request - hud images
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request - hud images
anyone feels like doing some of those? right side up possibly
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They are already in the WCU ship pack under the respective ships
Example:
http://cvs.sourceforge.net/viewcvs.py/w ... q/cockpit/
http://cvs.sourceforge.net/viewcvs.py/w ... q/cockpit/
Example:
http://cvs.sourceforge.net/viewcvs.py/w ... q/cockpit/
http://cvs.sourceforge.net/viewcvs.py/w ... q/cockpit/
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So this URL does not display an image of the Cockpit HUD for you?
http://cvs.sourceforge.net/viewcvs.py/w ... iew=markup
http://cvs.sourceforge.net/viewcvs.py/w ... iew=markup
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I didn’t see the request for MFD anywhere. So what you are saying is she wants the unmodified version? I will have to go dig those up. However if you sale them I will guarantee they will look much shittier then these images, unless you are using some rescaling software, that has a better fractal scaling algorithm then I did.
These images were rescaled 400% from there original image, and after experimenting, what is posted came out the best.
BTW some of the cockpits are 3D models that should be used instead of the 2D image. A great example would be. The Hornet Cockpit
http://cvs.sourceforge.net/viewcvs.py/w ... q/cockpit/
These images were rescaled 400% from there original image, and after experimenting, what is posted came out the best.
BTW some of the cockpits are 3D models that should be used instead of the 2D image. A great example would be. The Hornet Cockpit
http://cvs.sourceforge.net/viewcvs.py/w ... q/cockpit/
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I think spirit is talking the little ship images that show when you target a ship. Many of them are missing. Not cockpit interiors. For cockpit interiors we should redo them in 3D
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Would it not be better instead of using an image, to mathematically draw the crosshairs and related items via VG?
Ok now this is getting confusing. now we have 3 items. Sprit which one?
EDIT:
BTW this might be a good time to implement "SVG" Scalable Vector Graphic support. We already have the XML parser, and Gnome and KED are all starting to support it so all the tools should be there, or starting to be there.
Ok now this is getting confusing. now we have 3 items. Sprit which one?
EDIT:
BTW this might be a good time to implement "SVG" Scalable Vector Graphic support. We already have the XML parser, and Gnome and KED are all starting to support it so all the tools should be there, or starting to be there.
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<div class=OT>
VS does draw the crosshair using VG. Only it's a hardcoded VG. About SVG... I'm not fond of the idea of parsing XML for graphics - XML is shamefully slow. But it's not a bad idea. Although I'm digressing.
</div>
About the options... I would vote for either the original pictures taken off the HUDs on those cockpits, or a redrawn one to match the HUDs on those cockpits. Anyone of those is a good option. But I would avoid the filtered one. It may be just my opinion, but it looks really awkward, as if it had been handdrawn with a dirty mouse or something.
VS does draw the crosshair using VG. Only it's a hardcoded VG. About SVG... I'm not fond of the idea of parsing XML for graphics - XML is shamefully slow. But it's not a bad idea. Although I'm digressing.
</div>
About the options... I would vote for either the original pictures taken off the HUDs on those cockpits, or a redrawn one to match the HUDs on those cockpits. Anyone of those is a good option. But I would avoid the filtered one. It may be just my opinion, but it looks really awkward, as if it had been handdrawn with a dirty mouse or something.
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I am not going to disagree with you on the XML part. But the real question is are there easy to use development tools. XML is ok as long as its used sparingly, and at the end of the day, we could always build a converter for the SVG to a fast if not less supported format (as long as you can go the other way).klauss wrote:<div class=OT>
VS does draw the crosshair using VG. Only it's a hardcoded VG. About SVG... I'm not fond of the idea of parsing XML for graphics - XML is shamefully slow. But it's not a bad idea. Although I'm digressing.
</div>
About the options... I would vote for either the original pictures taken off the HUDs on those cockpits, or a redrawn one to match the HUDs on those cockpits. Anyone of those is a good option. But I would avoid the filtered one. It may be just my opinion, but it looks really awkward, as if it had been handdrawn with a dirty mouse or something.
On the HUD ship images. I would rather redraw them from scratch the scale them, and I would rather use a VG format in place of a bitmap image. But in order to do this, we need to solve the first
A third option is to use the 3D model of the ship, and green/blue/red scale it so it looks like a computer generated image. Then trace all the hard edges to stand out, and then restrict the view of the model, to a top view or animation of all three views. The problem it I would have no clues where how to do that or where to start. But it would solve the HUD ship images completely because the model itself ends up being the HUD image.
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LOLmkruer wrote:A third option is to use the 3D model of the ship, and green/blue/red scale it so it looks like a computer generated image.
It would always be a CG image...
...but I get your meaning.
I like that one. I like it a lot. It would allow efficient animated hud images. Nice. Nice. Nice.
I'll poke into it whenever I can. I'll see what's needed to do that, and if it's hard or not.
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I know you guys want to stick with authenticity, but how about something like the target damage display in the MechWarrior games? A 3D wireframe of the target, with portions of the frame changing color for damage?
A low-poly LOD of the target could be used for the wireframe to keep it simple and looking 'artificial'.
A low-poly LOD of the target could be used for the wireframe to keep it simple and looking 'artificial'.
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I like this idea the best. A monochrome wireframe is all that's needed as far being able to tell the shape of the ship and where the front and the back are; and it allows to use colors to represent more useful info, such as damage. I really liked the way Privateer 2 did it much better than Priv 1, and you could distinguish betwee up/down and front/back shield pairs, which currently you can't. And I also liked Priv 2's having 2 equal representations: on the left for the enemy ship, on the right for your own ship.Hyena wrote:I know you guys want to stick with authenticity, but how about something like the target damage display in the MechWarrior games? A 3D wireframe of the target, with portions of the frame changing color for damage?
A low-poly LOD of the target could be used for the wireframe to keep it simple and looking 'artificial'.
OT
Nice ferret here:
/OT
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I should have saved the link; it was off an archive issue of wcnews which also announced Vegastrike 0.4.1 release, so pretty old.
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