Quib Mask's Toolbox - Glow Experiment, 4
Left: 8-bit, Center: 32-bit (w/ glow), Right: 16-bit
Date added: 2018-04-24 01:07:25
Quib Mask's Toolbox - Glow Experiment, 3
The glowy pixels are over-saturated at the moment, but I'm down to one corner-case to figure out (not present in this image).
Date added: 2018-04-23 02:54:41
Quib Mask's Toolbox - Accidental Sprite Transparency
I noted what blending settings made them look this way.
Date added: 2018-04-18 23:37:13
Quib Mask's Toolbox - Glow Experiment, 2
Things are looking better. Lots of issues still, and some of the code is fragile or dysfunctional, but I'm cautiously optimistic.
Date added: 2018-04-18 02:58:25
Quib Mask's Toolbox - Glow Experiment
This is the closest I've gotten so far and it's definitely not good enough. Too many graphical glitches, colors are wrong, unintended afterimages, plus more. The glowy pixels are also saturating.
Date added: 2018-04-16 22:03:49
Quib Mask's Toolbox - It Will Blend
I circled a transparent white hyperkinetic ball thing. It's in there, I swear.
Date added: 2018-04-15 05:25:19
Quib Mask's Toolbox - Improved JK Transparency
Compare to the "Vanilla JK Transparency" image.
Date added: 2018-04-15 03:01:10
Quib Mask's Toolbox - Vanilla JK Transparency
Compare to the "Improved JK Transparency" image.
Date added: 2018-04-15 02:57:39
Quib Mask's Toolbox - Depth Test
Got JK's z-buffer redirected to the screen without slowdown. Now I need to see if I can feed it (and the actual render) through a shader without having to make slow copies.
Date added: 2018-04-08 01:52:54
Quib Mask's Toolbox - Stuck Behind Statue
Without Force Jump, you get stuck behind the tall statue (roughly where the Lightsaber is) in either far side stair room.
Date added: 2018-04-03 00:25:32
Quib Mask's Toolbox - Particle Mishap
While working on JK's particle code, I got some numbers backwards.
Date added: 2018-03-07 04:01:54
2009-07-09 21:01:38
Beta 3 Released

Snag it from the Downloads section. Lighting is still mediocre, but the level is in great shape otherwise.

2007-09-17 23:49:12
JK GUI Released

After a short testing period, the JK GUI Revamp has been released.

33% larger and rounded Item and Force Power icons and the accompanying Item and Force Power selection indicators.

The newest screenshot doesn't reflect the quality of the upscaled icons; I'll get a proper screenshot taken eventually.


2007-09-15 10:27:12

I've started work on a complimentary UI touchup project tentatively named JK GUI. I'm scaling up all item and force power icons by 33% and making them circular.

It doesn't sound like much, but there are size limitations imposed by JK (namely in overlap problems), so I figure getting as much out of the screen real estate as possible is worthwhile.


2007-09-11 21:44:38
JK HUD Final

It looks like I've ironed out all the bugs my UI revamp had. Font palette issues and the bacta tank numeric readout are fixed.

This should be pretty good on compatibility with various mods and is meant as an always-on replacement to JK's HUD.


2007-09-09 23:44:49
I hate Super Shields

I've got a Super Shield indicator working on the UI finally which means the only bug left is the lack of quantity number on Bacta Tanks.

Please leave feedback on bugs and on the UI itself.


2007-02-09 15:47:13

I've uploaded the Message Font I've been working on. Snag it from the downloads section and drop me a line on what you think.

Important things to consider when trying it out: are letters and symbols easily recognizable, is the spacing and size readable, and are there any text overlap bugs.


2007-02-08 15:25:42
Round Two

With the main HUD pushed out, I've decided to do what I can for the message font. It has annoying constraints due to the scoreboard; letters can't be too wide or you won't be able to read individual player scores and they can't be too tall or the chat text (and other message text that appears at the top of the screen) will overlap the scoreboard from above.

Anyhow, check out the newest screenshot and post in the forums what you think. I intend to spruce up the font a little, graphically (adding faint scanlines for example, like the default message font), but tell me what you think of the font choice and readability. The screenshot is zoomed in 300%.

2007-02-07 17:04:30
Phase Five

Well, I finished a background graphic. Will get it uploaded sometime.


2007-01-29 18:17:56
Phase Four

All readouts are complete. I still haven't gotten around to doing the background graphics yet. I uploaded a beta to the downloads section. I'm still messing with other work-arounds for the Super Shield display since my current plan is mod-unfriendly.

2007-01-24 14:13:28
Phase Three

The layout is finalized and the Super Shield problem I had been having is solved. The tedium of a 101-frame health readout has passed but more tedium lies before me. Forgive the ugly graphics on the left; I was testing using a little lightglobe graphic for when Super Shields are active.

I hope JK supports 201-frame BMs...


2007-01-22 13:25:03
Phase... Two Still

I've uploaded some background graphic templates if anyone wants to take a crack at making some HUD backgrounds. Meanwhile, I'll be fiddling around with some supershield font issues.

The layout for the templates is pretty simple; if you have any questions, stop by the forums.


2007-01-20 14:22:40
Phase Two

I have all fonts and graphics in place and now need to get the graphics shaped up. I'm happy with my font choice but need to spruce up everything else.


2007-01-18 20:41:52
Initial Work Started

Got a rough layout started and the fonts set up (and colored correctly...) for the shield and ammo readouts (and their supermode versions). Still have to set up health and mana gauges and create proper graphics for the HUD frames.


2006-03-31 01:06:01
Alpha Release

Threw up an alpha version of the level.

There are major flaws, such as being able to jump up onto black sections of the level, and the fact that much of the level is incomplete.

It should function in multiplayer with multple people, though I've done minimal testing in this regard.

Please leave feedback as this is my first released level (as far as I remember).