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 _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
