That option was not present in the mec_trk_support.tweak neither in the mec_trk_logistics.tweak.
I only added it to the Trans Truck and then took this picture:
rem ---BeginComp:VehicleHud ---
ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName "Ural-4320"
ObjectTemplate.vehicleHud.typeIcon Ingame\Vehicles\Icons\Hud\MenuIcons\menuIcon_trk_support.tga
ObjectTemplate.vehicleHud.miniMapIcon Ingame\Vehicles\Icons\Minimap\mini_trk_32.dds
ObjectTemplate.vehicleHud.miniMapIconSize 16
ObjectTemplate.vehicleHud.spottedIcon Ingame\GeneralIcons\empty.tga
ObjectTemplate.vehicleHud.miniMapIconLeaderSize Medium
ObjectTemplate.vehicleHud.vehicleIconPos 50/8
ObjectTemplate.vehicleHud.vehicleType 3
ObjectTemplate.vehicleHud.useSelectionIcons 1
ObjectTemplate.vehicleHud.vehicleIcon Ingame\Vehicles\Icons\Hud\VehicleIcons\trk_ural4320.tga
rem ---EndComp ---
I dont see a difference, but I can do that ofc
Re: New Vehicle Icons
Posted: 2017-08-30 16:23
by Rhino
Ye, default size is 16 so if undefined, it's 16 (display size) so all good
Was just concerned at first you upped them to 32 display size (since the amount of detail visible was more than I expected) which would have made the icons on the minimap much bigger but its all good
Re: New Vehicle Icons
Posted: 2017-08-30 16:30
by CAS_ual_TY
[R-DEV]Rhino wrote:Ye, default size is 16 so if undefined, it's 16 (display size) so all good
Was just concerned at first you upped them to 32 display size (since the amount of detail visible was more than I expected) which would have made the icons on the minimap much bigger but its all good
So what would be the next thing I could do to get this implemented?
I guess you DEVs have to discuss this first.
I would implement it myself if I could, but well.
I can, however, get you all icons ready in any needed format.
Re: New Vehicle Icons
Posted: 2017-08-30 16:40
by Rhino
First thing would be replacing all the existing icons with 32px ones, then from there can look at expanding the range to include more verify but ye, first we need to look at replacing all the current ones
Implementing them once they are made isn't too hard, other than if you have new icon types or w/e, that does mean going through all the .tweak files of every vehicle and updating them to the correct icon, but just updating existing icons is pretty straight forward once they are made
Re: New Vehicle Icons
Posted: 2017-08-30 16:44
by CAS_ual_TY
[R-DEV]Rhino wrote:First thing would be replacing all the existing icons with 32px ones, then from there can look at expanding the range to include more verify but ye, first we need to look at replacing all the current ones
Implementing them once they are made isn't too hard, other than if you have new icon types or w/e, that does mean going through all the .tweak files of every vehicle and updating them to the correct icon, but just updating existing icons is pretty straight forward once they are made
Yep, I have some new icon types. Especially for APCs
Re: New Vehicle Icons
Posted: 2017-08-30 19:42
by Mats391
16 is default minimapIconSize
Re: New Vehicle Icons
Posted: 2017-08-30 19:56
by chupachup
I'm surprised it works out really fine without double thick lines on the planes. I'm guessing ingame anti aliasing doesn't affect the map/icons either right?
Re: New Vehicle Icons
Posted: 2017-08-30 20:27
by VTRaptor
You've shown these icons on zoomed-in map. Post some screenshots without it plx.
Also, if THIS and THIS ever make it to the game all together with new icons, we will have nice, fresh look of PR.
Re: New Vehicle Icons
Posted: 2017-08-30 21:07
by CAS_ual_TY
Another example, for those who think these icons are bigger (something fucked up with quality, idk. But doesnt affect purpose of this picture)
Working on a black gold aas std pic now
Re: New Vehicle Icons
Posted: 2017-08-30 22:31
by CAS_ual_TY
VTRaptor wrote:You've shown these icons on zoomed-in map. Post some screenshots without it plx.
Also, if THIS and THIS ever make it to the game all together with new icons, we will have nice, fresh look of PR.
Re: New Vehicle Icons
Posted: 2017-08-30 22:33
by chupachup
jet_fb jet_la
Re: New Vehicle Icons
Posted: 2017-08-31 00:46
by TBob
I'm still partial to the thicker line style, I imagine a 32x32 tank icon being more like this:
Re: New Vehicle Icons
Posted: 2017-08-31 01:01
by FFG
I agree with Tbob.
Re: New Vehicle Icons
Posted: 2017-08-31 01:32
by TBob
I did some testing and it seems that nvcompress is able to handle 4 levels of grey without any artifacts
Tested using this noise pattern with levels 255 170 85 0 https://i.imgur.com/MwkJ6Dr.png
I agree with Tbobs design. Feels more PR/BF2 like.
Re: New Vehicle Icons
Posted: 2017-09-03 11:16
by PeppeJ
Yes, thicker borders makes more sense. Idk but thin borders make it look amateur-ish.
Re: New Vehicle Icons
Posted: 2017-09-03 11:55
by mectus11
Definetly used to the thicker borders, if they'd have those then it's all good.
Re: New Vehicle Icons
Posted: 2017-09-03 12:39
by CAS_ual_TY
TBob wrote:I'm still partial to the thicker line style, I imagine a 32x32 tank icon being more like this:
FFG wrote:I agree with Tbob.
[quote=""'[R-DEV"]Mineral;2172539']I agree with Tbobs design. Feels more PR/BF2 like.[/quote]
[quote="PeppeJ""]Yes, thicker borders makes more sense. Idk but thin borders make it look amateur-ish.[/quote]
mectus11 wrote:Definetly used to the thicker borders, if they'd have those then it's all good.
I hate every single one of you
But I agree on the tank icons. The thicker border makes them stick out better. And those are not the vehicles which are primarily targeted by this "reform".
Im currently working on finalizing everything, polishing, adding more differences between icons etc.
The question is tho, if you implement them, how should I deliver them to you? PNG? TGA? Normal or flipped? Single icons or huge sprite?