(Discussion) More button prompt support for various controllers
TorutheRedFox opened this issue · comments
it's at https://github.com/TorutheRedFox/NFS-XtendedInput
not launching a PR yet as not all icons (based on PS2 but upscaled) are done yet (using PS4 icons as placeholders)
the folder they're in is also a bit of a mess at the moment
screenshots using a TPK hacked up using TexEd (because the version of the tool you have up doesn't like the textures and fails for some reason, hence the horrid aliasing as for some reason it makes them alphatested)
the textures, apart from being 4x the resolution, are basically the PS2 icons from the PS2 demo of Carbon
My current plan is to redraw all of the icons from PlayStation 3, Xbox 360, and (maybe) Gamecube in high quality vector. Just waiting on Xan to dump the textures for me. So if you want to port the original icons, then I think that's a cool idea, but there should be no need to upscale them after I'm finished.
the upscaling is just to make them higher res than the OG PS2 icons (since I have no way of dumping the PS3 ones as I don't have a storage device large enough to transfer the game from my PS3), and since I was going to be redrawing them anyway, I've decided to just go the extra mile and upscale them to the 128x128 the other icons are
and to finish them I'd need a full dump too xddd
My TPK tool is sadly a mess right now and I'm planning a total rewrite of it. (I don't know what I was thinking about file paths)
That being said, well, I've sent the textures already to him and I'll implement them in the code (just add the switching groups and hashes and it should be fine).
No need to work on this from your end for now. PS2 and PS3 textures are the same ones anyway so it shouldn't matter in the end. I've ripped them straight from Carbon PS3 and sent them to Aero for turning them into vector images and upscaling.
I've added the hashes for PS3 (because I wanted to use them kek) so you don't have to do it yourself
I guess I can start a PR now? (Xbox icons aren't implemented yet though)
started the PR #21
sorry for the absolute mess that the PR was
I was in a rush and didn't realize how much I've forgotten lol
(the purpose was to get the code side implemented, the icons were just to make sure that they work and you can replace them when Aero's ones are ready)
and as for
88efd51: as I've already said, I will not support old XInput on new SDKs. Sliding this one in with the texture pull request is not gonna be accepted.
I forgot to get rid of that, that was so I can actually run it myself (as I use Windows 7 on my main machine as I'm wary of upgrading as to not break something critical to my server)
I'll clean it up (and add the stuff I forgot about) and only then launch a PR
I forgot to get rid of that, that was so I can actually run it myself (as I use Windows 7 on my main machine as I'm wary of upgrading as to not break something critical to my server)
I'll keep the define in, albeit commented out with an explanation as to what it's for so you can direct people there incase you get complaints ;P (plus the original condition to use 9.1.0 couldn't be met due to weirdness with Windows headers breaking stuff if _WIN32_WINNT is set to 0x0601 which is why I added it for myself in the first place)
if that's okay, of course
check https://github.com/TorutheRedFox/NFS-XtendedInput/ if it's satisfactory (the icons still are placeholders btw, so keep that in mind. I can replace them once they're done, or just launch the PR now, and you can merge it once the icons are done and replace the placeholders with the actual ones immediately, or do a manual merge and exclude mine, and you get the idea)
No need to bother yourself with this. I really appreciate your help, but at the moment Aero is the one who I'm working with on this subject.
They do look fine in the shots you provided, but I like Aero's approach better (which is redrawing them in vectors from ripped textures and rendering them again).
the PR was moreso to save your time on implementing it (as I've done so already for personal use with my PS3 controller xd)
the icons were kept in the repo moreso for proof that it actually works than anything
also the corners on the X button look a tad bit...
round?
I'll leave this as a discussion for more controllers to be added
@AeroWidescreen would you be able to send me the original globaltextures tpks for PS3 and 360? I want to try something
also the corners on the X button look a tad bit... round?
The corners on the original texture have pointed ends, due to obvious resolution limitations. When displayed in-game, these corners appear rounded.
So my interpretation is that they're supposed to be rounded.
would you be able to send me the original globaltextures tpks for PS3 and 360? I want to try something
I don't have the original tpks, only the textures that Xan gave me. He's offline right now... but I assume he won't mind if I share it.
Download
I don't have the original tpks, only the textures that Xan gave me. He's offline right now... but I assume he won't mind if I share it.
Of course I won't, just send 'em!
I'm just busy and not home.
thx
ok so they bothered to actually swap button texture names on PS3 but not any other platform
cool
at 720p the corners look pretty sharp to me
This is the result of me creating two vector lines, two pixels wide, with rounded corners, and no anti-aliasing applied.
As you can see, the "x" I redrew with rounded corners looks exactly the same as the original texture. Without the rounded corners it looks different. That's as clear-cut as it gets.
You can always use the originals if you prefer them. In fact, I wouldn't mind if Xan added them as another option for purists. But when it comes to the "x" being rounded or not, I think I've provided enough evidence that it's supposed to be that way.
huh
actually speaking about other options, button icon sets would be a neat idea (as in maybe have an INI option to change the TPK it loads)