Wow, not sure why I didn't think of that lol. Yes, I was using the same slices and just tinting them black, but using just a full circle would be so much easier.
Well, I did have the loop set up to where it would create 1 green slice, then 1 black slice on top of that, so I thought it might have been that part of the 2nd green slice overlaps part of the 1st black slice, so I put them in separate loops, making sure to create all the green pieces, THEN all the black pieces, and it still didn't help. I then tried setting the render priority for the black slices to like 550 or something, and even that had no effect.
Without pasting the whole trigger, here's roughly the flow of the loop:
(looper) = 121
while (looper) > 0
{
Create Image with dimensions 100x100 using image 1-100-Circle.dds with tint color green
Set PlayerHealthCircleImage<looper> to last created dialog item
Set PlayerHealthCircleImage<looper> rotation to (3 * (121 - looper))
looper = (looper - 1)
}
That's the how I make a circle with a green tint. I then repeated it twice for the other 2 circles shown in the picture (teal is Charge and purple is Mana), then I did the same with dimensions 75x75 on the inside of the circle with the tint color set to black to make the darkened inside. Then, when I need to charge a slice of the circle, I can reference it with the variable "PlayerHealthCircleImage<array#>, and set its tint color to black.
I have no clue what the render priority is, but I can tell you that it also happened with the original green circle, there were dots that weren't covered by the green circle, which is why I decided to make it a ring instead of a circle, so that it wouldn't look like a circle with holes in it, but some of the green sticks through the holes in the black circle. So basically the black background is showing through some of the green, and some of the green is showing through the black.
Sorry for the delay, been busy. Here's a screenshot with the circles in a dialog. I used 121 100x100 images using the small piece you posted above, all rotated on an increasing interval of 3 degrees (Thank God for loop functions), because the editor only allows integer degree rotations. I then centered a 75x75 black circle on the middle, and due to the holes in the circles, there are a bunch of dots in a pattern in the middle. I tried using multiple black circles of decreasing size to cover all the dots, but it just didn't work. Not a big deal right now, but I'd like to have that issue resolved when the map is done (But this is literally the first thing I've worked on, so I'm not in a hurry).
Actually it turns out the dots are just places not filled in with the rotational pattern, so whatever is behind shows through. It actually makes a kinda cool pattern in the center when I put a black circle inside a colored circle to make a colored ring.
Thanks for explaining the alpha channels more as well.
I'll post an update on how it works out.
EDIT: It works great! Using a loop trigger to check the fraction of the player's health, I can set each piece to either green if it meets the health requirement, or black if it doesn't. This makes it into a fully functional life bar (or in this case, circle), and it is a lot easier to judge how much health is left than if it was just a long life bar. Thanks again!
EDIT 2: If anyone in the future wants to use a system like this, shoot me a PM and I'll help you out.
That's actually almost perfect! The editor only accepts rotations of integer degrees, so it takes me 121 slices instead of 100, and there's some weird dots of black in the inner part of the circle, but this is close enough.
I posted this thread in the triggers forums and the general idea I got was that I needed to make a PNG file in photoshop with a transparent background.
Basically I want to be able to display a player's health in an RPG map as a circle that darkens clockwise. For example, it starts off as a green circle, at 75% health it would be black from the 12 o'clock to 3 o'clock position, and so on. The idea is that I can make a fraction of the circle (1/100th, to be exact, which has an angle measure of 3.6 degrees) as a white image, then have the rest of the square be transparent, since the files have to be rectangular shaped. After saving it as a PNG file I can convert it to DDS using Aorta, import it into the game, and place 100 images in the dialog, all at increasing rotations with intervals of 3.6 degrees, giving me a full circle that I can darken 1% at a time.
I downloaded the photoshop trial, but I have no idea what I'm doing. I was told to use alpha channels to make part of it transparent, and I have no idea what that means. I was also able to measure out 3.6 degrees on a white circle with a transparent background using the measure tool, but every time I try to cut the piece out, the measure tool disappears, so I have no idea where I need to cut at. I have pretty much no art-related experience, so if anyone could lend a hand, I would be very grateful!
Thanks everyone for the responses, as I said I know very little about this stuff, but I don't have photoshop, so I'll see if I can put these ideas to use somehow. Any other advice would be great as well!
I'd like to show 1% changes because it's a display of the player's health so it needs to be accurate, so making 100 different images would take a lot of time and probably a lot of space lol.
I didn't know it was possible to make parts of an image transparent, I could make a slice with a 3.6 degree angle (1% of a circle) and then make the rest of the square transparent? That would probably do the trick, I just don't know how to do that, but I'll look into it. Thanks!
Yeah, I kind of had that idea before, but I know very little about art assets and such. Is it even possible to save an image that isn't rectangular in an art program?
This seems like a complex problem, and I have no idea if it is even possible.
I'm working on a RPG and I'm using dialog boxes at the bottom to display the health and resources of the player hero. However, instead of just using the white square picture to make a rectangle based on the remaining health/energy, I wanted to make it be a circle that darkens clockwise, like a pie graph. Is there a way to do this? Should I try using .SC2layout files instead? Any help would be great.
EDIT: I posted in the art sub-forum and got a solution. To anyone interested, here is the link for anybody wishing to follow this work.
0
@FuzzYD: Go
Wow, not sure why I didn't think of that lol. Yes, I was using the same slices and just tinting them black, but using just a full circle would be so much easier.
0
@FuzzYD: Go
Well, I did have the loop set up to where it would create 1 green slice, then 1 black slice on top of that, so I thought it might have been that part of the 2nd green slice overlaps part of the 1st black slice, so I put them in separate loops, making sure to create all the green pieces, THEN all the black pieces, and it still didn't help. I then tried setting the render priority for the black slices to like 550 or something, and even that had no effect.
Without pasting the whole trigger, here's roughly the flow of the loop:
(looper) = 121
while (looper) > 0
{
Create Image with dimensions 100x100 using image 1-100-Circle.dds with tint color green
Set PlayerHealthCircleImage<looper> to last created dialog item
Set PlayerHealthCircleImage<looper> rotation to (3 * (121 - looper))
looper = (looper - 1)
}
That's the how I make a circle with a green tint. I then repeated it twice for the other 2 circles shown in the picture (teal is Charge and purple is Mana), then I did the same with dimensions 75x75 on the inside of the circle with the tint color set to black to make the darkened inside. Then, when I need to charge a slice of the circle, I can reference it with the variable "PlayerHealthCircleImage<array#>, and set its tint color to black.
0
@FuzzYD: Go
I have no clue what the render priority is, but I can tell you that it also happened with the original green circle, there were dots that weren't covered by the green circle, which is why I decided to make it a ring instead of a circle, so that it wouldn't look like a circle with holes in it, but some of the green sticks through the holes in the black circle. So basically the black background is showing through some of the green, and some of the green is showing through the black.
0
Sorry for the delay, been busy. Here's a screenshot with the circles in a dialog. I used 121 100x100 images using the small piece you posted above, all rotated on an increasing interval of 3 degrees (Thank God for loop functions), because the editor only allows integer degree rotations. I then centered a 75x75 black circle on the middle, and due to the holes in the circles, there are a bunch of dots in a pattern in the middle. I tried using multiple black circles of decreasing size to cover all the dots, but it just didn't work. Not a big deal right now, but I'd like to have that issue resolved when the map is done (But this is literally the first thing I've worked on, so I'm not in a hurry).
0
I'm at college atm, I'll take a few screenshots when I get home and post them. I'm guessing I use the add attachment option at the bottom?
0
@FuzzYD: Go
Actually it turns out the dots are just places not filled in with the rotational pattern, so whatever is behind shows through. It actually makes a kinda cool pattern in the center when I put a black circle inside a colored circle to make a colored ring.
Thanks for explaining the alpha channels more as well.
I'll post an update on how it works out.
EDIT: It works great! Using a loop trigger to check the fraction of the player's health, I can set each piece to either green if it meets the health requirement, or black if it doesn't. This makes it into a fully functional life bar (or in this case, circle), and it is a lot easier to judge how much health is left than if it was just a long life bar. Thanks again!
EDIT 2: If anyone in the future wants to use a system like this, shoot me a PM and I'll help you out.
0
@FuzzYD: Go
That's actually almost perfect! The editor only accepts rotations of integer degrees, so it takes me 121 slices instead of 100, and there's some weird dots of black in the inner part of the circle, but this is close enough.
Thanks so much for your help!
0
http://www.sc2mapster.com/forums/development/triggers/32906-non-square-image-in-a-dialog/#p12
I posted this thread in the triggers forums and the general idea I got was that I needed to make a PNG file in photoshop with a transparent background.
Basically I want to be able to display a player's health in an RPG map as a circle that darkens clockwise. For example, it starts off as a green circle, at 75% health it would be black from the 12 o'clock to 3 o'clock position, and so on. The idea is that I can make a fraction of the circle (1/100th, to be exact, which has an angle measure of 3.6 degrees) as a white image, then have the rest of the square be transparent, since the files have to be rectangular shaped. After saving it as a PNG file I can convert it to DDS using Aorta, import it into the game, and place 100 images in the dialog, all at increasing rotations with intervals of 3.6 degrees, giving me a full circle that I can darken 1% at a time.
I downloaded the photoshop trial, but I have no idea what I'm doing. I was told to use alpha channels to make part of it transparent, and I have no idea what that means. I was also able to measure out 3.6 degrees on a white circle with a transparent background using the measure tool, but every time I try to cut the piece out, the measure tool disappears, so I have no idea where I need to cut at. I have pretty much no art-related experience, so if anyone could lend a hand, I would be very grateful!
Thanks!
0
@Bibendus: Go
Alright, I just downloaded the photoshop trial so I'm still figuring out what everything does, thanks for the help!
0
Thanks everyone for the responses, as I said I know very little about this stuff, but I don't have photoshop, so I'll see if I can put these ideas to use somehow. Any other advice would be great as well!
0
@Ahli634: Go
I'd like to show 1% changes because it's a display of the player's health so it needs to be accurate, so making 100 different images would take a lot of time and probably a lot of space lol.
I didn't know it was possible to make parts of an image transparent, I could make a slice with a 3.6 degree angle (1% of a circle) and then make the rest of the square transparent? That would probably do the trick, I just don't know how to do that, but I'll look into it. Thanks!
0
@FuzzYD: Go
Yeah, I kind of had that idea before, but I know very little about art assets and such. Is it even possible to save an image that isn't rectangular in an art program?
0
This seems like a complex problem, and I have no idea if it is even possible.
I'm working on a RPG and I'm using dialog boxes at the bottom to display the health and resources of the player hero. However, instead of just using the white square picture to make a rectangle based on the remaining health/energy, I wanted to make it be a circle that darkens clockwise, like a pie graph. Is there a way to do this? Should I try using .SC2layout files instead? Any help would be great.
EDIT: I posted in the art sub-forum and got a solution. To anyone interested, here is the link for anybody wishing to follow this work.
http://www.sc2mapster.com/forums/development/artist-tavern/33061-solved-need-help-making-1-100th-of-a-circle/#p5
0
Wow, this looks awesome. Any idea when it will be ready for b.net US?
0
Would you mind explaining how that would work? I'm not good with channeled abilities, could never figure out how to make it work.
Edit: I noticed that the cast start time field is an array, and can have multiple values. Is there a way to change which value is used?