Development > Artwork

Symbols for the geoscape

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Winter:

--- Quote from: BTAxis on February 14, 2008, 02:36:38 pm ---About that, there were some ideas on the mailing list. Basically a bitmap that stores the level of XVI spread per pixel. It sounded okay to me, but I don't know what you had in mind for it.

--- End quote ---

It sounds good code-wise, but how exactly would it look? I mean, simple discolouration wouldn't be very exciting or threatening. We want XVI to creep across the Earth with menace.

Regards,
Winter

BTAxis:
So what is it you're thinking of? Something like the biomass in Aftermath? I don't see why PHALANX intel would do something like that (it IS their data you're basically seeing).

Psawhn:
If the engine supported it, would an animated texture like this work?

https://webdisk.ucalgary.ca/~djetowns/public_html/misc_files/UFO_AI/xvi_test1_0001_0125.avi

(Yay procedural texture animation. :) )

Winter:

--- Quote from: Psawhn on February 15, 2008, 10:36:42 pm ---If the engine supported it, would an animated texture like this work?

https://webdisk.ucalgary.ca/~djetowns/public_html/misc_files/UFO_AI/xvi_test1_0001_0125.avi

(Yay procedural texture animation. :) )

--- End quote ---

That looks brilliant, but I don't think we've got animated texture support. Mattn, come enlighten us! And if we haven't got it, can you code it?

Regards,
Winter

Mattn:
should not be a problem - but only via vertex shader - the problem is how to calculate the surface of the infected locations

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