Dark theme for your world editor (T3D 3.6.1)
by Nils Eikelenboom · in Torque 3D Beginner · 10/09/2014 (9:26 pm) · 11 replies
If you want to replace the default user interface of T3D 3.6.1 with a dark one, hurry up to the resource section and download it now!
T3D 3.6.1 User Interface: Dark UI

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T3D 3.6.1 User Interface: Dark UI

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#2
10/10/2014 (8:21 am)
Are the game guis kept separate from the tools re-theming? I see Options and MainMenu guis up there....
#3
The ideal situation would be that the game GUI styles are fully separated from the Editor. This is however not the case. If you want to have the game GUI separated from the editor, one needs to do a bit of additional work to the stock version of T3D.
If you have an existing project (with custom GUI's) and you'd like to pimp the editor with this resource, you better pick the things you need. Just copying all the files over to the project directory, may not give the result you are looking for.
The easiest way to find out if you're getting into a lot of work/troubles is to apply this on a copy of your game directory and see what it does.
10/10/2014 (8:58 am)
Quote:Are the game guis kept separate from the tools re-theming? I see Options and MainMenu guis up there....
The ideal situation would be that the game GUI styles are fully separated from the Editor. This is however not the case. If you want to have the game GUI separated from the editor, one needs to do a bit of additional work to the stock version of T3D.
If you have an existing project (with custom GUI's) and you'd like to pimp the editor with this resource, you better pick the things you need. Just copying all the files over to the project directory, may not give the result you are looking for.
The easiest way to find out if you're getting into a lot of work/troubles is to apply this on a copy of your game directory and see what it does.
#4
As you may have noticed, I'm preparing to drop a GUI template for people to learn more about the game GUI's. For me, I usually use this GUI kit as a template for projects so I'd probably end up just using the Editor stuff you've made. I just wanted to point out that unless there have been a lot of changes/added scripts around the game GUI's, it should be a simple matter of not including the game/art/gui or game/core/art/gui/images folders. Maybe just pick through the art to be sure some things aren't being swapped. Am I correct in assuming there hadn't been script changes? It's important to me since the GUI templates I'm sharing with the community soon do add a bit of functionality and script.
Thanks again, Nils, this is killer!
10/11/2014 (12:54 am)
@Nils: I like the DarkUI for the editors, nice work! I was first introduced to it using OMNI, since they've included it and boy was I impressed! Much needed, thanks a lot for this.As you may have noticed, I'm preparing to drop a GUI template for people to learn more about the game GUI's. For me, I usually use this GUI kit as a template for projects so I'd probably end up just using the Editor stuff you've made. I just wanted to point out that unless there have been a lot of changes/added scripts around the game GUI's, it should be a simple matter of not including the game/art/gui or game/core/art/gui/images folders. Maybe just pick through the art to be sure some things aren't being swapped. Am I correct in assuming there hadn't been script changes? It's important to me since the GUI templates I'm sharing with the community soon do add a bit of functionality and script.
Thanks again, Nils, this is killer!
#5
I wonder how you chose the colors you used, did you use some other program as inspiration? Many programs use a more neutral UI. But compared to this, for example blender is more neutral grey, while this one is more into the black range. I could imagine a bit brighter background would fit better, since the areas left white would not stick out that much, but just my opinion.
10/11/2014 (4:42 am)
@NilsI wonder how you chose the colors you used, did you use some other program as inspiration? Many programs use a more neutral UI. But compared to this, for example blender is more neutral grey, while this one is more into the black range. I could imagine a bit brighter background would fit better, since the areas left white would not stick out that much, but just my opinion.
#7
That's a bit of an insult IMO The only "inspiration" I had was T3D!
I like black. Still I believe I didn't make it black enough. The one we use for DeadlyMatter is black as the night... really love it!
The code is open and free to use it anyway you like it. So play around with the RGB numbers and stop whining. Just my opinion!
10/11/2014 (5:41 am)
@Duion Quote:I wonder how you chose the colors you used, did you use some other program as inspiration?
That's a bit of an insult IMO The only "inspiration" I had was T3D!
Quote:But compared to this, for example blender is more neutral grey, while this one is more into the black range.
I like black. Still I believe I didn't make it black enough. The one we use for DeadlyMatter is black as the night... really love it!
Quote: I could imagine a bit brighter background would fit better
The code is open and free to use it anyway you like it. So play around with the RGB numbers and stop whining. Just my opinion!
#8
Sure you can split it up. I don't release this for you to be restricted. It's just meant to make the working environment for artists and developers more pleasant. I can't see you'd release a game with the default play GUI :-D
The art and core are a bit mixed up. But I guess you'll figure that out.
With anything you do, just remember to keep GG's licence statement in the files in place.
Good luck and god speed :-)
Edit:
Everything that's in the zip file has been changed. So if you see certain script files you don't want to replace use a Diff to see what's different.
10/11/2014 (5:52 am)
Thanks @Jesse,Sure you can split it up. I don't release this for you to be restricted. It's just meant to make the working environment for artists and developers more pleasant. I can't see you'd release a game with the default play GUI :-D
The art and core are a bit mixed up. But I guess you'll figure that out.
With anything you do, just remember to keep GG's licence statement in the files in place.
Good luck and god speed :-)
Edit:
Quote:Am I correct in assuming there hadn't been script changes?
Everything that's in the zip file has been changed. So if you see certain script files you don't want to replace use a Diff to see what's different.
#9
10/11/2014 (7:26 am)
No, I was just curious if there are some kind of standards regarding user interface designs, there are guidelines for this for web design regarding contrasts etc.
#10
Oh, and of course I'd keep the license statement in place...I've only seen the license like 10 million times as I've been developing with Torque :P I have seen people put in a 'See license statement here' at the top of the files and keep the license statement in one location, but I'm not really sure about GG's thoughts on that.
10/11/2014 (11:27 am)
I got a chance to crack open the .zip earlier today and yep, no scripts are changed except the startup.cs. What I consider scripts are the actual files in the scripts folder, the .gui files themselves fall under the category of actual GUI objects(at least that's how I keep it organized in my head lol). I saw some minor changes in the profiles.cs, so I'll keep those in mind so I can keep people informed when I release my GUI template. I want to aim for compatibility since I like the DarkUI look for the editors :) Oh, and of course I'd keep the license statement in place...I've only seen the license like 10 million times as I've been developing with Torque :P I have seen people put in a 'See license statement here' at the top of the files and keep the license statement in one location, but I'm not really sure about GG's thoughts on that.
#11
The problem with that is when the scripts are ripped out of T3D and used in other engines with different licences.
10/13/2014 (12:47 am)
Quote:
I have seen people put in a 'See license statement here' at the top of the files and keep the license statement in one location, but I'm not really sure about GG's thoughts on that.
The problem with that is when the scripts are ripped out of T3D and used in other engines with different licences.
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