i would be very appreciative if you could make the difference in color of the first two somewhat more pronounced- i'm just a touch colorblind, and it makes hivesight somewhat irritating sometimes. thnx. oh, btw. i got the sprite viewer to work, i just downloaded it again. just one of those things, i spose. will get to work on motion tracker sprites tonite.
I love these hivesight sprites - I quite liked the old ones, but the watery effect these have looks great in-game. They're possibly a little too bright, but still better than the defaults. Nice work.
As far as muzzle flashes go, if any of you have DoD I can recommend using muzzleflash1.spr from that, as it looks excellent in-game. (and much easier to just use that than to make a new sprite)
<!--QuoteBegin--Kaine+Nov 23 2002, 05:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kaine @ Nov 23 2002, 05:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i would be very appreciative if you could make the difference in color of the first two somewhat more pronounced- i'm just a touch colorblind, and it makes hivesight somewhat irritating sometimes. thnx. oh, btw. i got the sprite viewer to work, i just downloaded it again. just one of those things, i spose. will get to work on motion tracker sprites tonite.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The goal with this 'version' of my hivesight sprites, was to match the original sprites as closely as I could without going to insanely extreme lengths. :-) Personally, I intend to make new hive-sight sprites that break from the mold entirely with easier-to-see colours, and different shapes between all four.
My initial plan is the duller orange for 'basic hivesight' with the existing effect.
For Scent of Fear, I'll probably make it the same colour pretty much. :-) A different shape though, not a perfect circle but more a wavey set of lines, like heat lines from a comic book over a desert.
For 'friendly' I might well reverse the current system, from a 'circular band' to a 'circular blob' that properly is semi-transparent.
For 'friendly under attack' I think I'll just add a rainbow-coloured band around the 'circular blob' effect, nothing fancy, just a little rainbow colouration around the edges.
<!--QuoteBegin--Souris+Nov 23 2002, 06:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Souris @ Nov 23 2002, 06:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I love these hivesight sprites - I quite liked the old ones, but the watery effect these have looks great in-game. They're possibly a little too bright, but still better than the defaults. Nice work.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes, this is due to a glitch in the Half-Life engine. For instance, the 'friendly' circle, the grey and red ones, are meant to be half-transparent at all times. Half-Life 'helpfully' auto-normalizes the brightness on sprites before showing them, so the 'medium gray' becomes an 'opaque bright white' instead. My next release of sprites will address this hopefully. :-)
<!--QuoteBegin--WolfWings+Nov 23 2002, 12:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Nov 23 2002, 12:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I can explain how the POV-Ray effect works, if they want to attempt similair.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I wouldn't mind knowing, I love arsing around with little graphicsy things. All the better if I can make something useful while I'm doing it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Well... I'm a perfectionist, even when it makes my life harder.
In this case, I used an isosurface in POVRay, which is where you give it a formula, and it calculates the true geometry for the surface. I.E. It's commonly used to generate 'true' bump-mapping that actually deforms the surface it's used on.
It's SLOW to render.
I'm using it to render a perfectly flat cube, four units wide and broad, and two units 'deep' into the camera.
The front AND back surfaces have about 1/1024th of a unit of deformation. So little it's not even visible if the isosurface is rendered without its glass attribute.
Anyways, the isosurface is 'perfectly clear' with an IOR (Index of Refraction) value of 1.5, so it severely deforms light passing through it since it has two 'bumpy' surfaces.
For the 'existing' sprites, I actually had a torus behind it, one light source close, the other far away, so one lit up the inner edge of the torus and one the main edge of the torus, letting me get that two-tone effect easilly.
On the 'friendly' sprites, I just replaced it with one light source, and made the torus noticably thinner. :-)
Here's a new version of the sprites, based on the ideas I had to 'improve' the existing hivesight. I'm rather proud of how I pulled off the 'rainbow' effect for 'friendly in trouble' without making it very distracting. :-)
<img src='http://wolf.lionhaven.com/NewBlip.gif' border='0' alt='user posted image'> They are, in English Reading Order (top to bottom, left to right) <b>Parasite</b> then <b>Scent of Fear</b> <b>Friendly Organic</b> then <b>Friendly Organic in Trouble</b>
I'm afraid that totally black-and-white colourblind people may have <i>some</i> difficulty with the 'friendly' hexagonish stuff, though there are brightness-variations, but the others are all differentiated in very noticable ways just by their shapes.
And if anyone's curious how I did the hexagons, they're actually spheres lit from seven lights to form the hexagonish pattern. For the 'rainbow' effect, I built up randomly-phase-shifted Sine waves for the red, green, and blue values of the outer lights, normalized each frame to the same 'brightness' overall across the entire hexagon.
good job on the HUD and the hivesight! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
now, i only need to figure out how to recolor these things. (/me wants red HUD for marines)
I think the 2 most helpful programs for this are called SprView (you can save the .spr as a .bmp to edit) and SprWiz (converts the .bmps back to .sprs). Both are small and free and available in this zip:
Necro<insert non-birthday-related title here>Join Date: 2002-08-09Member: 1118Members
pad, your link doesn't work <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
If you folks want a red Marine HUD recolour, I can do that pretty quickly. :-)
What parts of the HUD did you want recoloured? This for Commander view, or just basic Grunt view?
As an off-note, I do have a 'red pack' that recolours most of the Marines view models if you're using the 'Red Marines' pack, and I'm slowly working on a 'Blood Pack' to recolour all the structures and their guns and such as well as their armor.
Those are extremely good, but there's one problem... the rainbow rends to blend in with the white hexagons and it's hard to see for a moment... which is why the red was so nice. Other than that, very nice.
<!--QuoteBegin--Necro-+Nov 24 2002, 09:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necro- @ Nov 24 2002, 09:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->pad, your link doesn't work <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Seems to work for me... if you can't DL it, maybe go to www.bullseyecrosshairs.com and look under half-life.
Coming from you, Silver Fox, that's high praise! Thanks muchly!
And I even got you to trip the auto-censor! *laughs* Double-praise in it's own way. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I'm trying desperately to find time during XMas season to work on things more and adjust more stuff too. Wish me luck. =^.^=
Wow, thats good work <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> You guys know your stuff
After thousands of seconds of drawing time, I bring you some marine crosshairs.
They are fairly simple, but they give a close approximation of the accuracy of the guns. Since I drew these my aim with the pistol and lmg has improved a ton.
<!--QuoteBegin--BreakfastSausages+Dec 20 2002, 03:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BreakfastSausages @ Dec 20 2002, 03:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->After thousands of seconds of drawing time, I bring you some marine crosshairs.
They are fairly simple, but they give a close approximation of the accuracy of the guns. Since I drew these my aim with the pistol and lmg has improved a ton.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Okay, um... please upload those as some kinda ZIP somewhere? :-)
ok as its now the christmas holidays im gonna be extremely bored...and I'm gonna make a complete set of weapon sprites (for marines to start with).
I need some ideas for the template, ie whats behind the gun, and what font to use <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
If anyone has any ideas, I would be very grateful <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
That is NOT a LMG <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> Like the crosshairs tho, going to start using them <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Comments
As far as muzzle flashes go, if any of you have DoD I can recommend using muzzleflash1.spr from that, as it looks excellent in-game. (and much easier to just use that than to make a new sprite)
The goal with this 'version' of my hivesight sprites, was to match the original sprites as closely as I could without going to insanely extreme lengths. :-) Personally, I intend to make new hive-sight sprites that break from the mold entirely with easier-to-see colours, and different shapes between all four.
My initial plan is the duller orange for 'basic hivesight' with the existing effect.
For Scent of Fear, I'll probably make it the same colour pretty much. :-) A different shape though, not a perfect circle but more a wavey set of lines, like heat lines from a comic book over a desert.
For 'friendly' I might well reverse the current system, from a 'circular band' to a 'circular blob' that properly is semi-transparent.
For 'friendly under attack' I think I'll just add a rainbow-coloured band around the 'circular blob' effect, nothing fancy, just a little rainbow colouration around the edges.
<!--QuoteBegin--Souris+Nov 23 2002, 06:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Souris @ Nov 23 2002, 06:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I love these hivesight sprites - I quite liked the old ones, but the watery effect these have looks great in-game. They're possibly a little too bright, but still better than the defaults. Nice work.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes, this is due to a glitch in the Half-Life engine. For instance, the 'friendly' circle, the grey and red ones, are meant to be half-transparent at all times. Half-Life 'helpfully' auto-normalizes the brightness on sprites before showing them, so the 'medium gray' becomes an 'opaque bright white' instead. My next release of sprites will address this hopefully. :-)
I wouldn't mind knowing, I love arsing around with little graphicsy things. All the better if I can make something useful while I'm doing it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
In this case, I used an isosurface in POVRay, which is where you give it a formula, and it calculates the true geometry for the surface. I.E. It's commonly used to generate 'true' bump-mapping that actually deforms the surface it's used on.
It's SLOW to render.
I'm using it to render a perfectly flat cube, four units wide and broad, and two units 'deep' into the camera.
The front AND back surfaces have about 1/1024th of a unit of deformation. So little it's not even visible if the isosurface is rendered without its glass attribute.
Anyways, the isosurface is 'perfectly clear' with an IOR (Index of Refraction) value of 1.5, so it severely deforms light passing through it since it has two 'bumpy' surfaces.
For the 'existing' sprites, I actually had a torus behind it, one light source close, the other far away, so one lit up the inner edge of the torus and one the main edge of the torus, letting me get that two-tone effect easilly.
On the 'friendly' sprites, I just replaced it with one light source, and made the torus noticably thinner. :-)
Anyways, hope that helps explain it a little?
<img src='http://wolf.lionhaven.com/NewBlip.gif' border='0' alt='user posted image'>
They are, in English Reading Order (top to bottom, left to right)
<b>Parasite</b> then <b>Scent of Fear</b>
<b>Friendly Organic</b> then <b>Friendly Organic in Trouble</b>
I'm afraid that totally black-and-white colourblind people may have <i>some</i> difficulty with the 'friendly' hexagonish stuff, though there are brightness-variations, but the others are all differentiated in very noticable ways just by their shapes.
And if anyone's curious how I did the hexagons, they're actually spheres lit from seven lights to form the hexagonish pattern. For the 'rainbow' effect, I built up randomly-phase-shifted Sine waves for the red, green, and blue values of the outer lights, normalized each frame to the same 'brightness' overall across the entire hexagon.
now, i only need to figure out how to recolor these things. (/me wants red HUD for marines)
<a href='http://www.bullseyecrosshairs.com/redesign.zip' target='_blank'>crosshair edititng pack</a>
What parts of the HUD did you want recoloured? This for Commander view, or just basic Grunt view?
As an off-note, I do have a 'red pack' that recolours most of the Marines view models if you're using the 'Red Marines' pack, and I'm slowly working on a 'Blood Pack' to recolour all the structures and their guns and such as well as their armor.
Seems to work for me... if you can't DL it, maybe go to www.bullseyecrosshairs.com and look under half-life.
Good job with the hud too Carbon.
And I even got you to trip the auto-censor! *laughs* Double-praise in it's own way. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I'm trying desperately to find time during XMas season to work on things more and adjust more stuff too. Wish me luck. =^.^=
You guys know your stuff
They are fairly simple, but they give a close approximation of the accuracy of the guns. Since I drew these my aim with the pistol and lmg has improved a ton.
They are fairly simple, but they give a close approximation of the accuracy of the guns. Since I drew these my aim with the pistol and lmg has improved a ton.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Okay, um... please upload those as some kinda ZIP somewhere? :-)
I need some ideas for the template, ie whats behind the gun, and what font to use <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
If anyone has any ideas, I would be very grateful <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Like the crosshairs tho, going to start using them <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->