Wednesday, September 23, 2009

3d radar, update again mk2 :P

now it is almost 99% done...

thing i have done :
the blips read the team to assign colours, which are set on the control itself
the blips read from the datablock to the picture to use (or do a 'square' if empty)
the blips 'scale' colours(nb inc. alpha) set on the control, according to range
the blips scale size, with 3 variables on the control (overall size, close/far size)

things still to be done :

possibly more (or custom?) team colours (ie in the same way the blip pictures are atm)

anyway... so here is a picture to show an example
(the players have the radar plane as there picture, the vehicles have theres as the plane inverted and upside down, and the rocks have none, so is just a block for a blip)
(the teams are set in the object block, but can be changed as example there is one of each for each type here, but say in game, you would be asigned to team 1 or team 2, and have team 3 for debris/rocks/neutral/etc)


so yeah now you can have custom blip pictures, about another 4 or so hours worth of work... i will clean it up then post it on earth...

slightly cleaned up version put on ::
\\earth\projecttemp\supernova\3dradar

5 comments:

  1. 7 Posts on Radar :D
    Radar evolves Radarmon!

    We will change the targetHud that is in currently to show the major things in the area; like big ships, key points, etc.

    As well as make health / etc show up in a larger field I suppose; thatd be next as far as 'navigation and information' goes.

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  2. How come some of those images dont have the edges alpha'd o.o

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  3. Graham, what kind of settings etc do guided missiles in Ron's release of that resource use? Where would you call the functions to initiate the searching and does it require some specific object for lockon.

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  4. Well after some short testing; its just apparent that the lockon only lasts about 1 second after taking your cursor away.

    It's more intended for a moving target I suppose. Still... sidewinder seeking missiles :)

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  5. re: the images :
    they aren't alpha-ed because the channel or the colour it was using for that was also inverted...
    what you should be able to see is the 'lines' of the plane are see thru on the inverted version...

    re: the lock-on :
    the resource has all those numbers in the settings, like the time till lockon is acheived/lost, and what is locked on and such (eg crossbow only 'locks' onto vehicles)
    and apparently the sidewinder is supposed to supercead everything, but i never saw any explicit code doing so... :P

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