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21 Tips for Working with TGE 1.5 GUIs

21 Tips for Working with TGE 1.5 GUIs
Name:Herman Tulleken
Date Posted:Oct 31, 2007
Rating:5.0 out of 5
Public:YES
Comments:YES
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Blog post
Some of the Dos and Don'ts of GUI programming in Torque. Download the 9-page PDF from
http://www.luma.co.za/labs/torque_gui.html.

Here is a preview:



(See www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1382... for info on downloading the game).

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Magnus Blikstad   (Oct 31, 2007 at 20:30 GMT)
Haven't read it all yet, but looks good so far.

Quote:

10. Use TGAs, not PNGs, for transparent images that might scale.

PNGs work just fine, IF you save them correctly. Photoshop does NOT save PNGs correctly... unless you remove the default photoshop png plugin and install the old SuperPNG that support proper alpha channels rather than just "transparency". (make sure you create a real alpha channel and don't just do it the photoshop way of having the transparent parts invisible!).

Another way to do it is to use JPGs, call your base JPG whatever.jpg and then create another grayscale JPG named whatever.alpha.jpg. Using TGAs is a bit of a pain, it requires you to write code to support it and the files tend to be big which will result in an unnecessarily large download.
Edited on Oct 31, 2007 20:32 GMT

Novack   (Oct 31, 2007 at 20:36 GMT)
Thanks!

Dave Young   (Oct 31, 2007 at 20:43 GMT)
Nice work Herman, thank you

Christian S   (Oct 31, 2007 at 21:28 GMT)
Good work, this is really nice.
Thanks!

Joshua Dallman   (Oct 31, 2007 at 23:36 GMT)
Wow great work someone call this guy Matthew Langley Junior ;)

Randy Condon   (Nov 01, 2007 at 05:54 GMT)
That is a really nice write-up. Look forward to the release of the game. Thanks.

Leslie Young   (Nov 01, 2007 at 09:44 GMT)
Nice, thanks Herman

Allyn "Mr_Bloodworth" Mcelrath   (Nov 01, 2007 at 17:13 GMT)
@ Magnus If you use the alpha channel, and not just remove the background of an image (Or erase it), It does save them correctly.

Herman Tulleken   (Nov 01, 2007 at 17:37 GMT)   Resource Rating: 5
Glad it can be of some use. And I would love to hear from other people how they find the GUI system and if my tips relate to their work.

@Magnus: Yup... Using TGAs just seems easier (especially if TGA support is already in).

ht

Magnus Blikstad   (Nov 01, 2007 at 17:44 GMT)
Quote:

@Magnus: Yup... Using TGAs just seems easier (especially if TGA support is already in).


I used to use TGA for everything years ago, but these days I really prefer PNG, with the SuperPNG plugin they're saved correctly, they're MUCH smaller than TGAs and windows happily previews them. (I actually wrote a shell extension to preview TGA files years ago... but it was pretty wonky so I'm quite happy I don't have to use it anymore =).

If you're worried about file sizes (which you may or may not be depending on your situation) TGAs are a pretty bad idea.

In either case, I just wanted to let people know there's options.... =)

Javier Canon   (Nov 02, 2007 at 00:40 GMT)   Resource Rating: 5
and you can use pngcrunch to reduce the png sizes...

Herman Tulleken   (Nov 07, 2007 at 15:59 GMT)   Resource Rating: 5
You can download the game now - see the announcement www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1382....
Edited on Nov 07, 2007 16:01 GMT

Luke Lamothe   (Nov 21, 2007 at 08:49 GMT)
@ Magnus:

TGAs compress just as small as PNGs when compiled into a game installer (as a PNG is just a zlib-ed BMP/TGA), so I don't see why you would be worried about the space that they take up.

Another bonus about using TGAs is that you can easily view and modify the alpha channel when needed, unlike the annoying "transparency" that PNGs use... very useful for programmers trying to find out why something isn't behaving as it should due to an artist not doing what *they* should be doing ;)

It took us less than an hour or so to get TGA support up and running with the community provided TGA project by XXXX which is here:


www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3598


Of course, in order to make use of this you need to have access to Torque's source code :)

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