I after a quick look i pegged about 80% as the optimum. 
which is essentially agreement with Jetryl.

A subtile grain or pattern might also be able to create some of 
the same separation that a blur would, without the techy-overtones
that don't exactly mesh with medieval-ish Wesnoth.
I haven't checked  if that would be practical with the current method
of making the window, it's just an idea at this point.

-eleazar

On Jun 14, 2007, at 6:43 PM, Richard Kettering wrote:

There's a certain threshold for readability - one of the sources of  
visual confusion, a basic strategy for making captchas, is to have  
visual shapes of similar luminosity and similar size/shape overlaid  
on each other.  Ironically, it can hit humans harder than OCR  
programs, since computers can see as fine-grained differences as the  
image can store.  Having the opaque background completely eliminates  
the background noise, but it also eliminates the background info - it  
obstructs our view of the game map behind it, and of the context in  
which the unit is speaking; which is a useful reason to have these  
transparent (outside of the whole "looks cool" factor).

I saw a clever solution to this, recently - this is the same problem  
that transparent terminals always have (the parallels here are  
actually very strong, since in both wesnoth and trans terminals,  
we're reading text over a noisy background); having them transparent  
makes your desktop and underlying applications visible, but makes the  
terminal rather difficult to read.  A linux software package called  
beryl implemented the clever idea of blurring the background info  
that is seen through the window, which makes the window content much  
more visible.

http://www.beryl-project.org/images/blur_full.jpg


Unfortunately, I don't see us coding that here any time soon.

Without a blur, I'd gun for ~75% opacity in the interests of  
legibility.  If we ever code it and could display it with a blur, we  
could go as low as 50%, perhaps.

On Jun 13, 2007, at 4:02 PM, Nils Kneuper wrote:

Eric S. Raymond schrieb:
We're tuning the degree of transparency in the popup transient
windows, and need artists' eyes for best judgment on what level looks
right.

The SVN repo now has the following images:

    images/dialogs/translucent-background_70.png
    images/dialogs/translucent-background_75.png
    images/dialogs/translucent-background_80.png

Please link each of these in turn to images/dialogs/translucent- 
background.png
and tell us which version you think looks best.

I did also create some screenshots, though ingame it does look a  
little
"brighter" than on the screenshots. So please test it ingame. You can
see the screenshots I made over here:
http://www.wesnoth.org/files/transparancy_sshots/
 From how it looks ingame I do vote for
images/dialogs/translucent-background_80.png as image used to determin
dialog transparancy.
Cheers,
Nils Kneuper aka Ivanovic

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