Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Improve GUI images with low resolution #1581

Open
9 of 16 tasks
hhyyrylainen opened this issue Sep 4, 2020 · 25 comments
Open
9 of 16 tasks

Improve GUI images with low resolution #1581

hhyyrylainen opened this issue Sep 4, 2020 · 25 comments
Assignees

Comments

@hhyyrylainen
Copy link
Member

hhyyrylainen commented Sep 4, 2020

The following things in the GUI are too low resolution at 4K and look blurry:

  • Main menu background thrive logo (we already have higher res, this accidentally? uses a low res one)
  • spinbox up/down arrows (currently uses godot inbuilt, we should create our own)
  • checkbox selected and deselected images (checkA.png, checkB.png, CheckboxCheck.png and all of the variants,)
  • slider circular part (grab.png with all variants and sliderTick.png)
  • environment and compound panels the compact and normal view icons (expandPanel.png, compressPanel.png and all of their variants)
  • in the microbe stage all the bottom left row icons (MainMenu.png, PauseIcon.png, PlayIcon.png, environmentButton.png, compoundsButton.png, chemicalButton.png, statisticsButton.png, searchButton.png, helpButton.png, suicideButton.png, and all of the hover etc. variants of those)
  • reproduction indicator bars, the circle, and the central dna icon (ReproductionBar.png, LargeTwoNormal.png, LargeTwoHover.png etc.) The bars use the normal icon for the compound which is 200x200 so it is maybe fine?
  • the trashcan icon / button
  • close x in dialogs (uses graphMarkerCross.png, should probably get a separate icon file)
  • all of the patch map, patch icons (abyss.png, bathy.png, etc. in the assets/textures/gui/bevel folder)
  • patch condition up and down arrows (arrowUp.png, arrowDown.png)
  • symmetry icons (1xSymmetry.pmg, 2xSymmetry.png etc.)
  • colour picker HSV and RAW off / on buttons (these use the Godot inbuilt colour picker images now, we should make our own variants that match our GUI style)
  • undo and redo in editor
  • the plus icon in new cell button (NewIcon.png)
  • ExpandUpIcon.png, ExpandDownIcon.png

The buttons should be 240x240 to match what properly sized buttons currently are. Some of the other elements should be a bit larger, maybe up to 500 or even 1000?

Note: there might be places where changing the icon resolution breaks things so there's a chance that godot GUI scenes need tweaking as well as just the image files.

@skyace65
Copy link
Contributor

skyace65 commented Sep 5, 2020

Any of these images that don't have an SVG file are going to have to be traced. There was someone on discord who might have some of these.

EDIT: It's also probably worth looking into if we can use svg files directly in Godot. I know Godot supports the format but I don't know if there's any performance cost.

@hhyyrylainen
Copy link
Member Author

It was discussed on our dev discord that apparently godot does support svg import, but what it does it just automatically makes a png out of it, hopefully the resolution of which is configurable.

Related to the icons, I have a 1000x1000 thrive logo image which might be a replacement for the menu background logo:
Thrivelogobig
(it's white on transparent so it isn't visible on github)

@athariqk
Copy link
Member

athariqk commented Sep 6, 2020

The slider grabber icon seems to have to be a small res for some reason, there isn't a setting to control its size (at least from what I've seen) on the theme styling options, so if it were to be made big it will take up a lot of space:
2020-09-06_21 23 57 2280
The one above was the original size DonGororo made, but I had to reduce it to 15x15px to make it fit nicely.

@hhyyrylainen
Copy link
Member Author

That seems like something Godot should fix. Could you see if you can find an open bug about this, and maybe open a bug / godot proposal for allowing to set the size for the slider?

@athariqk
Copy link
Member

athariqk commented Sep 6, 2020

Looks like there is already a godot proposal for this godotengine/godot-proposals#660

@skyace65
Copy link
Contributor

skyace65 commented Sep 6, 2020

It might be worth trying what Calinou suggested in that issue

Set the project width and height to the desired resolution in the Project Settings, then set Test Width and Test Height to the default window size you'd like.

Though it's probably best to try that after we have svgs for the stuff that needs to be replaced.

@hhyyrylainen
Copy link
Member Author

hhyyrylainen commented Sep 6, 2020

Would that work correctly in exported game as well? I think I had a look at the test width and based on the tooltip for it didn't consider it a suitable choice.
Would it also still be easy to edit the GUI so that it works fine at 720p?
I think we might need to set the project resolution to at least 1440p to not have visible blurriness at 4k. So it might be then difficult to actually make sure that the game is playable at 720p (as that's the minimum resolution I want thrive to support).

@skyace65
Copy link
Contributor

skyace65 commented Sep 6, 2020

Theoretically it should. I'll test it out when I get the chance.

@athariqk
Copy link
Member

athariqk commented Sep 7, 2020

@skyace65 Narotiza shared some svg files for the new editor and current microbe stage UI on the dev forum (which I used to get some new icons for the editor UI rework) https://drive.google.com/drive/folders/19B-ji46CMayUiXWGFdy7UM7Bl9AC70vZ?usp=sharing And here's the svg for the checkboxes and grabbers UI_Buttons.zip

Also, the reproduction indicator bar, undo, redo and the plus icon are probably gonna be obsolete as it has been replaced in my branch with the newer ones.

@skyace65
Copy link
Contributor

skyace65 commented Apr 9, 2022

Looks like this should be easier to do now with this PR merged godotengine/godot#52137. I'll look into it this weekend but I'm making this comment in case I don't get around to it

@hhyyrylainen
Copy link
Member Author

If Godot has now fixed this, that is excellent news. We plan to update to the latest Godot version next week or we might wait for 3.5 to be released.

@skyace65
Copy link
Contributor

The fix is actually in 3.4 so thrive can use it right now. I'm currently testing it.

@skyace65
Copy link
Contributor

Unfortunately this solution isn't going to work for thrive. For stuff like the main menu logo the scale property gets completely disregarded because it's in a center container. The slider grabber has no scale property so we're stuck with the "it gets too big" issue.

I think we're just going to have to wait for proper SVG support. That is something wanted by the community but it's not being actively worked on as far as I know.

@Kertit
Copy link
Contributor

Kertit commented Apr 24, 2023

'Been a while no ones cared about those images. Are they still a thing to care about?

@hhyyrylainen
Copy link
Member Author

I still care that parts of the GUI are pixelated. And anyone with a high resolution monitor will be able to notice the weird different clarity of GUI elements on the same screen.

@Kertit
Copy link
Contributor

Kertit commented Apr 24, 2023

That Is true as I do with my 1440p monitor.
Going to see what I can do

@Kertit Kertit self-assigned this Apr 25, 2023
@Kertit
Copy link
Contributor

Kertit commented May 10, 2023

erw, yeah I don't how its done in godot but higher res element provoke this
image

@hhyyrylainen
Copy link
Member Author

Yes, that's the original reason why things are low-res. Referring back to those Godot proposal and change linked above, it should now be possible to specify in the style the "expand" option for the texture, which contrary to the name also allows an image to be scaled down from its native resolution.

If you can't find how to get it working some programmer may be needed to look into this.

@Kertit
Copy link
Contributor

Kertit commented May 10, 2023

well i've tried to use that expand option but the icon keeps diappearing when I change value (so it works well)>save>quit>reopen.
Will pack those icon in DevCenter someone else will probably don't get that problem

@hhyyrylainen
Copy link
Member Author

When expand is on there needs to be a minimum size set, otherwise the size ends up at 0x0 pixels so it disappears entirely.

@Kertit
Copy link
Contributor

Kertit commented May 10, 2023

Noted.
Anyway here a good start of what I've made so far https://dev.revolutionarygamesstudio.com/files/Asset%20development/Icons/GUI_highres.zip

@Kertit
Copy link
Contributor

Kertit commented May 11, 2023

Seems like some of the listed elements are good already. The list might not be up to date?

@hhyyrylainen
Copy link
Member Author

Which ones are already good? I'm asking so that I can double check those ones.

A few comments on the icons you already posted:

  • The symmetry icons have a bunch of whitespace in them. The new icons should preserve the existing ratio of whitespace to the icon at the center. Also the new icon files are actually smaller (100x100) than the ones they would replace (240x240). So I think those need another iteration of making those again at maybe 800x800 resolution (which will give the center image more resolution to work with even when preserving the whitespace ratio).

  • For the other icons (check), I think doing them at 240x240 resolution (or 200x200) would be the best as that seems to be used for other buttons (and various other icons).

@Kertit
Copy link
Contributor

Kertit commented May 11, 2023

List of already good thing (to me):

the trashcan icon / button
-"colour picker HSV and RAW off / on buttons" (I don't know where that button is)
-undo and redo in editor
-"the plus icon in new cell button" (I don't know where that button is)

  • As for the symmetry Icons, they are 80x80 not 240. The only 240px icon is the 1xsymmetry. on my screen (1440p) they looks good. But could be bigger res if you really want to. that's no problem I've created them in 2000px then just resized them.
    Will check that whitespace thing I'm not sure what you mean.

  • Will double the size then.

May I ask you to rename the element list with the actual file name? I can't find some of them/not sure what is what

@hhyyrylainen
Copy link
Member Author

hhyyrylainen commented May 11, 2023

the trashcan icon / button

agree

-"colour picker HSV and RAW off / on buttons" (I don't know where that button is)

this uses the inbuilt Godot texture, which is very low res. We should do our own. This is currently hidden in the game as the microbe editor colour picker has these turned off.

-undo and redo in editor

agree

-"the plus icon in new cell button" (I don't know where that button is)

I think it is "NewIcon.png" which is 40x40

May I ask you to rename the element list with the actual file name? I can't find some of them/not sure what is what

I'll see if I can find them and update the list.

Edit: done adding names of files to the list

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
Status: In progress
Status: In progress
Development

No branches or pull requests

5 participants