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Salem's Switch V36 [Quenched]

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Re: Salem's Switch [5.1.12] V27-P22 GFX text

Postby cairnswk on Thu Jan 05, 2012 3:54 am

ender516 wrote:That has improved the text. Now, don't let anyone tell you that the shadows are wrong, because they come from a different light source. ;)
Sadly, I just noticed that the red bonus values at the far right are hard to make out: 5s and 6s are particularly difficult to distinguish, and 3s could be 8s. The word Bonuses, above, is pretty clear. Perhaps that style of text would work for the numbers? (The +2 on the far side of the map deserves the same fix.)


OK thanks ender516.
I've moved completely away from that colour scheme for V27 and taken your suggestion for the Jester (Bonuses) font on board.
Version 27 .jpg
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and the .png file (which will be the published file)
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Re: Salem's Switch [5.1.12] V27-P22 GFX text

Postby isaiah40 on Thu Jan 05, 2012 10:29 am

I'd say that this should be ready to go very soon! Gimil where are you!? ;)
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Re: Salem's Switch [5.1.12] V27-P22 GFX text

Postby ender516 on Thu Jan 05, 2012 11:02 am

Bonus legend text now looks good, and, in fact, using the PNG improves the legibility of "Judges can bombard the accused".
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Re: Salem's Switch [5.1.12] V27-P22 GFX text

Postby cairnswk on Thu Jan 05, 2012 8:32 pm

isaiah40 wrote:I'd say that this should be ready to go very soon! Gimil where are you!? ;)

:) Nice to hear

ender516 wrote:Bonus legend text now looks good, and, in fact, using the PNG improves the legibility of "Judges can bombard the accused".

Good, i agree about the .png and this is what will finally be uploaded to the man.
I'll set about the large if there are no other graphic issues.
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Re: Salem's Switch [5.1.12] V27-P22 GFX text

Postby cairnswk on Sun Jan 08, 2012 6:09 pm

Large - 1021W x 787H

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Small - 844W x 650H

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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby Nola_Lifer on Fri Jan 13, 2012 3:32 pm

=D>
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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby Victor Sullivan on Sat Jan 14, 2012 8:52 pm

Looks great! Though I am having difficulty seeing the textures on the grey areas of the Township.

-Sully
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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby cairnswk on Sat Jan 14, 2012 11:46 pm

Victor Sullivan wrote:Looks great! Though I am having difficulty seeing the textures on the grey areas of the Township.

-Sully

It is there but as with Dodge's Gris Mill and Ferry, it is slightly different to the others "in the field"
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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby Victor Sullivan on Sun Jan 15, 2012 1:07 am

cairnswk wrote:
Victor Sullivan wrote:Looks great! Though I am having difficulty seeing the textures on the grey areas of the Township.

-Sully

It is there but as with Dodge's Gris Mill and Ferry, it is slightly different to the others "in the field"

Could you make the texture more apparent?

-Sully
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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby cairnswk on Sun Jan 15, 2012 3:30 am

Victor Sullivan wrote:
cairnswk wrote:
Victor Sullivan wrote:Looks great! Though I am having difficulty seeing the textures on the grey areas of the Township.

-Sully

It is there but as with Dodge's Gris Mill and Ferry, it is slightly different to the others "in the field"

Could you make the texture more apparent?

-Sully

Ah, Sully, isn't there already enough going on ggfx wise in that area without trying to "flesh out" some texture?
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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby Victor Sullivan on Sun Jan 15, 2012 1:17 pm

cairnswk wrote:
Victor Sullivan wrote:
cairnswk wrote:
Victor Sullivan wrote:Looks great! Though I am having difficulty seeing the textures on the grey areas of the Township.

-Sully

It is there but as with Dodge's Gris Mill and Ferry, it is slightly different to the others "in the field"

Could you make the texture more apparent?

-Sully

Ah, Sully, isn't there already enough going on ggfx wise in that area without trying to "flesh out" some texture?

I'm a terrible person to ask :P

-Sully
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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby gimil on Sun Jan 15, 2012 3:38 pm

[Stickied]

The only issue I see now cairns is that the legends text on the right needs t stand out a little more. It looks to flat on that watermark underneath and some colours are swallowed up. I think a glow on those legends that match the terr names should solve this problem.
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Re: Salem's Switch [5.1.12] V27-P22 GFX text

Postby cairnswk on Sun Jan 15, 2012 4:10 pm

Just bumping this to next page.

Large - 1021W x 787H

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Small - 844W x 650H

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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby cairnswk on Sun Jan 15, 2012 4:27 pm

gimil wrote:[Stickied]

The only issue I see now cairns is that the legends text on the right needs t stand out a little more. It looks to flat on that watermark underneath and some colours are swallowed up. I think a glow on those legends that match the terr names should solve this problem.

Gimil, firstly let me remind you that "to flat" should be "too flat"...which has now been done to death but i see it still appears.
I've already been through this one and tried to make it stand out more, and i have tried to put a glow around the text unsuccessfully, because what happens is that you lose the watermark image in the background and i don't want that. Besides a white glow that matches the terr names look hideous.
To boot, it is an odd combination of colours but that is the design of the map.
I think 90% of it stands out reasonably well, more so particularly on the big map. ;)
Overall, i'm pretty happy with it.
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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby koontz1973 on Sun Jan 15, 2012 4:41 pm

Have to agree with cairnswk on this one. The text looks nice and even. No need to try and get it to stand out more. Nothing really important to GP there.

Saying that though, some of the text is shiny while others are flat. Can it be all of one or the other?
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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby isaiah40 on Sun Jan 15, 2012 4:42 pm

I think that the only text that is hard to read is the "Judges can bombard ...". Everything else looks fine to me.
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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby natty dread on Sun Jan 15, 2012 4:45 pm

Maybe try a black shadow or a black stroke around the right side legend text. Then blur it into the background so that it only accentuates the text but isn't prominent by itself.
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Re: Salem's Switch [9.1.12] V27-P22 LGE/SML

Postby cairnswk on Sun Jan 15, 2012 4:58 pm

koontz1973 wrote:Have to agree with cairnswk on this one. The text looks nice and even. No need to try and get it to stand out more. Nothing really important to GP there.

Saying that though, some of the text is shiny while others are flat. Can it be all of one or the other?

I think that is a colour perception...perhaps.

isaiah40 wrote:I think that the only text that is hard to read is the "Judges can bombard ...". Everything else looks fine to me.

Good.

natty_dread wrote:Maybe try a black shadow or a black stroke around the right side legend text. Then blur it into the background so that it only accentuates the text but isn't prominent by itself.


Having said i'm pretty happy with...i am trying an extrude function which i think everyone will be happy with...results shortly.
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Re: Salem's Switch [16.1.12] V28-P22 LGE/SML

Postby cairnswk on Sun Jan 15, 2012 5:21 pm

Version 28 - lge and small .pngs

I've applied an extrude function in the same direction as the map text shadow to the legend, I think this works better than anything else i've tried previously...and yes, lifts the legend ;)

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Re: Salem's Switch [16.1.12] V28-P22 LGE/SML

Postby natty dread on Sun Jan 15, 2012 5:24 pm

Looks pretty nice, except for the B in bonuses...
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Re: Salem's Switch [16.1.12] V28-P22 LGE/SML

Postby DiM on Sun Jan 15, 2012 5:35 pm

why are the bonuses written like that?
all the text on the map is clean and crisp but that one has a weird 3dish effect that not only makes it stand apart but also very hard to read.

i assume you have 1 text layer and then multiplied it several times and shifted it down-right 1px each time to get that 3d effect.
you should keep just the top most layer and add a simple drop shadow to it. it will make it much easier to read and numbers won't clash into each other (3 on top of 6) and you won't have weird letters either (the B or L or Y)
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Re: Salem's Switch [16.1.12] V28-P22 LGE/SML

Postby cairnswk on Sun Jan 15, 2012 5:37 pm

natty_dread wrote:Looks pretty nice, except for the B in bonuses...

Fixed next version, i didn't even notice that so thanks natty.
It was a colour gradient causing that,
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Re: Salem's Switch [16.1.12] V28-P22 LGE/SML

Postby cairnswk on Sun Jan 15, 2012 5:46 pm

DiM wrote:why are the bonuses written like that?
all the text on the map is clean and crisp but that one has a weird 3dish effect that not only makes it stand apart but also very hard to read.

i assume you have 1 text layer and then multiplied it several times and shifted it down-right 1px each time to get that 3d effect.
you should keep just the top most layer and add a simple drop shadow to it. it will make it much easier to read and numbers won't clash into each other (3 on top of 6) and you won't have weird letters either (the B or L or Y)


1. because this was a solution that was arrived at after trying several others (previous pages and experience)
2. i don't find it hard to read
3. your assumption is incorrect - it is an extrude function down-right 1 px to get the 3D effect. A drop shadow does not work on that blue background..it needed something harsher but less blurry to the background watermark.
4. you've been awol while this was being discussed :roll:
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Re: Salem's Switch [16.1.12] V28-P22 LGE/SML

Postby DiM on Sun Jan 15, 2012 6:03 pm

it doesn't really matter how the text was made, point is it's 3d.
3d text especially when it is small is very hard to read. also that text is the only 3d element on this map. everything else is flat.
in my opinion it's completely out of place (just like the +2 on the left side)
also i'm not sure where the 3d effect has been discussed since this is the first time you've done it. frankly the previous version wasn't perfect but was much better than this one. i'm talking about this: http://i155.photobucket.com/albums/s282 ... 7Scd-1.png
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Re: Salem's Switch [16.1.12] V28-P22 LGE/SML

Postby cairnswk on Sun Jan 15, 2012 6:27 pm

DiM wrote:it doesn't really matter how the text was made, point is it's 3d.
3d text especially when it is small is very hard to read. also that text is the only 3d element on this map. everything else is flat.
in my opinion it's completely out of place (just like the +2 on the left side)
also i'm not sure where the 3d effect has been discussed since this is the first time you've done it. frankly the previous version wasn't perfect but was much better than this one. i'm talking about this: http://i155.photobucket.com/albums/s282 ... 7Scd-1.png

As always, you're entitled to your opinion, but it's not my opinion.
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