Hi,
First of all, I tried every function, and everything seems to work great, and its pretty neat
If anything,
1. The path to NoIcon swapping defaults to 'plugins' instead of the 'bitmaps' folder.
2. Not a big thing, but the Custom PPG shows Up in the scene root,
and unless I'm mistaken, I think it's possible to set it as an invisible item(?)
3. And If I may, what would you think if the custom PPG itself contained all the buttons instead of the toolbars?
Which would allow the increment sliders to go with their corresponding functions, such as the following ::
Also in this image :
- items are more immediately identifiable I think because of groups
and separators between functions of different types.
- Anything with "Up Down Left Right" have the same layout.
The layout takes a bit more space,
yet I wouldn't mind scrolling for the useful but less used items at the bottom, and since we have more space,
we can break-away from the "everything bunched-up" problem with the often very similar icons of the factory toolbars.
Which would also allow an arbitrary amount of more functions (from other scripts found or added)
If all transposed to PPGs, the headers could be screen-grabbed bitmaps from the toolbar,
( I think the headers are important )
and the spacers could be just thin gray strips bitmaps between certain buttons ( or just regular space characters? )
In the same vein, perhaps also breaking different sections into a few custom PPGs? (which would make sections collapsable)
Also, the UV Image itself is also part of the proposition. (as a noIcon replacement, or a noIcon 2.0)
It's non-visually-abrasive or distracting when editing uv's on top of the NoIcon UV map
(weather dimmed or not)
You can immediately generally tell what approximate section a UV island is located by the general tint.
Default version goes from 0 to 1 and another with 0 to 1 substeps between each decimal
When simply composited with alpha over a texture map,
both dark and bright UV info parts remain visible over either the bright or dark (or mids) parts of the texture.
(I PM'ed you the pics)
In any event, let me know your thoughts,
Cheers!