Introducing Dynamic Input Textures: a new feature for controller icons
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(02-06-2021, 04:17 AM)iwubcode Wrote: Yes you too Ratso! Thanks man. I think it basically the code for the key mapping I had wrong. This has been a hell of a ride. I have to run for a bit though. Damn it would have been so cool to have that video embedded. What a fail. (02-06-2021, 04:17 AM)iwubcode Wrote: So may I ask what you were doing wrong originally? It might provide some hints on how we can improve.it was the problem with the button names, i just wrote it the way it should be by default `Button B` but for some reason it was button b by default for him? I have now simply written both in the json. 02-06-2021, 05:14 AM
(02-06-2021, 04:38 AM)Venomalia Wrote: it was the problem with the button names, i just wrote it the way it should be by default `Button B` but for some reason it was button b by default for him? When I just hit a button to key map, it doesn't do the same coding as yours does for some reason. If I used my 360 controller and remapped all over it would dump all the work all over again. Give it a try. Ok back to the AFK, but I think if you take this file and look, and just hotkey it might start the problem and erase all the work. But ATM, it works fine, it's the coding you gave me that paid off. BTW, ignore the nunchucks as I am not even using them. [Profile] Device = XInput/0/Gamepad Buttons/A = `Button Y` Buttons/B = `Button X` Buttons/1 = `Button B` Buttons/2 = `Button A` Buttons/- = Back Buttons/+ = Start Buttons/Home = Guide Shake/X = `Trigger R` Shake/Y = `Trigger R` Shake/Z = `Trigger R` IMUIR/Enabled = False Nunchuk/Buttons/C = `Trigger L` Nunchuk/Buttons/Z = `Trigger R` Nunchuk/Stick/Up = `Left Y+` Nunchuk/Stick/Down = `Left Y-` Nunchuk/Stick/Left = `Left X-` Nunchuk/Stick/Right = `Left X+` Nunchuk/Stick/Calibration = 100.00 141.42 100.00 141.42 100.00 141.42 100.00 141.42 Nunchuk/Shake/X = Click 2 Nunchuk/Shake/Y = Click 2 Nunchuk/Shake/Z = Click 2 D-Pad/Up = Pad N D-Pad/Down = Pad S D-Pad/Left = Pad W D-Pad/Right = Pad E Options/Sideways Wiimote = True (02-06-2021, 04:08 AM)iwubcode Wrote: 2) Tag should work here too. Emulated key would be set with a different style tag (ex: "pressed") and then the host key would also be tagged with that. A replacement only occurs if both the key and the tag match. I do think your style solution makes it easier for single-texture ui icons that need to be replaced. But you still have a problem for games that combine all icons in one texture (I think). Problem 2.) I think we have the same approach the only difference is that I want to give the host key directory a tag and not the host key texture. suggestions 1.) your idea is as you say not easy to implement, I had also thought of something like that but I think you should save that until the end. 2.)I had already understood why this is currently the case, i think that the upscaled texture are already in the normal texture packs, if one is used. this approach saves space and doesn't gennerirt anything, which is probably already there. in case of doubt, you could simply make this adjustable with a "true" "false". 3.)yes an own json or an include, but everything else would be more important to me. I will try to support you as much as I can (02-06-2021, 05:14 AM)Ratso Wrote: When I just hit a button to key map, it doesn't do the same coding as yours does for some reason. If I used my 360 controller and remapped all over it would dump all the work all over again. Give it a try. I have made the new package so that it accepts both. your D-Pad still has none `` but it works anyway
Cool, so well correct it anyway and if you want to change it in a package for testers? More people help, the more other games can have the 360 or other controller experience. This is exciting stuff, I'm not kidding, or I wouldn't have been kicking around with it all day and night.
Hey you have anything for New Super Mario Bros. Wii? After some audio work later, I am up for it. (02-06-2021, 06:19 AM)Ratso Wrote: Cool, so well correct it anyway and if you want to change it in a package for testers? More people help, the more other games can have the 360 or other controller experience. This is exciting stuff, I'm not kidding, or I wouldn't have been kicking around with it all day and night. i already have packs for 10 wii and 5 gc games. in the same quality of DKC. New Super Mario Bros Wii is also ready so far are only minimal adjustments. so far I have textures for Xbox, switch, keyboard and mouse, ps4. when I'm ready I'll put this in a separate thread with tutorial but I'm still trying to improve it as much as I can. 02-06-2021, 07:36 AM
Venomalia is working so hard, I really need to get on it. Maybe this weekend is a good time to put my other projects aside and crank out some dynamic input texture stuff
Venomalia - here's an example of the configuration I'm proposing for the next release. It's a little more verbose but should allow for all sorts of zany possibilities.
What do you think? Code: { Documentation will be painful :o |
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