Hey.. I just tried this.. It doesn't seem to work.. Maybe its Exclusive to portraits and dialogs? IE.. the layering compares portraits with portraits and dialogs to dialogs but not dialogs <-> portraits?... i tried setting the channel to 0 and 1 and 1 and 0 respectively, the dialog always appears on top.. god damn this is annoying..
awesome sauce. I swear I learn something new about Galaxy every day. Thanks for the tip :D So say I want my portrait to be sandwiched between dialog A and B, all I'd have to do is have the channels set as follows:
If I'm not mistaken, That option only exists for dialog items. Portraits have only LDR or HDR render types(?) So I don't think they're the same thing?
With HDR render priority, there are lights on the portrait (glowing eyes etc) with LDR, you don't.
That so? I honestly had no idea. Do you mean to say if render priority is set after everything is created, the portrait would appear infront of everything else?
I noticed something else... When you change the model of the portrait, you need to reset the render priority it appears behind the dialogs again.
I'd say the main thing i hate about GUI is when you press ctrl+f11, the generated script is very inefficient. Galaxy provides the extra degree of control as it lets you play with the structure of the code. Also, generated script variables and function names suck.
In the end, everyone has their preferences.
I personally prefer Galaxy as its much faster when you're used to it (I need the speed cos I don't have much free time to work on maps). One good example would be if i wanted to assign the value 10 to an integer i.
In GUI, you'd have to click select the variable, assign the value etc. that would take say 10 seconds for an experienced GUI triggerer. Mostly because alot of time is wasted clicking and searching.
In Galaxy, its as simple as "int i = 10;"
Another example: Function creation.
GUI: Right click, new function, assign parameters etc etc etc. - At least a minute.
Galaxy: void blabla(int i, int j, int k){ Code here. } - Takes less than 10 seconds.
I write my code entirely in galaxy, no GUI triggers. Initializers are being used for these custom scripts, thus by default, they run at initialization. So yea, problem solved after splitting the load into multiple threads (which run during game launch).
I'm not going to make any assumptions, if you don't run certain segments code at initialization, when do you run them?
Okay, Just discovered something I thought I'd share. When it comes to portrait and having them hover over dialogs, it seems even after setting the render type to LDR, they don't always appear above the dialog as intended.
I wrote a function and tested this out and I found that whenever the portrait is created upon map initialization, It always seems to be rendered first, regardless of the order of declaration with the dialog. Unless it is done after map initialization.
For example:
Declare Dialog, Then Declare Portrait
At Initialization:
Result: The Portrait is under the Dialog
After Initialization:
Result: Portrait is above the dialog.
Posted some screenshots for proof.
If anyone else has findings that disagree with this, feel free to share them here. So far I haven't had any luck though.
Edit: Did some further testing.. Apparently It works If I create it as a separate thread, but not when I call it directly with custom script upon initialization.
Edit #2: Please note that this may only be applicable if you are coding in Galaxy. I recall when the same thing was atteptted with GUI triggers, there was no issue. It's too bad I don't like the way GUI triggers auto compile.
@progammer: Go
Hey.. I just tried this.. It doesn't seem to work.. Maybe its Exclusive to portraits and dialogs? IE.. the layering compares portraits with portraits and dialogs to dialogs but not dialogs <-> portraits?... i tried setting the channel to 0 and 1 and 1 and 0 respectively, the dialog always appears on top.. god damn this is annoying..
@progammer: Go
awesome sauce. I swear I learn something new about Galaxy every day. Thanks for the tip :D So say I want my portrait to be sandwiched between dialog A and B, all I'd have to do is have the channels set as follows:
Right?
@progammer: Go
If I'm not mistaken, That option only exists for dialog items. Portraits have only LDR or HDR render types(?) So I don't think they're the same thing? With HDR render priority, there are lights on the portrait (glowing eyes etc) with LDR, you don't.
@progammer: Go
That so? I honestly had no idea. Do you mean to say if render priority is set after everything is created, the portrait would appear infront of everything else?
I noticed something else... When you change the model of the portrait, you need to reset the render priority it appears behind the dialogs again.
@SouLCarveRR: Go
I'd say the main thing i hate about GUI is when you press ctrl+f11, the generated script is very inefficient. Galaxy provides the extra degree of control as it lets you play with the structure of the code. Also, generated script variables and function names suck.
In the end, everyone has their preferences.
I personally prefer Galaxy as its much faster when you're used to it (I need the speed cos I don't have much free time to work on maps). One good example would be if i wanted to assign the value 10 to an integer i.
In GUI, you'd have to click select the variable, assign the value etc. that would take say 10 seconds for an experienced GUI triggerer. Mostly because alot of time is wasted clicking and searching.
In Galaxy, its as simple as "int i = 10;"
Another example: Function creation.
GUI: Right click, new function, assign parameters etc etc etc. - At least a minute.
Galaxy: void blabla(int i, int j, int k){ Code here. } - Takes less than 10 seconds.
@SouLCarveRR: Go
I write my code entirely in galaxy, no GUI triggers. Initializers are being used for these custom scripts, thus by default, they run at initialization. So yea, problem solved after splitting the load into multiple threads (which run during game launch).
I'm not going to make any assumptions, if you don't run certain segments code at initialization, when do you run them?
Okay, Just discovered something I thought I'd share. When it comes to portrait and having them hover over dialogs, it seems even after setting the render type to LDR, they don't always appear above the dialog as intended.
I wrote a function and tested this out and I found that whenever the portrait is created upon map initialization, It always seems to be rendered first, regardless of the order of declaration with the dialog. Unless it is done after map initialization.
For example:
At Initialization:
After Initialization:
Posted some screenshots for proof.
If anyone else has findings that disagree with this, feel free to share them here. So far I haven't had any luck though.
Edit: Did some further testing.. Apparently It works If I create it as a separate thread, but not when I call it directly with custom script upon initialization.
Edit #2: Please note that this may only be applicable if you are coding in Galaxy. I recall when the same thing was atteptted with GUI triggers, there was no issue. It's too bad I don't like the way GUI triggers auto compile.