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Investigate generating assignGear insignia at runtime #388

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SamLex opened this issue Feb 28, 2023 · 1 comment
Open

Investigate generating assignGear insignia at runtime #388

SamLex opened this issue Feb 28, 2023 · 1 comment
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S0:Needs Discussion Ideas, Proposals and other issues that need to be discussed. T:Idea T:Optimisation

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@SamLex
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SamLex commented Feb 28, 2023

Arma 3 v2.12 brought the “text” and “UI” procedural texture types. This issue is the investigate using these to replace some or all of the assignGear insignia PAA texture files. This could significantly reduce the size of the template / missions.

@SamLex SamLex added T:Optimisation T:Idea S0:Needs Discussion Ideas, Proposals and other issues that need to be discussed. labels Feb 28, 2023
@SamLex
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SamLex commented Mar 5, 2023

From a quick test of the text procedural texture type, very possible but that single colour background and limited choice of fonts do mean we'd lose some of the "charm" of the existing insignias. Implementation wise though, dead simple, just replace a texture value in assignGear/insignia/define.hpp with the descriptor instead of the file path.

Example

This was a quick test so didn't try all the fonts available or tweak the sizes or colours too much.

image
Left: current. Right: procedural

Descriptor: #(rgb,256,256,3)text(1,1,"LucidaConsoleB",0.75,"#574d36","#8c7d63","CO")

In terms of mission size saving, insignia textures (just PAA files) are about 100KB raw bytes (most OSs will show them as more on disk due to minimum file sizing). With the average mission probably around 1MB, swapping these out would be around a 10% saving.

Another advantage of using procedural textures would be making changes and tweaks easier to do (just changing text rather than converting the PAA files to and from something to edit) and easier to track over time.

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Labels
S0:Needs Discussion Ideas, Proposals and other issues that need to be discussed. T:Idea T:Optimisation
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