RE: [GD-General] Vector GUIs
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From: Gareth L. <GL...@cl...> - 2003-04-09 11:16:12
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> From: Javier Arevalo [mailto:ja...@py...] > In Praetorians we sort of did that but with more > configurability. We would > have "panel" textures that have these same 9 sections, but > each section can > have a texture. The way you describe it there, only the > corners have actual > textures, the rest simply has a stretched pixel texture. In > our case, your > 0.5's would be 0.3 to 0.7 or so, actually expressed in pixels > inside the GUI > text resource description. Yes, your system takes the same idea one step forward, but ours is actually done by the UI designer himself, he has all the flexibility. Just just models a scene in Maya. He did it as a texture saving technique as apposed to a resolution independant one, since our title is xbox only. Also, it suits our style. Our dialog oxes are very simple clean squares with rounded corners. But I will keep what you said in mind for the future ;) _______________________ Regards, Gareth Lewin Programmer, Climax Solent. (To anyone outside Climax, sorry for the disclaimer below) DISCLAIMER: Unless otherwise expressly stated, this message does not create or vary any contractual relationship between you and Climax Development Ltd. The contents of this e-mail may be confidential and if you have received it in error, please delete it from your system, destroy any hard copies and contact the originator of the email. In accordance with the Telecommunications (Lawful Business Regulations) (Interception of Communications) Regulations 2000 the Company reserves the right and, may at any time, monitor and intercept (but not record) e-mails to establish if they are relevant to its business. |