[MOD] Discrete Crosshair

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pango
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Re: [MOD] Discrete Crosshair

Post by pango » Sun Jan 13, 2019 11:07 am

I've seen no way to specify the hotspot for now, so the hotspot is always at the center of the cursor.
A workaround for off-center hotspot is to add transparent pixels:
Crosshair.png
Crosshair.png (5.64 KiB) Viewed 347 times
When a measure becomes a target, it ceases to be a good measure.
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King of Worms
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Re: [MOD] Discrete Crosshair

Post by King of Worms » Sun Jan 13, 2019 2:00 pm

Hmm, looks good Id say, I think we must see it ingame to know how well it fits/works. Its usually about some compromises of our ideals and restricted reality, no worries VMBlast, this is great start! Thank you & Pango

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VMblast
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Re: [MOD] Discrete Crosshair

Post by VMblast » Sun Jan 13, 2019 2:34 pm

@pango
Cheers. Cant wait to see it ingame. ;)

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Alyndiar
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Re: [MOD] Discrete Crosshair

Post by Alyndiar » Mon Jan 14, 2019 2:25 am

pango wrote:
Sun Jan 13, 2019 11:07 am
I've seen no way to specify the hotspot for now, so the hotspot is always at the center of the cursor.
A workaround for off-center hotspot is to add transparent pixels:
Crosshair.png
In my tests, the hotspot for the cursor was the top left corner. Are you sure we need an offset?

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pango
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Re: [MOD] Discrete Crosshair

Post by pango » Mon Jan 14, 2019 7:13 am

Hi Alyndiar,
Alyndiar wrote:
Mon Jan 14, 2019 2:25 am
In my tests, the hotspot for the cursor was the top left corner. Are you sure we need an offset?
Tested it with doors, seems to be in the center to me.
And if I read the code correctly, the crosshair is centered on screen, and I don't think the hotspot ever moves from the center of the screen, which makes it always centered vs the crosshair:
https://github.com/Interkarma/daggerfal ... air.cs#L31
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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Alyndiar
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Re: [MOD] Discrete Crosshair

Post by Alyndiar » Mon Jan 14, 2019 7:45 am

Hmm... I don't think we're talking about the same thing... You're talking about the crosshair... I'm talking about the pointer, previously the fugly blue arrow you see in the config menu when you start DFU or in the in-game menus like spellmaker or inventory... you know, this :
Cursor2.png
Cursor2.png (281 Bytes) Viewed 281 times
I tried replacing that with VMblast's cursor my local copy of the repository and rebuilding, cursor is replaced and hotspot is top-left. In fact, when you go to Build Settings... and Player Settings, you can replace the cursor with any image and define the hot-spot. When you rebuild, you get the selected cursor in-game.

I believe that was what King of Worms and Hazelnut were talking about before. Sorry for any confusion I caused if that was not the case.

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Alyndiar
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Re: [MOD] Discrete Crosshair

Post by Alyndiar » Mon Jan 14, 2019 8:19 am

VMblast wrote:
Sun Jan 13, 2019 10:48 am
I did this test of suggested dagger. It would be fitting to have dagger cursor for the Daggerfall game, however Im not too sure, I had to do quite a bit of balancing since daggers are long, with prominent handle. If I squish it too much it'll just become a mess and not look like what suppose to look like.... :?

Image
Image
Image
Image

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pango
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Re: [MOD] Discrete Crosshair

Post by pango » Mon Jan 14, 2019 9:14 am

Alyndiar wrote:
Mon Jan 14, 2019 7:45 am
Hmm... I don't think we're talking about the same thing... You're talking about the crosshair... I'm talking about the pointer, previously the fugly blue arrow you see in the config menu when you start DFU or in the in-game menus like spellmaker or inventory... you know, this : Cursor2.png
Oh, I totally missed the point then!
Yes, I assume this one will have the same hotspot alignment as the default blue arrow.
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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VMblast
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Re: [MOD] Discrete Crosshair

Post by VMblast » Mon Jan 14, 2019 9:16 am

@Alyndiar
Oh Jesus, this is too small. :P What kind of resolution you've got there? :lol:


Bigger HDUltra versions: Image Image




PS - Concerning spell icons -thats what I was afraid off and gave away three different icon sizes. Unity have bad rescaling algorithm obviously, as the icons get choppy and more "pixelized". Im looking at that feather and its really bad looking. :(

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Interkarma
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Re: [MOD] Discrete Crosshair

Post by Interkarma » Mon Jan 14, 2019 10:28 am

VMblast wrote:
Mon Jan 14, 2019 9:16 am
PS - Concerning spell icons -thats what I was afraid off and gave away three different icon sizes. Unity have bad rescaling algorithm obviously, as the icons get choppy and more "pixelized". Im looking at that feather and its really bad looking. :(
I noted that Alyndiar posted those screenshots as JPGs, so this is probably more JPG artifacts than Unity's scaling (which is all GPU-based anyway). :) Here's the same feather snipped at 1080p (left) and 4k (right) in PNG format.

feather-1080p-vs-4k.png
feather-1080p-vs-4k.png (150.61 KiB) Viewed 243 times

The 4k one is definitely sharper, but I think they both hold up fairly well against the 128x128 version supplied in the test atlas. When making the icon pack "for real", you'll be able to use whatever sizes look best for you as well. :)

feather-128x128.png
feather-128x128.png (33.33 KiB) Viewed 240 times

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