Please use outlines, not these old sprites

PricePrice Join Date: 2003-09-27 Member: 21247Members
<div class="IPBDescription">like in l4d, avp and stuff</div>I know its ns, but it looks terrible in the video, the sprite is going to fit the whole screen, maybe its because its the pre-alpha but i am sure this lines are pretty smooth.
<img src="http://i48.tinypic.com/63w3nl.jpg" border="0" class="linked-image" />
<img src="http://i50.tinypic.com/12302g6.jpg" border="0" class="linked-image" />

<a href="http://developer.valvesoftware.com/wiki/L4D_Glow_Effect" target="_blank">http://developer.valvesoftware.com/wiki/L4D_Glow_Effect</a>
Code example with the source engine (i know they don´t use the source anymore)

Comments

  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    It's a placeholder.
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    Pretty much everything you see in that video is a placeholder. This most probably is too.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    I've heard the engine is a placeholder aswell..
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    <!--quoteo(post=1751338:date=Feb 6 2010, 09:56 AM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Feb 6 2010, 09:56 AM) <a href="index.php?act=findpost&pid=1751338"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pretty much everything you see in that video is a placeholder. This most probably is too.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hum, no?
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited February 2010
    <!--quoteo(post=1751339:date=Feb 7 2010, 01:00 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Feb 7 2010, 01:00 AM) <a href="index.php?act=findpost&pid=1751339"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've heard the engine is a placeholder aswell..<!--QuoteEnd--></div><!--QuoteEEnd-->
    i´ve heard the developers are placeholders aswell..


    and please no L4D styled outlines, this gives away way to much information about the enemy.. like..if hes crouching..or which direction he is looking. just stick to some fancified stylistic blip for marines (maybe something like some very rough pixelated alien shape like a raw sonar echo visualisation) so you dont really have such an advantage.
    you would have to overlay the screen with a quite low res raster. lets say less then 640x480 which is used as matrix to display the "motion tracking echo" , the aliens would be animated representations of their siluette, just very pixelated and low res. a alien very far away would be just one big 20x20 pixel, maybe at this range outlined by some bracket so its easier to see, when you get closer, more pixels would fill the raster, and more details would be visible, but even at a close up , next to the wall where the alien would hide behind the shape would be to rough to make out any distinctive details. you would see it animate, see the rough shape of it but it would be up to your intepretation where the alien is facing at. they had something similar like that in rainbow six lockdown.. IMO the scanner resolution the have used in that game would be to high for NS, but lowering the rasters resolution might be quite interresting for NS. maybe dont even display the pixels all the time, add some sweep to the MT which does some scan line running up your screen every few seconds updating the sensor echo blobs which slowly fade away after a short periode of time before they get updated again by the scanline sweep to make it not to overpowered.
    <img src="http://www.fpsteam.it/img2006/rs6_lockdown/rainbow_six_lockdown_demo_23.jpg" border="0" class="linked-image" />
    and if you add such a annoying visible raster to the marines view when MT is aviable, it would be a nice thing being able to turn off MT , so this would also add something to the balance. activated MT would give you some more awareness about the aliens location, but it would also impair your sight slightly, so having it on all the time would be as bad gameplay wise as having the flashlight on all the time. also a hex shaped raster and pixels might look even more awesome..


    the aliens will not have such a sophisticated way to see the marines (i dunno if sensory towers are now supposed to make marines visible in their presence, because parasite is gone now), because they just sense them, like some very very blurry l4d like aura making it look more like a blob than a sharp outline, i think that would perfectly represent the way a alien would sense a humans presence
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    The Scent of Fear effect from NS1 was seriously lacking on the graphics and "making of sense" side of things, but it got the job done. Instead of the outline of players, or a nightvision-esk view of them, I think I would like to see the veins of the marines. It would look along the lines of the <a href="http://library.thinkquest.org/05aug/01883/introtocircsys.htm" target="_blank">image on this page</a> but it would of course be in 3D and the veins themselves would be semi-transparent with a red / blue glow. The effect would be following the player model (eg. if the player crouched, turned left, etc.) and would be relative to the angle a given alien was looking at the player.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    If its sent of fear, then it should at least show heartbeat. And the faster the beat, the less health they have.
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    Could be fun if the Scent of Fear ability used the old way with a representation (sprite or similiar), and if a Skulk decided to use Parasite then the player would be shown as an outline or as Dalin says the veins, giving the Skulk the edge to know where its target is facing, crouching and so on. Could also be helpful to distinctly mark a target for other aliens in a team battle.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited February 2010
    <!--quoteo(post=1751809:date=Feb 8 2010, 07:59 AM:name=sheena_yanai)--><div class='quotetop'>QUOTE (sheena_yanai @ Feb 8 2010, 07:59 AM) <a href="index.php?act=findpost&pid=1751809"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and please no L4D styled outlines, this gives away way to much information about the enemy..<!--QuoteEnd--></div><!--QuoteEEnd-->
    Maybe then for the teammates and its better to know which teammate is behind a wall, because you never realy know.
    Because i guess UWE remove the parasite weapon?
    You need to know, is it a onos or a gorge who can heal me, behind the wall.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    <!--quoteo(post=1752042:date=Feb 10 2010, 01:45 AM:name=Price)--><div class='quotetop'>QUOTE (Price @ Feb 10 2010, 01:45 AM) <a href="index.php?act=findpost&pid=1752042"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe then for the teammates and its better to know which teammate is behind a wall, because you never realy know.
    Because i guess UWE remove the parasite weapon?
    You need to know, is it a onos or a gorge who can heal me, behind the wall.<!--QuoteEnd--></div><!--QuoteEEnd-->
    for the alien team mates its just ok, but doing it like l4d would not really match the alien style..it would have to be a more like a aura effect , not just sharp outlines
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