TeamCircles
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TeamCircles
Hia Guys'n'Girls
I have been making a widget that draws circles around any unit you can see. Ok.. that idea isn't new.. 'Teamplatter' does the same job, but i didn't like that flashing all the time, so i made my own one
Have fun with it :)
The one in the middle is selected,.. the others aren't
Here you can see the same with Teamplatter
( Well .. it's not only the circles i modified .. it's also the size-calculation :D )
Edit:
Note: There is a newer Version on the Bottom of this page :)
I have been making a widget that draws circles around any unit you can see. Ok.. that idea isn't new.. 'Teamplatter' does the same job, but i didn't like that flashing all the time, so i made my own one
Have fun with it :)
The one in the middle is selected,.. the others aren't
Here you can see the same with Teamplatter
( Well .. it's not only the circles i modified .. it's also the size-calculation :D )
Edit:
Note: There is a newer Version on the Bottom of this page :)
- Attachments
-
- unit_unit-circles.lua
- The Lua-widget has to be places in Spring/LuaUI/Widgets/
- (6.33 KiB) Downloaded 140 times
Last edited by Lelousius on 26 Jul 2010, 00:27, edited 1 time in total.
Re: TeamCircles
Would be awesome if you could make the circles join up like bubbles would.
Re: TeamCircles
i could give that a try .. but that will be far more complicated and will need lots of resource (atleast for moving units the circle/bubble will be recalculated each frame and not - as it is now - just a drawn displaylist)
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- Posts: 1398
- Joined: 17 Sep 2008, 04:36
Re: TeamCircles
I love this widget, so much prettier than old teamplatter.
Re: TeamCircles
wasnt there a widget, that does this too? but will upload it, when im home
Re: TeamCircles
Check openGL blending tags, you can join it without any extra drawing/processing.Lelousius wrote:i could give that a try .. but that will be far more complicated and will need lots of resource (atleast for moving units the circle/bubble will be recalculated each frame and not - as it is now - just a drawn displaylist)
We had it in CA once.
Re: TeamCircles
I don't understand why people need team platters
Totally useless imo
Totally useless imo
Re: TeamCircles
I couldn't play as good as I do without it It's makes spotting units easier on the eye.Drone wrote:I don't understand why people need team platters
Totally useless imo
Re: TeamCircles
I have bad ATI drivers and use it to differentiate teams in all 3do based games.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
Re: TeamCircles
Some games like S44, don't use a lot of team color on their models. It is not always the style of some games to have team color on their models, and this can help players who like to see the team color easily.
Re: TeamCircles
That sounds very easy .. but what do you mean with "blending tags"? I have never heard that and not found it on the internet.Licho wrote:Check openGL blending tags, you can join it without any extra drawing/processing.
Just using some blendfunc or blendequalation would not work as the world and previously drawn circles are used as the destination&resource without making a difference
Re: TeamCircles
You can try playing with stuff like
gl.BlendEquation(0x8008)
But im not sure if you can get it working properly without screwing colors too much. You can probably try to use stencil too.
gl.BlendEquation(0x8008)
But im not sure if you can get it working properly without screwing colors too much. You can probably try to use stencil too.
Re: TeamCircles
I use it, makes it easier to recognize who's is what at a glance, especially with certain units with bad color.Drone wrote:I don't understand why people need team platters
Totally useless imo
Not to mention the boxes are ugly and annoying. Team platter is pretty and nice.
Re: TeamCircles
It also means its easier at a distance to see whose who without resorting to icons
Re: TeamCircles
Like this?.. then .. i guess i have done it .. with loads of steps modifying the Alphachannel only :D
Re: TeamCircles
I'd like to see the code to do that, looks coolLelousius wrote:
Like this?.. then .. i guess i have done it .. with loads of steps modifying the Alphachannel only :D
Re: TeamCircles
Lelousius wrote:
Like this?.. then .. i guess i have done it .. with loads of steps modifying the Alphachannel only :D
Looks good, only problem is that the unselected units overlap the selected units, that should be reversed.
Re: TeamCircles
Oh .. here's the code
unit_unit_circle_2.lua : the one in that image
unit_unit_circle_2_fix.lua : most probably fixed one .. but didn't test
Edit:
A new image
* Name-fix for unit_unit_circle_2_fix.lua
Edit2: Uploaded a slightly resource optimised Version
unit_unit_circle_2_fix.lua : most probably fixed one .. but didn't test
Edit:
A new image
* Name-fix for unit_unit_circle_2_fix.lua
Edit2: Uploaded a slightly resource optimised Version
- Attachments
-
- unit_unit_circle_0.3.lua
- (10.98 KiB) Downloaded 114 times
Re: TeamCircles
Changelog:
- Fixed no display at water
- Improved to use less resources
- Fixed no display at water
- Improved to use less resources
- Attachments
-
- unit_unit_circle_0.4.lua
- (11.88 KiB) Downloaded 125 times
Re: TeamCircles
Could this technique be used on larger scale to show radar and jammer rings? That would be cool. The way they seem to vanish on collision is very nice.