While doing some modding with the interface, I noticed some weird behavior as regards to how the title shield is rendered. I'm not sure if it's a bug, or as intended or just some limitation in the code, but please take a look at the images below:
Notice some shields are small while others are big. The smaller ones seem to use the randomly generated coat of arms whereas the bigger one uses the fixed hand drawn CoAs.
Here is another example, look at his primary title which has a bigger frame:
Digging into the code a little bit. In the domestic_dynastic.gui, it uses the GFX_shield_big/small for the shield texture, but how this texture is generated/defined is hidden behind the code. However there seem to be two things can potentially be used:
Is there something we can do at least here to make those shield look better? What is actually the logic behind determines which frame to use? And why does a CoatOfArmsType even need to define a frame, wouldn't it make more sense to have it simply generate the background of the CoA and let the UI or maskedShieldType determine which frame to use?
Notice some shields are small while others are big. The smaller ones seem to use the randomly generated coat of arms whereas the bigger one uses the fixed hand drawn CoAs.
Here is another example, look at his primary title which has a bigger frame:
Digging into the code a little bit. In the domestic_dynastic.gui, it uses the GFX_shield_big/small for the shield texture, but how this texture is generated/defined is hidden behind the code. However there seem to be two things can potentially be used:
- maskedShieldType, which defines bunch of GFX_shield_big/small_pagan/muslim/indian etc. and uses the bigger frame. I suspect this used for the fixed CoAs
- CoatOfArmsType, which defines randomly generated coat of arm types, also different types of frames (unit type, plain type etc.) and I suspect this generats the GFX_shield_big/small for randomly generated CoAs
Is there something we can do at least here to make those shield look better? What is actually the logic behind determines which frame to use? And why does a CoatOfArmsType even need to define a frame, wouldn't it make more sense to have it simply generate the background of the CoA and let the UI or maskedShieldType determine which frame to use?