Demo of hud.ini radar map features [message #231236] |
Sun, 19 November 2006 21:03 |
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I have fixed several bugs in the hud.ini custom radar code as of 3.0 and now you can have a map texture that rotates so that "up" is always where you are looking. Here is an example to show it off (you will need 3.0 to actually play with the example)
Firstly, here are 2 screenshots that show the hud.ini radar map feature working:
http://users.tpg.com.au/jfwfreo/ScreenShot26.png C&C_Walls
http://users.tpg.com.au/jfwfreo/ScreenShot25.png C&C_Islands
Here is an example map texture for C&C_Walls to show how they should look and work:
http://users.tpg.com.au/jfwfreo/walls.tga
I used the following hud.ini keywords along with this texture to generate the screenshot above:
[General]
EnableRadar=true
BackgroundTexture=hud_main.tga
DrawCompassLine=false
BlipTexture=hud_main.tga
ScrollingRadarMap=true
HideInfoBox=true
ShieldEnabled=true
ShieldVisible=false
HealthEnabled=true
HealthVisible=false
ScrollingMapTexture=walls.tga
ScrollingMapOffsetX=0
ScrollingMapOffsetY=0
ScrollingMapScale=2
RadarRotate=true
ColorCount=8
BackgroundTop=0
BackgroundLeft=0
RadarBlip1Left=247
RadarBlip1Top=77
RadarBlip2Left=247
RadarBlip2Top=93
RadarBlip3Left=247
RadarBlip3Top=85
RadarBlip4Left=241
RadarBlip4Top=103
RadarBlip5Left=241
RadarBlip5Top=114
RadarBlipColor0=1
RadarBlipColor1=2
RadarBlipColor2=3
RadarBlipColor3=4
RadarBlipColor4=5
RadarBlipColor5=6
RadarBlipColor6=7
RadarBlipColor7=8
RadarSize=102
RadarX=11
RadarY=-151
RadarWorldSize=25.5
DrawStar=false
[Color1]
Red=200
Green=0
Blue=0
[Color2]
Red=225
Green=175
Blue=65
[Color3]
Red=225
Green=225
Blue=240
[Color4]
Red=0
Green=100
Blue=0
[Color5]
Red=0
Green=0
Blue=255
[Color6]
Red=50
Green=225
Blue=50
[Color7]
Red=50
Green=150
Blue=250
[Color8]
Red=150
Green=50
Blue=150
If anyone with better skills than I wants to come up with some generic instructions on how to make the overhead view map textures (I only got this one working through trial and error), that would be nice.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: Demo of hud.ini radar map features [message #231242 is a reply to message #231241] |
Sun, 19 November 2006 21:36 |
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Viking
Messages: 1692 Registered: July 2005 Location: Earth
Karma: 0
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General (1 Star) |
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Canadacdn wrote on Sun, 19 November 2006 22:35 | Holy shit.
That's awesome.
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QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn
Crimson wrote on Thu, 17 May 2007 05:22 |
Memphis wrote on Tue, 15 May 2007 03:54 | ...fatally die to death...
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I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
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Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
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Re: Demo of hud.ini radar map features [message #231274 is a reply to message #231236] |
Mon, 20 November 2006 03:28 |
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I expect Reborn and APB will be using this feature (everything I have heard from both teams suggests they will but I dont claim to speak for the teams)
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: Demo of hud.ini radar map features [message #231289 is a reply to message #231236] |
Mon, 20 November 2006 07:56 |
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Basicly, the change required for the map is to attach the script JFW_Change_Radar_Map to an object in the game world or otherwise call the Change_Radar_Map engine call. This is required to tell the code 3 things:
1.How many pixels on your texture 1 unit in the game world is equal to. (which depending on your texture may be a floating point number)
2.What the filename of your texture is
and 3.How many pixels away from the center of the texture in the X and Y directions (positive or negative) 0,0 in the game world is
Also, given how many people have commented on the need to attach this script/call this engine call/do this map thing, I am considering (either for 3.0 if I can get it in in time or for 3.1) adding a feature where there is a file named e.g. c&c_walls.ini or something like that (obviously named after the map) and then new code that says "read the radar information from that ini file if its present", that way you wouldnt need to have the script in the map or call the engine call.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: Demo of hud.ini radar map features [message #231312 is a reply to message #231289] |
Mon, 20 November 2006 09:14 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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jonwil wrote on Mon, 20 November 2006 09:56 | Basicly, the change required for the map is to attach the script JFW_Change_Radar_Map to an object in the game world or otherwise call the Change_Radar_Map engine call. This is required to tell the code 3 things:
1.How many pixels on your texture 1 unit in the game world is equal to. (which depending on your texture may be a floating point number)
2.What the filename of your texture is
and 3.How many pixels away from the center of the texture in the X and Y directions (positive or negative) 0,0 in the game world is
Also, given how many people have commented on the need to attach this script/call this engine call/do this map thing, I am considering (either for 3.0 if I can get it in in time or for 3.1) adding a feature where there is a file named e.g. c&c_walls.ini or something like that (obviously named after the map) and then new code that says "read the radar information from that ini file if its present", that way you wouldnt need to have the script in the map or call the engine call.
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Couldn't you just spawn an invisible object at 0,0,0 and attatch the script to that object via the servers scripts.dll? That would mean people don't have to edit the maps that already exists if it's possible to do it that way.
Really nice work BTW, thats really really impressive
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Re: Demo of hud.ini radar map features [message #231351 is a reply to message #231236] |
Mon, 20 November 2006 13:49 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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Assuming that GDI is represented by yellow, and Nod by red... Why are both displayed in your screenshot? Does the n00bstories server display enemies on the radar too? Pretty weird that you can see both teams on your radar, that is assuming what the little yellow dots are GDI units.
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