@Space_hamster not a recent one. You can see some of the differences in the iPad photos on the website, but that was before they changed their scaling algorithm (it looks a lot better now).
In my opinion, the first one from Kerozevok is the one which fits perfectly with BG 1. It's close to the original GUI with some minor improvements... That sounds great
Wanted to try make a different kind of GUI while listening to different kinds of people advices.
I changed the button layout a little bit, extended the text box, made the GUI's backgrounds color resemble somewhat Baldurs Gate 1, kept my portrait frame borders, kept the new icons which "Overhaul" made while making a little bit changes in color scheme, tried to use up all the free space without suffocating GUI too much, changed the new NPC portraits saturation a little bit to make them in harmony with other BG portraits (though Neera still stands out thanks to all that pink) and that's about it.
Took out the extra button which expands the dialogue/battle log.
This is the pure awesome i thought overhaul would have come up with, the color of the UI blends with the game screen, it frames the game perfectly, and would become invisible until you need it. That is what the UI should be, and the text window is full size, which is the biggest complaint i have about the new screen.
If overhaul doesn't adapt the sheer awesomeness of what you created, do you think you could make a mod for the game that would be this? I would donate for this.
@Bjjorick "you could make a mod for the game that would be this?"
I reply for Daylight... The screen have a great look, but it's impossible to adapt this GUI to the BG2/BGEE engine. He painted this screen for the fun, without take in account the limitation of the engine.
how would this be limited by the engine? a few buttons moved, a different back ground color, and a small image around the portraits is more the infinity engine can handle? any chance you can explain that one to me?
@Bjjorick One of the possible limitations I see in the picture is the extra quick access slots at the bottom. We don't know if the new UI engine would allow for 6 buttons as displayed...
Wanted to try make a different kind of GUI while listening to different kinds of people advices.
I changed the button layout a little bit, extended the text box, made the GUI's backgrounds color resemble somewhat Baldurs Gate 1, kept my portrait frame borders, kept the new icons which "Overhaul" made while making a little bit changes in color scheme, tried to use up all the free space without suffocating GUI too much, changed the new NPC portraits saturation a little bit to make them in harmony with other BG portraits (though Neera still stands out thanks to all that pink) and that's about it.
Took out the extra button which expands the dialogue/battle log.
I still think the buttons on the lower right side could be moved to the wasted space on the left and the Portraits could have names listed.
@kerozevok so looking at your picture, this whole project is a waste. I mean, the engine is so severely limited as to have the button on the right hand side, it's impossible to have the text bar all the way across the screen, and it will still only display in 256 colors despite the devs saying that it'll be HD, they need to take the EE out of the title as it's anything but.
As far as the extra slots at the bottom of the screen, i didn't notice those. That makes sense.
@Kerozevok So they rewrote the UI code and came up interface that cannot have wide textbox (widescreen mod has this)? Instead of making better they made it worse?
Whats wrong with the buttons? Using dithering to reduce the colors to 256 on those makes absolutely no visual difference what so ever (yes I tested it).
Drawing borders on top of the portraits should not be problem, Baldur's Gate has long supported transparent stuff. Unless of course while rewriting the UI they broke that too?
Having more than 3 quick spell slots is the only thing I can think of that couldn't be done on old engine. However, if they did actually rewrite the UI I don't see why not increase the number of buttons since there is clearly space for them.
And why do you need the names for? The name is displayed while browsing the character's inventory, the name is present on a character record page and if a character is a caster, his/her name is present in mage spell book or priest spell scroll. Additionally, when you hold the cursor over a portrait, the name and hit points will show up after a certain amount of time, changeable in the options menu. Press TAB for instantaneous effect.
That's hardly an explanation, although I can understand the limitation for number of buttons on the bottom. As for the rest of the elements, I think it's doable, maybe 14 years ago it wasn't but now it should be.
@Daylight Great job, I love how you've toned down the colors a bit. However, I do agree that some of the elements in your rework look a little more scifi/steampunk than high fantasy. Specifically, the arched brackets around the textbox and the arched frames on the portraits look like they would be more at home in Fallout than BG.
@mlnevese (and the others) "We don't know for sure if the new UI has those old limitations."
Original GUI : 129 colors (before jpg conversion).
Daylight GUI : 4036 colors....
Paint a screen (without take in account the limitation of the engine) is easy... But even for a game like NWN2 (easy customizable - XML files), you can't do that you want, imagine for a engine coded in 1998/2000.
BGEE remains the Infinity engine and all rules/limitations for the graphic files are valid for BGEE.
>> BAM (buttons) = max 256 colors / MOS (blue background) = DDS (compressed format).
Was there any word in this thread about when the other 10 screenshots mentioned in the OP will be released? I've been reading most of the posts, but maybe I missed one. Only 10 days to release ... 10 days, 10 pics ...
I actually prefer the beamdog ones than the photoshop ones .... but then my partner is a lecturer in graphic design and says I have no taste
It's kind of a grey-blue marble color eh? I think its growing on me. However, I still like the grey stone/gold/wood combo of the original, so nostalgic.
I actually prefer the beamdog ones than the photoshop ones .... but then my partner is a lecturer in graphic design and says I have no taste
It's kind of a grey-blue marble color eh? I think its growing on me. However, I still like the grey stone/gold/wood combo of the original, so nostalgic.
I definitely like the blue, rather the other ones look washed out to me, I agree there needs to be a border around the portraits and possibly the gold is a bit much, but I like the dialogue box centred in the middle I think if goes across the whole screen it takes up too much room.
The only time my aesthetic opinion is consulted in my house is if the gfriend is doing corporate work because apparently I like things dull, bland and symmetrical like most marketing departments, so perhaps that is what Beamdog have done.
Comments
http://nsa30.casimages.com/img/2012/09/07/12090708581539243.jpg
@Seldar The same with better frames around the portraits :
http://nsa29.casimages.com/img/2012/09/08/120908065410313827.jpg
If overhaul doesn't adapt the sheer awesomeness of what you created, do you think you could make a mod for the game that would be this? I would donate for this.
I reply for Daylight... The screen have a great look, but it's impossible to adapt this GUI to the BG2/BGEE engine. He painted this screen for the fun, without take in account the limitation of the engine.
how would this be limited by the engine? a few buttons moved, a different back ground color, and a small image around the portraits is more the infinity engine can handle? any chance you can explain that one to me?
I still think the buttons on the lower right side could be moved to the wasted space on the left and the Portraits could have names listed.
http://nsa29.casimages.com/img/2012/09/08/120908084600255952.jpg
so looking at your picture, this whole project is a waste. I mean, the engine is so severely limited as to have the button on the right hand side, it's impossible to have the text bar all the way across the screen, and it will still only display in 256 colors despite the devs saying that it'll be HD, they need to take the EE out of the title as it's anything but.
As far as the extra slots at the bottom of the screen, i didn't notice those. That makes sense.
Whats wrong with the buttons? Using dithering to reduce the colors to 256 on those makes absolutely no visual difference what so ever (yes I tested it).
Drawing borders on top of the portraits should not be problem, Baldur's Gate has long supported transparent stuff. Unless of course while rewriting the UI they broke that too?
Having more than 3 quick spell slots is the only thing I can think of that couldn't be done on old engine. However, if they did actually rewrite the UI I don't see why not increase the number of buttons since there is clearly space for them.
And why do you need the names for? The name is displayed while browsing the character's inventory, the name is present on a character record page and if a character is a caster, his/her name is present in mage spell book or priest spell scroll. Additionally, when you hold the cursor over a portrait, the name and hit points will show up after a certain amount of time, changeable in the options menu. Press TAB for instantaneous effect.
@Kerozevok
That's hardly an explanation, although I can understand the limitation for number of buttons on the bottom. As for the rest of the elements, I think it's doable, maybe 14 years ago it wasn't but now it should be.
Original GUI : 129 colors (before jpg conversion).
Daylight GUI : 4036 colors....
Paint a screen (without take in account the limitation of the engine) is easy... But even for a game like NWN2 (easy customizable - XML files), you can't do that you want, imagine for a engine coded in 1998/2000.
BGEE remains the Infinity engine and all rules/limitations for the graphic files are valid for BGEE.
>> BAM (buttons) = max 256 colors / MOS (blue background) = DDS (compressed format).
The only time my aesthetic opinion is consulted in my house is if the gfriend is doing corporate work because apparently I like things dull, bland and symmetrical like most marketing departments, so perhaps that is what Beamdog have done.
Hmmm might see which one she likes best
Probably the GUI was made by beamdog's graphical designer so ignore him, you have good taste (I actually saw 1 shoop that was better).