I learned quite a bit from working on my Myth 3 Interface port, and I am hoping some of it might also benefit others. With this in mind, I give you my breakdown of the color pixels strip, and what it affects.
Inside the 'Internal Dialogue Elements' tag at bitmap 49, is a small 1 pixel high strip of various colors. It is these pixels that effect the colors of pretty much all the Myth 2 text items.
To make a Tutorial of sorts in finding out what pixel changed what, I created a strip with various colors that are easily identifiable:
From there, I took various screenshots showing the impact it had on the interface:
Here are the results, sorted by individual pixels:
• 0 Dark Orange
o Filter text
o Multiplayer login window text
o Load Game date
o Online: Games with missing plugs text
o Loading Game text
o Volume/Gamma text
o Resolution/Text Cache text
o Difficulty paragraph
o Controls names
o Current Set/Right Click/Mouse Wheel/Caps Lock/Horiz Mouse Mvment Text
o MultiGame: Name, Password, Game Type, Difficulty Level text
o General and Level Tips text
o Preffered Games: Choice slider text, Name text
o Player Stats: Main text
o Find Player: Name text, paragraph
• 1 Light Orange
o Typed filter text
o Multiplayer: Typed input text
o Online: Typed chat input text
o Controls: Inputed keys text
o Save Game: Typed name text
o Typed name text
o Player Stats: Inputed personal text
o Find player: Typed name text
• 2 Dark Blue
o New Game: Difficulty/Plugins tab, Plugins/Cancel/Ok buttons
o Plugins: Cancel/Ok buttons
o Multiplayer: Servers/Cancel/Login buttons
o Online: Room/Buddy/Order/Local/Pref tabs, all buttons
o Load Game: Delete/Cancel/Ok buttons
o Saved Films: All buttons
o Options: All buttons
o Controls: Revert Set/Cancel/Ok buttons
o Save Game: Cancel/Save buttons
o Multigame: Plugins/Cancel/Ok buttons, Player Limit/Time Limit text
o General/Level tabs, Next Tip/Ok buttons
o Game Paused: Button text, Quit/Resume buttons
o Preffered Games: Cancel/Save buttons
o Player Stats: Cancel/Ok buttons
o Find Player: All buttons
• 3 Light Gray
o Online: Normal game text
o New Game: Map list text, Difficulty levels text
o Plugins: Available/Active map list text
o Load Game: Map list text
o Films: Film list text
o Options: Resolution/Graphics/Difficulty list text
o Controls: Current Set/Right Click/Mouse Wheel/Caps Lock/Moriz Mouse Mvmnt list text
o Multigame: Map/Game Type/Difficulty list text
o Solo game objectives text
o Player Stats: Game Type list text
• 4 Dark Yellow
o Max FPS option choice
o Tex Cache option choice
o Saved Games list text
o Multiplay: Player Limit/Time Limit/Planning Time/Team Max option choice
o Preffered Games: Map and Game Type list text
• 5 Brown
o NONE ???
• 6 Sky Blue
o New Game: Map List/Difficulty Level selected choice
o Plugins: Map selected choice
o Load Game: Saved Game selected choice
o Films: Film List selected choice
o Options: Video/Resolution/Difficulty Level selected choice
o Controls: Current Set/Right Click/Mouse Wheel/Caps Lock/Moriz Mouse Mvmnt selected choice
o Multigame: Map/Game Type/Difficulty selected choice
o Player Stats: Game Type selected choice
• 7 Neon Green
o New Game: Map List/Difficulty Level active choice text
o Plugins: Map active choice text
o Online: Game active choice text
o Load Game: Saved Game active choice text
o Films: Film List active choice text
o Options: Video/Resolution/Difficulty Level active choice text
o Controls: Current Set/Right Click/Mouse Wheel/Caps Lock/Moriz Mouse Mvmnt active choice text
o Multigame: Map/Game Type/Difficulty active choice text
o Player Stats: Game Type active choice text
• 8 Pink
o NONE ???
• WHITE (These are apparently hardcoded in, and cannot be altered)
o New Game: Anti-Clump/TFL Gameplay text
o Multiplayer: Save Password/Update Server Appearance text
o Online: Inputted chat text
o Options: All Radio Button texts
o Controls: All Radio Button texts
o Multigame: All Radio Button texts
o Level Tips: Radio Button text
o Preferred Games: Preferred Map/Preferred Game Type text
o Status Bar: Unit Names/Flavors/Level/Gametype text
o Control Bar: Button text
As you can see, some pixels share a common theme. For example 1 Light Orange is all input text, while 6 Sky Blue is always the color of a selected item.
The two which I am curious about are 5 Brown and 8 Pink, which both appear to not alter anything. In addition, all pixels after 8 also don't seem to have a purpose. Finally, why are there hardcoded items, as shown in WHITE, that couldn't have been linked to an unused pixel?
I am hoping we can start a discussion on this. I'll answer any questions as best as possible. I also hope Myrd, Melekor, or even Iron can pop in and address the questions I posed.
Interface:The Dialogue Color Pixel Strip And What It Affects
Interface:The Dialogue Color Pixel Strip And What It Affects
Last edited by GodzFire on Sun Aug 16, 2009 6:29 pm, edited 1 time in total.
Re: Interface:The Dialogue Color Pixel Strip And What It Affects
here's the relevant enum from the myth code:
_dialog_color_static_text= 0,
_dialog_color_edit_text,
_dialog_color_button_text,
_dialog_color_list_enabled_text,
_dialog_color_list_disabled_text,
_dialog_color_list_warning_text,
_dialog_color_list_highlight,
_dialog_color_list_highlighted_text,
_dialog_color_progress_bar,
NUMBER_OF_DIALOG_COLORS
you should be able to use that to fill in the blanks in your list
_dialog_color_static_text= 0,
_dialog_color_edit_text,
_dialog_color_button_text,
_dialog_color_list_enabled_text,
_dialog_color_list_disabled_text,
_dialog_color_list_warning_text,
_dialog_color_list_highlight,
_dialog_color_list_highlighted_text,
_dialog_color_progress_bar,
NUMBER_OF_DIALOG_COLORS
you should be able to use that to fill in the blanks in your list
Re: Interface:The Dialogue Color Pixel Strip And What It Affects
Ah, if that makes brown (5) list disabled text, then I'm not sure of any instances where this actually used? Possibly in the net-games list for games that are in progress?
Pink (8) would correspond to the loading bar, does that one actually work though? I was under the impression that that couldn't be changed, as I've seen TFL interfaces in the past but they were always stuck with the blue-bar, only activating vTFL seems to enable the red-bar?
Pink (8) would correspond to the loading bar, does that one actually work though? I was under the impression that that couldn't be changed, as I've seen TFL interfaces in the past but they were always stuck with the blue-bar, only activating vTFL seems to enable the red-bar?