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TeamCircles

Posted: 22 Jul 2010, 20:15
by Lelousius
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 :)

Image
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 :)

Re: TeamCircles

Posted: 22 Jul 2010, 20:23
by Jazcash
Would be awesome if you could make the circles join up like bubbles would.

Re: TeamCircles

Posted: 22 Jul 2010, 22:31
by Lelousius
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)

Re: TeamCircles

Posted: 23 Jul 2010, 04:22
by luckywaldo7
I love this widget, so much prettier than old teamplatter.

Re: TeamCircles

Posted: 23 Jul 2010, 07:58
by manolo_
wasnt there a widget, that does this too? but will upload it, when im home

Re: TeamCircles

Posted: 23 Jul 2010, 11:02
by Licho
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)
Check openGL blending tags, you can join it without any extra drawing/processing.

We had it in CA once.

Re: TeamCircles

Posted: 23 Jul 2010, 15:40
by Drone
I don't understand why people need team platters

Totally useless imo

Re: TeamCircles

Posted: 23 Jul 2010, 15:55
by Jazcash
Drone wrote:I don't understand why people need team platters

Totally useless imo
I couldn't play as good as I do without it :oops: It's makes spotting units easier on the eye.

Re: TeamCircles

Posted: 23 Jul 2010, 17:27
by oksnoop2
I have bad ATI drivers and use it to differentiate teams in all 3do based games.

Re: TeamCircles

Posted: 23 Jul 2010, 19:24
by bobthedinosaur
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

Posted: 24 Jul 2010, 22:59
by Lelousius
Licho wrote:Check openGL blending tags, you can join it without any extra drawing/processing.
That sounds very easy .. but what do you mean with "blending tags"? I have never heard that and not found it on the internet.
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

Posted: 25 Jul 2010, 00:00
by Licho
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.

Re: TeamCircles

Posted: 25 Jul 2010, 07:12
by Hobo Joe
Drone wrote:I don't understand why people need team platters

Totally useless imo
I use it, makes it easier to recognize who's is what at a glance, especially with certain units with bad color.

Not to mention the boxes are ugly and annoying. Team platter is pretty and nice.

Re: TeamCircles

Posted: 25 Jul 2010, 16:16
by AF
It also means its easier at a distance to see whose who without resorting to icons

Re: TeamCircles

Posted: 25 Jul 2010, 16:46
by Lelousius
Image

Like this?.. then .. i guess i have done it .. with loads of steps modifying the Alphachannel only :D

Re: TeamCircles

Posted: 25 Jul 2010, 17:03
by Niobium
Lelousius wrote:Image

Like this?.. then .. i guess i have done it .. with loads of steps modifying the Alphachannel only :D
I'd like to see the code to do that, looks cool

Re: TeamCircles

Posted: 25 Jul 2010, 17:09
by Hobo Joe
Lelousius wrote:Image

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

Posted: 25 Jul 2010, 17:14
by Lelousius
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
Image
* Name-fix for unit_unit_circle_2_fix.lua

Edit2: Uploaded a slightly resource optimised Version

Re: TeamCircles

Posted: 26 Jul 2010, 18:55
by Lelousius
Changelog:
- Fixed no display at water
- Improved to use less resources

Re: TeamCircles

Posted: 26 Jul 2010, 18:59
by Pxtl
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.