|
FAQ
• Search • Login
|
Radar Screen (Updated for all maps + terrain for all maps)
Author |
Message |
Seraph
Moderator Hero
Joined: Sun Dec 24, 2006 11:28 pm Posts: 868 Location: London Server
|
Re: Radar Screen (Updated for all maps + terrain for all maps)
This is the quality and style of mod that really could/should be included in the final version of CC. First class professional jobby you've done here.
|
Sat Sep 05, 2009 1:06 am |
|
|
Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
|
Re: Radar Screen (Updated for all maps + terrain for all maps)
Seraph: Agreed. We need more shiny stuff like this from the team in the feature. Guncraft, maps, and complex weaponry, oh my. B24 has some expectations to at least partially fulfill as far as content goes. (Although, the minimap was originally planned as a feature. There's a spot in the pie menu for it if you use a brain)
Also, fudge yes. Working on ALL MAPS. Oh dear, zalo pulled an inb4grif (despite Grif having the first proof of concept publicly released)
Zalo, will you have my babies? I know they won't look very good hurf spriting reference but they'll probably be able to do something like generate neutron stars from their nostrils so it'll all balance out.
|
Sat Sep 05, 2009 1:21 am |
|
|
Requisite
Joined: Fri Nov 16, 2007 6:32 pm Posts: 211
|
Re: Radar Screen (Updated for all maps + terrain for all maps)
Awesome, downloaded. Grif's version is still badass, though.
|
Sat Sep 05, 2009 2:33 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: Radar Screen (Updated for all maps + terrain for all maps)
seriosuly dude, .png. other than that, pretty awesome. god i cant wait for the minimap to be implemented in-HUD
|
Sat Sep 05, 2009 11:08 am |
|
|
zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
|
Re: Radar Screen (Updated for all maps + terrain for all maps)
In HUD, you say?
It's probably more trouble than it's worth, and I've already tried once, but maybe I'll try again when I get back.
For anybody who is good (great) at math, and can understand mine: It would involve using the actor-that-you-are-currently-controlling.ViewPoint (The Pos that your camera is centered around), and some more math to fit in with screens of different resolutions.
|
Sat Sep 05, 2009 3:12 pm |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: Radar Screen (Updated for all maps + terrain for all maps)
i meant like, implemented through the engine, but i suppose we can do that as well. couldnt we just use SceneMan:GetOffset()? or does that ♥♥♥♥ not work properly? also, i found some interesting stuff. SceneMan:LockScene(); SceneMan:GetMOIDPixel(X,Y) SceneMan:UnlockScene(); finds a moid on a pixel, from what i can deduce.
|
Sat Sep 05, 2009 10:41 pm |
|
|
|
Who is online |
Users browsing this forum: Baidu [Spider] |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|