Tweeks GUI Concepts in action

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Re: Tweeks GUI Concepts in action

Postby Christopher » Sun Dec 09, 2012 2:26 pm

I worked a bit on my self on this StartUp and made it to load the avatar:
http://youtu.be/kgxlKFyVl4U

Thanks to Mystler for making the textures for me.

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Re: Tweeks GUI Concepts in action

Postby Mystler » Thu Dec 13, 2012 1:03 pm

Christopher and I spend some more time on it and improved the avatar loading with client side code and some sounds.
http://youtu.be/gTb-LrW-GjU

Enjoy! :D
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Re: Tweeks GUI Concepts in action

Postby janaba » Thu Dec 13, 2012 4:06 pm

Interesting new perspective, I like it, and I prefer the first brighter version over
the second more dark one ... To have a background sound it great though your
choice sounds better on your SoundCloud page and a bit monotonous on YouTube,
I'd prefer a more full (not loud), more ambient sound, yeah, just like Uru/Myst stuff ...
Thanks however for the efforts and for sharing ... :P
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Re: Tweeks GUI Concepts in action

Postby Mystler » Thu Dec 13, 2012 5:51 pm

That the new version seems to be darker might be related to the rendering. We did not change that. ;)
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Re: Tweeks GUI Concepts in action

Postby GPNMilano » Thu Dec 13, 2012 6:05 pm

Christopher wrote:I worked a bit on my self on this StartUp and made it to load the avatar:
http://youtu.be/kgxlKFyVl4U

Thanks to Mystler for making the textures for me.

Christopher


Nice job Chris!

Might I ask how you managed to load the avatar, and would you be willing to share the code so I could complete mine? I toyed around with it. I'm assuming you loaded the avatar from the vault and spawned him with an NPCSpawner during the selection part of the python script. Or did you have the script read the clothing options for the specific avatars and then dress dummy avatars accordingly?
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Re: Tweeks GUI Concepts in action

Postby Tweek » Thu Dec 13, 2012 11:05 pm

It's rather cool seeing this implemented.

Not too keen on the rounded corners but then I never liked those in my own designs :D

I like the addition of sound too although I would probably suggest something more D'ni sounding in terms of music and perhaps use a different sound for the avatar name selection.
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Re: Tweeks GUI Concepts in action

Postby GPNMilano » Thu Dec 13, 2012 11:17 pm

Tweek wrote:It's rather cool seeing this implemented.

Not too keen on the rounded corners but then I never liked those in my own designs :D

I like the addition of sound too although I would probably suggest something more D'ni sounding in terms of music and perhaps use a different sound for the avatar name selection.


Tweek, since it's your concept, would you suggest we go with straight boxed edges, or a something like hexagonal/octagonal edges.

Also, I agree with the music. my take on your design uses a simple muted beep sound, when selecting the avatars, and a shortened version of the 17th track in the Uru Soundtrack. appropriately titled "DIRT" This particular track isn't found in Uru. But part of it was used for the elevator music in Myst V's Descent. I think it was used there anyway. IMO it's perfect for a soft background music for Uru's character selection. Especially if we're using the cavern as the backdrop for it.
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Re: Tweeks GUI Concepts in action

Postby Tweek » Fri Dec 14, 2012 1:06 am

GPNMilano wrote:
Tweek wrote:It's rather cool seeing this implemented.

Not too keen on the rounded corners but then I never liked those in my own designs :D

I like the addition of sound too although I would probably suggest something more D'ni sounding in terms of music and perhaps use a different sound for the avatar name selection.


Tweek, since it's your concept, would you suggest we go with straight boxed edges, or a something like hexagonal/octagonal edges.

Also, I agree with the music. my take on your design uses a simple muted beep sound, when selecting the avatars, and a shortened version of the 17th track in the Uru Soundtrack. appropriately titled "DIRT" This particular track isn't found in Uru. But part of it was used for the elevator music in Myst V's Descent. I think it was used there anyway. IMO it's perfect for a soft background music for Uru's character selection. Especially if we're using the cavern as the backdrop for it.


Probably straight boxes. To be honest there is a lot to my old designs I would probably change if I was to revisit them.

In regards to music, that track would be a good one. It reminds me of the mystery Uru/D'ni used to have that is sadly no longer there.
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Re: Tweeks GUI Concepts in action

Postby GPNMilano » Fri Dec 14, 2012 2:18 am

Tweek wrote:
Probably straight boxes. To be honest there is a lot to my old designs I would probably change if I was to revisit them.


If you ever feel like sharing some new concepts for the GUI, I'd love to see them to be honest. I like bringing stuff like this to life. I've been using my take on your concept for my development shard for months now, and I can honestly say I love it, even without the avatar stuff. When I log into another shard like MOUla, OpenCave or Gehn, I can see the difference. It feels so much more modern then whats out there on the other Uru shards. Combined with the GehnShard pennib loading logo it's just amazing. It feels like a game that came out recently rather than one from five+ years ago. (I say five because that's where the current startup GUI is from, the GameTap era.) Logging into other shards without this GUI, it feels like they're old an outdated, even when the rest of the content within them is relatively the same. Relatively because I've worked my magic elsewhere in the content areas. The Spyroom and BaronCityOffice are not separated into their own files anymore. (Spyroom is completely merged into the City, along with the conference room, and both have their own pages in Relto's city book.

I'm currently working on making BaronCityOffice a part of the main city file. My goal is to have Ae'gura be completely self contained, and using repeating texture files and visregions to reduce load. In conjunction with the Baron's office I'm currently working on creating the district next to the Palace on A'egura as well as other ages and areas in the cavern. I have my own theories as to where each named, insofar, district on Ae'gura goes. IMO there are only four Districts on D'ni, as we've so far only been given the names of four. J'taeri, Jaren, Ishah, and Kerath'en. Based on Cyan's clay model we can surmise where each of the four are given in game references. J'taeri is supposed to be on the eastern flank of Ae'gura. Jaren on the upper east flank. Kerath'en is supposed to be the lowest area closest to the harbor. Cyan's clay model shows at the least four distinct areas on D'ni, and five if you count the area surrounding the Guild Hall as two. There's a plateau in the model with a area on that, it's the upper most area of Ae'gura so one would surmise that is Jaren. If you don't go with current canon districts there are four, and J'taeri would have to be surrounding the guildhall. Kerath'en is said to be the lowest so that would be the area, in game we have access too. which leaves only Ishah which I've placed next to the palace on the other side of the rock, stretching down to the harbor.
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Re: Tweeks GUI Concepts in action

Postby Christopher » Fri Dec 14, 2012 2:40 am

GPNMilano wrote:
Christopher wrote:I worked a bit on my self on this StartUp and made it to load the avatar:
http://youtu.be/kgxlKFyVl4U

Thanks to Mystler for making the textures for me.

Christopher


Nice job Chris!

Might I ask how you managed to load the avatar, and would you be willing to share the code so I could complete mine? I toyed around with it. I'm assuming you loaded the avatar from the vault and spawned him with an NPCSpawner during the selection part of the python script. Or did you have the script read the clothing options for the specific avatars and then dress dummy avatars accordingly?


First of all, I didn't use a NPCSpawner. NPCs are no avatars, cause they don't have a plArmatureMod (you can try it out by calling npc.avatar.isAvatar() in python, where npc is the Sceneobject from the NPCSpawner). So I had to use a SpawnPoint. This way a real avatar spawn in the StartUp, which you can edit. The next step was to save the clothing options into a file if you enter your relto, which is saved to "AppData/Local/UruLive/Avatar/<KINumber>.clo" and then loaded loaded again if you enter the StartUp age. In the first version I tried to manage it with python, which caused the flickering of the avatar if you switch to a new player. In the second version Mystler managed to modify the client to save the clothing options to disk. I think he will upload his code on github soon.
This way you don't have to load the whole vault if you select an avatar.

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