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Author Topic: Symbols for the geoscape  (Read 76291 times)

Offline Winter

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Re: Symbols for the geoscape
« Reply #90 on: February 15, 2008, 08:41:36 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.

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

Offline BTAxis

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Re: Symbols for the geoscape
« Reply #91 on: February 15, 2008, 08:44:37 pm »
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).

Offline Psawhn

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Re: Symbols for the geoscape
« Reply #92 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. :) )

Offline Winter

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Re: Symbols for the geoscape
« Reply #93 on: February 16, 2008, 12:18:20 am »
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. :) )

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

Offline Mattn

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Re: Symbols for the geoscape
« Reply #94 on: February 16, 2008, 08:17:55 am »
should not be a problem - but only via vertex shader - the problem is how to calculate the surface of the infected locations

Offline Winter

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Re: Symbols for the geoscape
« Reply #95 on: February 16, 2008, 09:37:16 am »
should not be a problem - but only via vertex shader - the problem is how to calculate the surface of the infected locations

Like I said, they should radiate out from alien bases in a rough circle. Also, ideally, this would be going on without getting displayed on the Geoscape until the player researches Alien Infiltration.

Regards,
Winter

Offline Josh

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I have a suggestion
« Reply #96 on: November 04, 2008, 09:04:31 pm »
Are people still making icons for the geoscape? I can't seem to find a definitive list anywhere.

[attachment deleted by admin]

Offline Chriswriter90

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Re: Symbols for the geoscape
« Reply #97 on: November 04, 2008, 09:35:28 pm »
Josh's ones look nice.

Offline Destructavator

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Re: Symbols for the geoscape
« Reply #98 on: November 05, 2008, 02:37:03 am »

Offline stevenjackson

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Re: Symbols for the geoscape
« Reply #99 on: November 05, 2008, 03:03:42 am »
For each new geoscape icon on the geoscape map we need a image and a model.

Steve

Offline ghosta

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Re: Symbols for the geoscape
« Reply #100 on: November 05, 2008, 07:16:32 am »
How would you want to look the model like?

Something like a cirle with the symbol on it?

Offline Josh

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Re: Symbols for the geoscape
« Reply #101 on: November 05, 2008, 07:30:17 am »
I know how I'd like the model to look. Think you could pull this off?

[attachment deleted by admin]

Offline bayo

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Re: Symbols for the geoscape
« Reply #102 on: November 05, 2008, 09:36:34 am »
I very like the idea of a pin into the earth (like we can see on Google Earth, here we see a fast preview). But i dislike the skull (the little grey head is maybe better, with a color code or another element).

[attachment deleted by admin]

Offline Winter

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Re: Symbols for the geoscape
« Reply #103 on: November 05, 2008, 11:12:54 am »
The pin concept is a good one but the skull doesn't really fit. Some more colour in the icons themselves might be necessary as well, to get the point across better.

We had a list of needed icons somewhere, but I can't seem to find it now . . .

Regards,
Ryan

Offline RudolfoWood

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Re: Symbols for the geoscape
« Reply #104 on: November 05, 2008, 08:08:54 pm »
I also like the idea of pin-pointers, but I think they should point from straight above (so 2D would be a projection of circles) - if earth is looked at in 3D, these pins shouldn't be flat but somehow raised (if such is possible with the engine). Aircrafts also should not be flat but flying over the earth.