HUD images?
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http://www.spiritplumber.com/priv_remake/renders/HUD/ I did a quick batch rendering of every object currently in the game... doesn't look too far from what exists in gemini gold i thought add weapons and engines and we're pretty much set.
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It's not complicated. Once realtime rendering of the wireframes is done, it's just a matter of applying a rotating matrix. If anything, it's trivial. After the rest is done.blue_paladin42 wrote:Hmm, rotating wireframes. Seems unnescessarily complicated. Who is going to be paying attention to rotating wireframes, when there is a ship rotating right in front of then, which they are desperately trying to hit .
And... with some work it could be very useful. Like, for instance, it could pick a good angle to point out a subunit (like a turret) on a capship, or even zoom in. Of course, that is no longer trivial. But, still, it's not unnecessarily complicated. Anyway... at least, it would be eye candy. And... as is always, it can be turned off if, afterwards, doesn't seem to fit.
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First, I don't like pictures. The HUD is for tactical analyze and not for presenting and selling the vessel. It should look this way.
I don't think 3d hud images make a lot of sence. Perhaps they do with huge objects with a lot of hitzones, especially when one hitzone on one side of the vessel prevents hitting a zone on the other side, but with ships with four zones it doesn't make much sence.
Other thing: I feel a tactical display should be as easy and well structured. If you have an extra gunner or navigator handling this stuff a movable 3d HUD may be a good idea but when you have just a pilot it seems a little tricky to me...
I don't think 3d hud images make a lot of sence. Perhaps they do with huge objects with a lot of hitzones, especially when one hitzone on one side of the vessel prevents hitting a zone on the other side, but with ships with four zones it doesn't make much sence.
Other thing: I feel a tactical display should be as easy and well structured. If you have an extra gunner or navigator handling this stuff a movable 3d HUD may be a good idea but when you have just a pilot it seems a little tricky to me...
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Most of the time, yes.
But, hits could be highlighted (I'm not sure we would use it, but it's a possibility) nicely, and it would be dazzling when you select a subunit and it rotates to show it better.
Anyway, yes. It's the same as a top view, most of the time.
About shields... good question. I'm not sure.
But, hits could be highlighted (I'm not sure we would use it, but it's a possibility) nicely, and it would be dazzling when you select a subunit and it rotates to show it better.
Anyway, yes. It's the same as a top view, most of the time.
About shields... good question. I'm not sure.
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Alpha blended. Priv 2 had a good way of representing shields. I agree with klauss here, 3D is the way to go. With a 2D view, you never know if the shield at the top represents the top or the front of the ship. And if in the future we will have well localized damage modelled, it will be a treat to be able to target a part of the ship, weapon or item that is already weak. As long as the AI's can't do the same...
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Just thought I would plug an idea.
First off I would go with wire frames, renderd in game, so that the my targets facing is viewed from my perspective. That way I can tell if my enemy is facing away or toward me without having to have a visual on him. When taking damage the section taking damage gradualy changes from green to yellow to red, then become dark blue for any destroyed parts.
As for shields Im not quite sure how many facings the shields have but keep a static display top = front, bottom = rear. This should not change even as the model rotates.
First off I would go with wire frames, renderd in game, so that the my targets facing is viewed from my perspective. That way I can tell if my enemy is facing away or toward me without having to have a visual on him. When taking damage the section taking damage gradualy changes from green to yellow to red, then become dark blue for any destroyed parts.
As for shields Im not quite sure how many facings the shields have but keep a static display top = front, bottom = rear. This should not change even as the model rotates.
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Well with the exception of Privateer 2, the top of the HUD image was always the front of the ship and the bottom was always the back of the ship. I personally don’t want to change this for historical reasons as well and the KISS rule. In addition the main reason for more moving to a 3D line drawling has less to do with 3D then the fact that it would eliminate yet another requirement for all ships, namely the HUD image itself. The image is auto generated pure and simple.
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Wait. Its been my experience that with the exception of privateer, that the top of the HUD was the left side, and the bottom was the right side. That sounds a little confusing, so if you want to see what I mean, go to ships2 section of CIC. In privateer, the up is front, bottom is back. Which actually makes more sense, but I'm just being nitpicky I guess
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