Zebra Redux

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Thanks drzhnn and thanks again for your work on this!

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Long time no post here...

drzhnn, I wonder if you ever managed to update the graphics at twice their size so that things look nicer at above 100% zoom in Zebra? That's about the only single thing missing from this skin :)

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I believe in Zebra 3, The King of Synths, the savior and liberator of all sound designers and musicians. And although I haven't seen any alpha version or even a screenshot yet, I truly believe Zebra 3 is real and exists and is divine (especially in filter section) and is coming to save us all from such questions very very soon. Like, during my life cycle. Or so. That's why I don't even think about adding Retina support for Zebra Redux :P

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Mind you, I don't have a Retina display, but on my 1920x1200 monitor I'd like to bump it up to 120%. And then it looks horribly blurry unfortunately :(

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For what it's worth, I think this skin is already a classic. When Zebra 3 comes out, this look is what I'll remember Zebra 2 by, hah. (And in all the projects that have Zebra 2 loaded, this is what it will look like over here, still :D ). So yeah, I'm still using it as the go-to default, and wouldn't have it otherwise. Thanks!

In that sense, what ever improvements you might still add to it, they will be very welcome even when Zebra 3 launch is closing in (and even after it's here). I'm betting quite a bit of synth heads are using your creation daily ;)

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OK guys, I tried once again. I recreated several images at 200% size. In Zebra at 200% zoom they look nice and sharp as expected. But at 120% and 100% they still look somewhat blurry. Then I tried to create images at 120% size and test them in Zebra at 120% zoom. Unexpectedly blurry. I guess it's just how the zooming algorithm in Zebra works. But if you think about it, you can't really resize 1px white line to say 120% or 80% size without it becoming blurry. Because technically there's no such thing as 1.2px or 0.8px. However, this kind of resizing can be achieved by changing the opacity of the line. And this is how we get the blurriness.

To sum it up, the only way I see this issue can be solved, is by recreating the whole skin at the bigger initial size. And this means redrawing all the graphics as well as changing size and position of each element in the script file :(

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Hello.

Here's an experimental version of Redux HD, for those who dare: zebra.redux.hd.2017.0111.0527.zip

This version is based on a customized Redux that I use, so it may look a bit different from the last public release.

I was unable to make it look sharp at all zoom levels, so I focused mainly on the 150%. It should be OK at 200% too, though I can't fully test that on my monitor. Some small elements may look distorted at zoom levels other than 150% and 200%.

And as always, please let me know what you think :)

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Neat!

For some reason, using the same colors I used in my Redux tweak, turns out much darker on HD... And this is with the SAME gamma setting in Zebra! Not sure what's up with that.

For big XY pucks, you have a wrongly assigned color (xy_puck_big_1, 2, 3, 4, and those colors are not defined, should probably be just xy_puck_big).¸EDIT: I might've messed this up myself when I find&replaced colors!

First delay mode image looks bigger than others.

Other than that, it looks pretty good here at 130%! Just very slightly blurry, but much better than old Redux increased to 130%!


BTW - it would be great if you could introduce another color preset, label_menu_matrix, for text of mod matrix menus! I have it set to the mod color of the knobs. Kinda makes sense to tie this in together, no? :)


And another suggestion: why not use arp_voices0.png as the close button for OSC/MSEG popups? Right now we have to guess where the close button is. A legitimate "X" would definitely help :)

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EvilDragon wrote: For some reason, using the same colors I used in my Redux tweak, turns out much darker on HD... And this is with the SAME gamma setting in Zebra! Not sure what's up with that.
Are you using the build I uploaded or you just replaced graphics and updated the script file with your colors? There are some changes in the list of user defined colors and in other places in the script. For example, I got rid of PNG backgrounds for modules, because they were producing white lines on the edges at some zoom levels. Same for the XY and Mod Matrix menu backgrounds. Those are now just static colors defined in user colors section.

Here's what the theme looks like on my computer: https://i.imgur.com/JADJCHh.png
EvilDragon wrote: For big XY pucks, you have a wrongly assigned color (xy_puck_big_1, 2, 3, 4, and those colors are not defined, should probably be just xy_puck_big).¸EDIT: I might've messed this up myself when I find&replaced colors!
xy_puck_big_* colors are used when preparing pucks, just after the user color section. Search for this line:

Code: Select all

GR_PROPERTY graphic='xy_puck_big_1' name='colour' id='2' value='xy_puck_big_1'
After that, when drawing actual pucks on the XY pads I use graphic field instead of colour:

Code: Select all

PROPERTY control='XY 1 Editor Pad' name='graphics' id='1' value='xy_puck_big_1'
So I'm referring to a procedural puck named xy_puck_big_1, and not the color variable.
EvilDragon wrote:First delay mode image looks bigger than others.
Delays don't use PNG graphics anymore. I couldn't make it look good and decided to fall back to text labels.
EvilDragon wrote:BTW - it would be great if you could introduce another color preset, label_menu_matrix, for text of mod matrix menus! I have it set to the mod color of the knobs. Kinda makes sense to tie this in together, no? :)
I'll try that :)
EvilDragon wrote:And another suggestion: why not use arp_voices0.png as the close button for OSC/MSEG popups? Right now we have to guess where the close button is. A legitimate "X" would definitely help :)
You don't have to guess or aim anywhere :) The whole area without text is the close button. You can click anywhere there to close the editor. I tried different variants, but they all looked wrong to me, so I sticked with the transparent version. I should probably add an optional graphic for the button though.

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Removing PNGs from module backgrounds makes sense why things would be darker over here. OK I'll need to tweak module bg colors then!

Ah so I suppose when find&replacing I probably left the delay mode graphic in there. Anyways I fixed it for myself. Doesn't look TOO bad. :)


Regarding OSC/MSEG close button, here's how I made it look:

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This is very promising drzhnn! :clap:

I support the suggestions ED made and would like to add the following suggestion: To add names to the modules to make navigation a bit more clear and direct (see the attached pic)
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I can see why you requesting this, but this kind of labeling will work only with simple waveforms. With more complex ones this approach will create a mess. Here's a quick example:

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When the editor window is densely populated, the label is almost unreadable. But if you still want it, I can add this as an optional feature, disabled by default.

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It's also slightly confusing that the osc multiply is just a number. Bigger one than module number, but still confusing (above, you get 1 TWICE). Perhaps it'd make more sense if it said 1x, 2x, 4x, 11x?

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drzhnn wrote:I can see why you requesting this, but this kind of labeling will work only with simple waveforms. With more complex ones this approach will create a mess. Here's a quick example:

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When the editor window is densely populated, the label is almost unreadable. But if you still want it, I can add this as an optional feature, disabled by default.
Looks ok to me :tu: But just make the font a bit thinner. Also, ED is right about the multiply number being confusing. Since it's the largest number you tend to subconsciously think it's the OSC number.

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