
Title: Re: Design, concept
Post by: Vrosivs Avgvstvs Rakvs on October 05, 2016, 06:18:08 PM
That's a very clever solution, nice, haha :D
Title: Re: Design, concept
Post by: Gigantus on October 06, 2016, 07:00:35 AM
Quote from: xeofox on October 05, 2016, 04:38:51 PM
I have not found a way by code. But I found deceptive way. I made one image: map and unique unit it`s ONE solid image.  ;D

It`s not finished (it`s just prototype, testing version) but you can see it.
Spoiler




image for examplу:
Spoiler

(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/2016-10-05_22-09-57_zpstlzu8w1q.png)
If it`s ok - i`ll made samples and new design for unique unit window.  8)
The faction maps (map_numidia.tga, map_seleucid.tga etc)  from folder data\world\maps\campaign\Alexander in compaign menu only?

Sneaky

faction maps are only from the path you stated, same folder is for the leader pictures
Title: Re: Design, concept
Post by: xeofox on October 06, 2016, 02:23:58 PM
Quote from: Gigantus on October 06, 2016, 07:00:35 AM
faction maps are only from the path you stated, same folder is for the leader pictures
...good!

Current situation with IC menu:
Spoiler

(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/20161006185800_1_zps0giijhmo.jpg)

Can we change the words (it`s very long)? And need it?
"Manage all settlements" =>  "Manage settlements" or "Auto manage"
"Arcade style battles" => "Arcade battles" or "Style battles"
"Faction" (permanent text ) I turned off, but if we can to change it can be "Strengths" (like in TWM2) above unique unit image.
And mid line (map,f-info, u-info) need littlebit to up? or faction symbols to down?
Title: Re: Design, concept
Post by: Gigantus on October 07, 2016, 04:59:20 AM
I think you can remove the 'arcade style battle' option. The option basically removes routing, tiredness and ammunition limits. 'Slug fest special' I call it and cringe at the thought. Has anyone ever used it more then once?

Faction text - can you link to faction specific text like strength? This is a M2TW thing, that's why I am asking.

If you need more place then remove the 'Imperial Campaign' text and the dividing line beneath it. Unless there are any plans to provide provincial campaigns...
Title: Re: Design, concept
Post by: xeofox on October 07, 2016, 09:36:33 AM
Quote from: Gigantus on October 07, 2016, 04:59:20 AM
I think you can remove the 'arcade style battle' option. The option basically removes routing, tiredness and ammunition limits. 'Slug fest special' I call it and cringe at the thought. Has anyone ever used it more then once?
I used but just for experiment :)

Quote from: Gigantus on October 07, 2016, 04:59:20 AM
Faction text - can you link to faction specific text like strength? This is a M2TW thing, that's why I am asking.
Good idea! In text window we have the name of faction - that may be enough. The "Faction name" bar we can change to
strength text. I hope. Here problem this bar can be in one line only(?).
I not good know the code of Total War. But Rome.lnt It`s like XML format for me.

Quote from: Gigantus on October 07, 2016, 04:59:20 AM
If you need more place then remove the 'Imperial Campaign' text and the dividing line beneath it. Unless there are any plans to provide provincial campaigns...
I think after that we need change all menu and submenu - change concept. No?
Title: Re: Design, concept
Post by: Gigantus on October 07, 2016, 11:31:17 AM
The M2TW LNT file has the same format as the RTW file (didn't notice any different XML entries). Theoretically you should be able to create new elements just like in M2TW - but I have to confess that I have only a vague idea how it all links. I have a good to which files certain entries link, but no idea how.

Like I never found out how to restore the faction symbol in the loading screen (RTW standard, absent in M2TW)
Title: Re: Design, concept
Post by: xeofox on October 08, 2016, 12:50:29 PM
Quote from: Gigantus on October 07, 2016, 11:31:17 AM
...you should be able to create new elements just like in
All elements (UIP_STATIC_TOOLTIP, UIP_AUTOMANAGE_BUTTON etc) in EXE file  :(
(Here all from Alx.EXE in TXT (https://yadi.sk/i/dVj-lQR5wUJN3) file)

We can show in IC menu some data also (with small icons for example):

UIP_SELECT_FACTION_.........._:

DENARI                  money (?) selected saka show "0" (!)
SETTLEMENTS        selected saka show "2"
FAMILY                   selected saka show "3" (?)
ARMIES                  selected saka show "1"
NAVIES                  selected saka show "0"
DIPLOMATS            selected saka show "4" (?)
SPIES                     selected saka show "1"
ASSASSINS             selected saka show "0"

and  UIP_SELECT_FACTION_LEADER_NAME      selected saka show "scy101x scy101z"




*i don`t know the saka DENARI show zero (!). But in the game string i have money. May be use it for unique unit descripton (or LEADER_NAME for unique unit)?
Where this "0"?

I can show the leader portraite (outside of info text window like new module) now, but need to delete (or hide) it from text window.
And we can use leader image for Units. I try to make big leader tga with alpha chanel in corner- it`s don`t worked (it`s show big leader picture)
Do you know how to do it and don`t tach TGA leader file?
Title: Re: Design, concept
Post by: ahowl11 on October 09, 2016, 08:10:56 AM
Can we see an example?
Title: Re: Design, concept
Post by: xeofox on October 09, 2016, 10:03:48 AM
Quote from: ahowl11 on October 09, 2016, 08:10:56 AM
Can we see an example?

Yes we can! But why the numbers show this?

(Saka example numbers):
___________________________________
Numbers          |       Show      |    In game
                         
DENARI                        0                   10000
SETTLEMENTS              2                      2
ARMIES                       1                       2
DIPLOMATS                 4                       1
SPIES                          1                       1
ASSASSINS                  0                       0
FAMILY (member?)      3                        3
NAVIES                        0                       0

I will finish current work : IC menu, fix two sub menu, and make new TGA (I did not find another way)  for map and units (map with added emty frame). And i will make upload.
After i will made small icons (just for testing). But why the numbers show different meanings?
Title: Re: Design, concept
Post by: xeofox on October 09, 2016, 03:12:22 PM
Current situaton with IC MENU
Spoiler

Please look here http://exilian.co.uk/forum/index.php?topic=4741.msg110269#msg110269
All emty sample (map+Unit) ready. Need image and text.
Problem with name of faction in text window "Confedercy of Sarmatia" to big. What`s need to do if don`t change the size of text window?
Small icons: familysettlementsarmy  and  money. Do we need it? Why not true (money for example)?
Title: Re: Design, concept
Post by: ahowl11 on October 09, 2016, 04:55:45 PM
Hmm I'm not sure why the numbers are off but I think it's a cool feature to add!
Title: Re: Design, concept
Post by: xeofox on October 09, 2016, 07:28:53 PM
Quote from: ahowl11 on October 09, 2016, 04:55:45 PM
Hmm I'm not sure why the numbers are off but I think it's a cool feature to add!
Ok it`s stays in menu (icons and some correction it will be later). I need to fix two submenu.
And i wait screenshots and text for unique units (it can be alpha version) from you.
After i upload this version of menu. And somebody need to check nombers (family, settlements, army, money). I don`t know the source file for this numbers and this files not my knowledge.
Title: Re: Design, concept
Post by: ahowl11 on October 10, 2016, 02:27:28 AM
It's in the descr_strat file
Title: Re: Design, concept
Post by: Gigantus on October 10, 2016, 04:22:01 AM
The settlement number agrees with the faction held settlements. Money tallies, too.

No idea how the other numbers relate in the screenshot\movie

Hellenic Kingdoms
family 6 in game 4 adult males, 3 wifes, 5 children (one adult female?)
settlements 5 in game 5
armies 3 in game 4 named chars, 2 gens, 30 units total (plus leaders)
money 10.000 in game 10.000
Title: Re: Design, concept
Post by: xeofox on October 10, 2016, 10:46:12 AM
Quote from: ahowl11 on October 10, 2016, 02:27:28 AM
It's in the descr_strat file
I`am not specialist, but i try- it`s don`t worked (maybe reeding from vanilla or vanila PAK (?)

Quote from: Gigantus on October 10, 2016, 04:22:01 AM
The settlement number agrees with the faction held settlements. Money tallies, too.

No idea how the other numbers relate in the screenshot\movie

Hellenic Kingdoms
family 6 in game 4 adult males, 3 wifes, 5 children (one adult female?)
settlements 5 in game 5
armies 3 in game 4 named chars, 2 gens, 30 units total (plus leaders)
money 10.000 in game 10.000

Soon I`ll upload new menu. you will try to change numbers. If unsuccessful- then I remove the icons bar.
Title: Re: Design, concept
Post by: xeofox on October 10, 2016, 12:45:30 PM
New menu is redy
Fixed submenu (load by HDD ico). HDD ico changed also (floppy ico now). Icons bar in IC menu need to check. if you don`t find the way then i`ll delete this icon bar.
I upload files to slack (i have a problem with Git and i can`t reload all files again - i have limited NET) please upload it to server  ::) . If you find some errors or need to correct somthing just say me. It`s final version in this moment. Need testing and new your idaes  :) . Some problem can be - I made it in monitor 16:9.

P.S.: All prev video (not this)  here will be deleted  (cleaning of my youtube chanel) and changed to image in posts,
Title: Re: Design, concept
Post by: Mausolos of Caria on October 10, 2016, 02:17:58 PM
Great Job, I did not think all these changes were possible!  ;D
Title: Re: Design, concept
Post by: xeofox on October 11, 2016, 06:01:47 PM
I want to made new video (Data\FMV\LOSE) for all faction (new loop scene, new flags). Is` it posible to add it in the mod?
Title: Re: Design, concept
Post by: ahowl11 on October 11, 2016, 06:37:05 PM
I'm not sure but you can definitely try, just know that these faction symbols that we have now are not final
Title: Re: Design, concept
Post by: xeofox on October 11, 2016, 07:39:18 PM
Quote from: ahowl11 on October 11, 2016, 06:37:05 PM
I'm not sure but you can definitely try, just know that these faction symbols that we have now are not final

Please try vanila version. After i`ll make new scene. If it need. Final or nor, it`s just texture easy to change in video also.
Title: Re: Design, concept
Post by: ahowl11 on October 11, 2016, 09:00:58 PM
Sure go ahead
Title: Re: Design, concept
Post by: xeofox on October 12, 2016, 08:31:24 PM
Is it ok? (right click on video=> loop)

For scene (for all faction) If need texture-  it`s  tga file from ...data\ui\captain banners. Just take ne banner and use it like texture  :)
Title: Re: Design, concept
Post by: ahowl11 on October 12, 2016, 10:55:03 PM
Looks good!
Title: Re: Design, concept
Post by: Gigantus on October 13, 2016, 04:02:27 AM
Do the 'Faction Defeated' movies actually work - because they don't in M2TW.

Apparently the 'switch' entry in descr_event_images doesn't work for the faction_defeated event.
Title: Re: Design, concept
Post by: xeofox on October 13, 2016, 09:22:17 AM
I upload all faction (and rebels white flag) loss video (to slack) and 3d scene for workshop. WMV - files like in vanila (320x240). Some faction flag have another alpha (britons, dacia, sarmatia etc)-  I think it`s not problem looks like burned corner  ;D . 3d scene -  if I haven`t time -anybody can change the symbol and make render :) You need to rename (i think) and add to mod. I hope we will use it.

(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/2016-10-13_14-07-11_zpsrat787sr.png)
Title: Re: Design, concept
Post by: ahowl11 on October 13, 2016, 04:49:44 PM
Very good xeofox thanks
Title: Re: Design, concept
Post by: xeofox on October 13, 2016, 10:14:02 PM
Quote from: ahowl11 on October 13, 2016, 04:49:44 PM
Very good xeofox thanks
Thanks for thanks!  :) I think leter i`ll made for all rebels personal loss video  :)