Product Chat / Entity Library Icons

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OldFlak
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Posted: 11th Oct 2019 00:41
Hi all

Yeah, so currently we can have a 64x64 pixel icon for entities in the library, which in my opinion is way too small.

Sure it is not a show stopper, just a thing that, well annoys me, every time I go to make icons form my models
I mean you go to all the effort of getting a screenie of your model, and then downsize it to 64x64.
Most of my own models could do with more detail in the icon since they are variations of models (grouped, texture sharing).

It would be nice to be able to have bigger ones.
128x128 would be better
256x256 would be preferable to me
512x512 - well why not

I know there are lots of models that come with Game Guru, and maybe there be a concern about memory or whatever, but surely modern computers can handle it.

Just my thoughts.

OldFlak....
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JC LEON
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Posted: 11th Oct 2019 06:27
size is not important for me but it would be cool if we could have a tool to automatically generate the icon like the tool inside the gg model importer.. but to be used manually to create icons for manually imported models
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JPH-GAMES
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Posted: 11th Oct 2019 07:38
Good morning all

My icon has a resolution of 128x128 and no problem.
I will try with 256 and 512 to see



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Belidos
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Posted: 11th Oct 2019 09:35 Edited at: 11th Oct 2019 09:58
The icon does not strictly have to be 64x64, as long as it's a square image it will work at any size.

This is a 512x512 icon working fine in GameGuru:



However, remember all those little icons have to be loaded into memory every time you open up the asset list, so if you make too many of your icons too big it could cause slow down when selecting entities from the list, and may slow the editor down when lots of them are shown on the side bar.

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OldFlak
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Posted: 11th Oct 2019 10:16
Quote: "The icon does not strictly have to be 64x64, as long as it's a square image it will work at any size. "

Yeah tried that, while they work ok, they are still displayed as 64x64 image in the library.

Quote: "However, remember all those little icons have to be loaded into memory every time you open up the asset list, so if you make too many of your icons too big it could cause slow down when selecting entities from the list."

Yeah, personally I would like to be able to remove all stock media from the library. But of course if you remove them, they will be put back when you verify\update.
Would be nice if stock models were all DLC

OldFlak....
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Belidos
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Posted: 11th Oct 2019 10:42 Edited at: 11th Oct 2019 10:45
Quote: "Yeah tried that, while they work ok, they are still displayed as 64x64 image in the library."


I've not found that to be true OldFlak, see the image below, the left one is an actual 64x64 icon, the right one is a 512x512, it may scale down to 64x64 but you can still see a considerable difference, gameguru's icon scaling seems to be really good.



But yeah, that aside, it would be great if it would display different sized icons in the asset window so we could see our images better.

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OldFlak
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Posted: 11th Oct 2019 11:07
Hey Belidos, thanks for the input.

For sure, the resolution is much clearer yes.
But open that screenie above in your favorite paint program, use the marque tool to draw around the image and crop it - it is 64x64.

I have tested this making sure every icon in a folder is the same size, and same result. GG is using a 64x64 grid and sizes the icon to that...

OldFlak....
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synchromesh
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Posted: 11th Oct 2019 11:34 Edited at: 11th Oct 2019 11:39
So you don't want clearer images you want actual bigger icons
Like so … That could look worse than you think IMHO ?

The only person ever to get all his work done by "Friday" was Robinson Crusoe..

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Corno_1
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Posted: 11th Oct 2019 12:07
Quote: "Like so … That could look worse than you think IMHO ?"

To have the possibility is a good thing. Options are always good, but I would make a default one, so just 64x64 or 256x256.
But we not really need to discuss this. It is a feature for a future GG
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AmenMoses
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Posted: 11th Oct 2019 12:12
I can then imagine all the complaints: "when I open the [add new entity] window all the pictures are different size, that's so unprofessional GameGuru should make them all the same size like that are in other engines!"

Been there, done that, got all the T-Shirts!
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granada
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Posted: 11th Oct 2019 12:17
Using PNG format would help instead of bmp also

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OldFlak
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Posted: 11th Oct 2019 14:20 Edited at: 11th Oct 2019 14:25
PNG would be better, bmp is so dinasaur

They should be same size of course, Bigger is better, 256x256 is a good size.

64x64 (these are 256x256 scaled to 64 by gg)


256x256 - actual pixel size - quick mockup


To stop the complaints put a switch in the settings file to turn bigger icons on

Options are always good.
Don't expect it to happen, and obviously would like other things first, but no harm discussing it

OldFlak....
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synchromesh
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Posted: 11th Oct 2019 16:51 Edited at: 11th Oct 2019 16:52
Still prefer the smaller myself
The other looks like a 1024x768 struggling to fit it all on screen .
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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smallg
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Posted: 11th Oct 2019 17:33
why not just make it work like your normal windows explorer, zoom in makes them larger, zoom out makes them smaller (of course keeping the ^2)
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JPH-GAMES
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Posted: 11th Oct 2019 19:29
I confirm no problems with 256x256 and 512x512
Good evening to all


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Avenging Eagle
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Posted: 11th Oct 2019 19:43 Edited at: 11th Oct 2019 19:43
Quote: "why not just make it work like your normal windows explorer, zoom in makes them larger, zoom out makes them smaller (of course keeping the ^2)"


Yes, have a zoom slider on bottom/edge of the window that increases or decreases icon size.

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OldFlak
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Posted: 11th Oct 2019 22:07 Edited at: 11th Oct 2019 22:08
Quote: "The other looks like a 1024x768 struggling to fit it all on screen ."

The scrollbar will kick in when there is more than fit in the window

Quote: "why not just make it work like your normal windows explorer, zoom in makes them larger, zoom out makes them smaller (of course keeping the ^2)"

Yeah, and also load on demand, not load everything when you start GG up.

Options

OldFlak....
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synchromesh
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Posted: 11th Oct 2019 22:33
Quote: "The scrollbar will kick in when there is more than fit in the window "

Oh I realise that but I just meant the general look. That's only my opinion of course. others may love it
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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OldFlak
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Posted: 12th Oct 2019 05:52
@synchromesh - yeah no problem

Most of my models share textures, and I tend to put them in specific folders (only those that share the texture), so there are less of them in a given folder. So kinda works for me.

I don't want devs to spend time on this kind of thing, much prefer bugs fixed and game play features added.

But yah never know, Lee might see it and say that is a simple thing, and give us the option

OldFlak....
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GubbyBlips
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Posted: 12th Oct 2019 22:35
Yep. Zoom is a good idea. 256 might give only about 4 columns.

And speaking of features that would be handy-- We all need the option to
dump all the memory that GG is struggling to regurgitate, with the click of a
button-- so we can keep on testing scripts without lock-ups and shutdown errors.
GG is how I test for syntax and of course function in the scripts.
Can't help that a single little '=' is missing>>> lua is peculiar with that ...

GG is always locked up on a auto re-start. So that restart feature is no use.
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3com
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Posted: 14th Oct 2019 19:38
The library could also have a small window that shows you the largest image each time you mouse over an icon, just like I did with my inventory.
In this way the icons do not have to be so large.
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GraPhiX
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Posted: 23rd Oct 2019 23:47
Hi all
I am adding an icon creator to Asset Manager it will be an upgrade to the FPE Creator
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