Aksala

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DurhamDev Offline
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Post: #71
Hitcher Wrote:So basically use the last 8 digits as normal.

I'm missing something, obviously. When I change the tag to the following...

Code:
<color name="Background">0x00000000</color>
...the background remains white. Is there something else I should do to change it? Perhaps another tag I'm missing? (Hmm - I never touched the filter (png) files... Trying now. Possibly this?

EDIT: SUCCESS! (I'm dumb.) I edited the 'filter.png' file to a simple blue background and - voila - I have a blue background. Now, onto some more serious edits! Thanks Hitcher and ddlooping for the inspiration!
(This post was last modified: 2011-01-05 17:20 by DurhamDev.)
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Hitcher Offline
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Post: #72
0xff000000 for total black but remember we have filters over it so to check the colour try entering a source.

[Image: sig_zps3af3b48e.jpg]
(This post was last modified: 2011-01-05 17:22 by Hitcher.)
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Hitcher Offline
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Post: #73
Found what I was looking for -

jmarshall Wrote:If and only if said white texture is _exactly_ one colour.

If it's not exactly one colour then it offers no real benefit to you. It's primarily designed as an optimisation technique - if you never have anything blended against the black background (eg confluence almost always uses a backdrop image) then you don't need any background - you can instead just render on top of whatever was there previously. This prevents a clear operation, which on something like tegra2 at 1080p is 20% of the GPU's bandwidth.

Simple rule:

1. If you always have the screen covered up with opaque textures, set <backgroundcolor>0</backgroundcolor>
2. If you do have transparent textures, but they're over the top of a predominant solid color that's not black, use <backgroundcolor>white</backgroundcolor>.

You may in fact be able to do some funky effects with some moving transparent images using <backgroundcolor>0 as well Tongue

Cheers,
Jonathan

[Image: sig_zps3af3b48e.jpg]
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DurhamDev Offline
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Post: #74
Ahhhhhh... Now I think I see. Thank you for the info! Time to play with some values!
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ddlooping Offline
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Post: #75
alexandergoll Wrote:Adding new viewtype basically means we are away from the theme concept, aren't we?

I'd suggest to get Aksala implemented as an inverted Alaska theme frst, before adding viewmodes. Would make it much easier to follow any updates to the original Alaska Revisited i think
Good point. Smile

I think that Hitcher has all the elements to make Aksala a theme (some graphics need tweaking, though).

@Hitcher: please correct me know if I'm wrong. Wink
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Hitcher Offline
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Post: #76
Yeah, when you're ready to send me any updated textures I'll build a them from them.

[Image: sig_zps3af3b48e.jpg]
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ddlooping Offline
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Post: #77
Hitcher Wrote:Yeah, when you're ready to send me any updated textures I'll build a them from them.
Ok, will do. Wink

Not much spare time at the mo though. Oo
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Livin Offline
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Post: #78
ddlooping,
I'm trying to understand your goal - since you did not really explain it?

If you are keeping the layouts the same why not create a theme for Hitcher's skin? This way the get the synergy of Hitcher's updates and give people theme options? Seems like less effort, and more of a win-win for the community - yes?

--- oops, missed the post where someone already suggested this Smile

I'd also like to see some of the themes from BIG Alaska ported... they are very nice and I think a lot of users moved to BIG Alaska just for them - I did.

I'm not an expert but I play one at work.
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ddlooping Offline
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Post: #79
Hello Livin Smile

I jumped into this knowing very little about XBMC and knowing nothing about skinning it. I just wanted to try a darker version of Alaska (didn't even know about themes :shockedSmile.
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Stranger Offline
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Post: #80
ddlooping Wrote:A new view type: "Mixed". Big Grin

[Image: aksala-viewtype_mixed.jpg]

The fan art in the top left corner needs to be moved upward a bit. Nod

I think I might be getting away from Alaska's spirit though. Oo

Hey, do you think you can help me with a query I posted in the main thread since it looks like you have it down...

Quote:After a lot of trial and error I still cannot work out how to add view types to Revisited. I have added the view to the includes but can not get my head round the id system. I have based the view on 'panel tall' and have been searching the other .xml's for it's id to get clues. Can anyone point me in the right direction?
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