[HUD] New Loading Screens

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AncientMan
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Post by AncientMan »

Clypp wrote:You need to remove the image and use various shades of green to indicate forest denseness. Buildings should be black and roads...pink IIRC. How did you get the contour lines?

More like this.
It would take far too long to do for each map. The contour lines is just a simple import of the heightmap over the top of the minimap, plus a few minor edits. It also wouldn't be that practical ingame me thinks.
dbzao
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Post by dbzao »

If you are going to try to use those kinda aerial pictures for the maps, I think it really needs to be the same angle as the minimap.

HoH one was fine because it's just like the minimap.

Kashan was weird because you inverted the angle and the MEC base was top right and the US base was bottom left and I had to stare at it for a few seconds to understand exactly what I was looking at.

Also something to consider is to add the realitymod.com text that we have in most loadmaps in that box bellow the minimap, between the gamemode and map size.
Rhino
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Post by Rhino »

AncientMan wrote:Yeah Rhino, I know what you mean. Was thinking the exact same thing when I was doing it about if the map wasn't symmetrical. Although, personally, I think that the in game picture looks better than the minimap. I might do a comparison shot, one with the in game picture, one with the map, and see what people think.

As for topographical maps. They're easy enough to do, but do they look good is another question. It might get a bit messy and hard to read when you put players and map icons all over it... Here's an example, but its missing a compass and contour interval (which is 10m btw).
I wouldnt do a topographical map, unless we decide to redo every minimap for PR like that :p

think a comparison would be gd, but like db said, keep north, north when taking the ingame shots :)
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IronTaxi
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Post by IronTaxi »

:roll: ....

yeah...cause these guys can orient themselves otherwise...geezz...hehe...

:twisted: :twisted:
AncientMan
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Post by AncientMan »

OK, here is my latest creation:
Image
And for comparison with the in game map:
Image

I have to say, I still like the first one the best. The second one just feels too empty for me.
dbzao
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Post by dbzao »

Yep, looking good. Not all maps will be that easy to have a very detailed view like that, but hey, go ahead and try it. But really keep north north and south south ;)

About the "Size" text, I don't think you should call it that. We have some maps where the 64 layer is exactly the same as the 32, but have different set of vehicles (like Kashan) and we will use this more in the future. So a different word is needed, and I think the best one is "Version". So you will have Version 16, 32, 64. Also put the gamemode first and the version second, because you generally say "AAS 64 version" or "Insurgency 32 version", etc.

About showing the numbers of vehicles, that is not a good idea since it will change a lot and also it's variable with vehicles spawning over time, at bunkers/firebases, etc. Just a green check would be ok, I guess. Or maybe just put the vehicle icons that are in the map. So you would have jeep and apc icon only, instead of showing all icons with checks and red Xs.
AncientMan
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Post by AncientMan »

Image
dbzao
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Post by dbzao »

Very nice... may I suggest making the vehicle icons bigger? I think when we put that in the top right of the loading screen it's going to be very small to be useful. Consider making the flags smaller and the vehicle icons bigger.
Z-trooper
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Post by Z-trooper »

this is really some nice work. I must say its some good ideas! keep it up, you are doing a damn good thing :)
Image
"Without geometry, life is pointless"
AncientMan
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Post by AncientMan »

Image
And ingame
Image

Keep the suggestions coming :D
Z-trooper
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Post by Z-trooper »

I really dig that surveillance style photos of the battlefield. Thats a pretty cool idea!
Image
"Without geometry, life is pointless"
fuzzhead
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Post by fuzzhead »

very nice man! i have one suggestion and that is to retain the project reality text that is placed around the map settings area:

picture: Image
AncientMan
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Post by AncientMan »

Oops, forgot about that since it goes on the background pic and not the preview pic. Easily done :)

Image
Last edited by AncientMan on 2007-11-20 11:21, edited 1 time in total.
Mongolian_dude
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Post by Mongolian_dude »

An indication of map size would be nice also.
Sometimes i never know if its 32 or 64 on Kashan until I already spawned in....If your feeling frisky, why not make different ones, reflecting the map size:lol :?

...mongol...
Military lawyers engaged in fierce legal action.

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IronTaxi
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Post by IronTaxi »

awesome!

really nice touches
Clypp
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Post by Clypp »

[R-DEV]Rhino wrote:I wouldnt do a topographical map, unless we decide to redo every minimap for PR like that :p

think a comparison would be gd, but like db said, keep north, north when taking the ingame shots :)
I don't think it would be that hard. I'll try to make a few to put up for judging. It's just the heightmap layer (I'll have to figure out how to generate that), and then paint over the existing map with the topographical colors. Will changing the minimap be caught by punkbuster?
Rhino
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Post by Rhino »

nice work, would maybe be best to have only icons for vehicles that are in the map without grayed out ones, thou can see why you have the gray and black system :)

good work sofar, still prefer a minimap on my end just cos you can see all of the map hehe, but can see why people like it so might aswell keep with it :)
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Outlawz7
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Post by Outlawz7 »

btw, [R-CON]AncientMan is missing the pinky purple name :p
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Rhino
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Post by Rhino »

Outlawz wrote:btw, [R-CON]AncientMan is missing the pinky purple name :p
ye, noticed that too, just need to drag a admin back out of bed to fix it :p
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TayloR016
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Post by TayloR016 »

These are awesome, love the al basrah one!


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