<!--quoteo(post=1827145:date=Jan 25 2011, 11:40 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Jan 25 2011, 11:40 PM) <a href="index.php?act=findpost&pid=1827145"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just finished off some of the adjustments from Trigger's comments, and submitting. Then off to play some 162! :D<!--QuoteEnd--></div><!--QuoteEEnd-->
Looks great, good thing the MAC is a bit smaller. Though, comparing it with the Drifter, it's perhaps too small now..
<!--quoteo(post=1827158:date=Jan 26 2011, 12:25 AM:name=Blackops)--><div class='quotetop'>QUOTE (Blackops @ Jan 26 2011, 12:25 AM) <a href="index.php?act=findpost&pid=1827158"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Would this just be for the commander? If all players can see everything on the map, it sort of ruins the scare factor of NS.<!--QuoteEnd--></div><!--QuoteEEnd--> You can't see enemy entities that your own team can't see.
Dosn't look like they put in the new minimap yet. I'm just going to throw all the icons on the screen and edit them that way. Try to finish them mostly by Thursday night.
The new commander thing looks pretty cool. time to redo hud graphic? MABYE lol... mini map first, then pirate mac
Ohhhhhh ill check it out tonight, i havn't submitted anything yet.. im guessing theres no real deadline haha, i hope, thanks runteh
just a comment, i believe the sentry gun icon would be more defined and easily recognizable if it were done of the horizontal profile, instead of an overhead view. it's the perspective that they're normally seen at, so it would be easier to identify, whereas right now if you didn't look at the ammo belt feed it wouldn't be clear what the icon represents.
<!--quoteo(post=1827145:date=Jan 25 2011, 06:40 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Jan 25 2011, 06:40 PM) <a href="index.php?act=findpost&pid=1827145"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://img526.imageshack.us/img526/2888/mockupp.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd--> My vote is for Runteh, absolutely stunning IMO! love the shapes and the polished style, it fits perfectly with the techie NS2 interface.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
<!--quoteo(post=1827040:date=Jan 25 2011, 10:46 AM:name=Mr. Epic)--><div class='quotetop'>QUOTE (Mr. Epic @ Jan 25 2011, 10:46 AM) <a href="index.php?act=findpost&pid=1827040"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Man those are both good, but I have to give the edge at present to supernorn's set. The death icons look great, the chamber icons are now awesome, and overall it just seems like a more cohesive set.<!--QuoteEnd--></div><!--QuoteEEnd-->
^ This.
plus, theres no "whats that circular eye icon mean?" thats going to occur. i.e. no learning curve required.
I personally like Xvisions set the most. It is clean, professional looking, and very detailed at the same time. I think the onos needs improving though. Right now it looks like a weird spider creature. I also think the difference between the marines needs to be more apparent with a possible symbol. J maybe for Jetpack and E for maybe the Exosuit.
If anyone wants to take a crack at converting it to a .dds file, you're welcome to. I just had a go but the quality of the icons seemed to deteriorate. I've included the source .psd:
Lol i know some of them are sloppy, they are WIP and i see i forgot like sentry and observatory... im going to finish up a version tonight.
Hahaha the onos.. i didnt have time to draw it.. so i just used the reference in there. I'm not going to do the stuff that isn't implemented for a couple reasons... Alot of concept art goes through phases and changes and I wouldn't want to get use to a icon.. and then oh.. it looks totally different in its final stage.
The goal for me is to have things feel like they fit the art direciton.
I'l Probably start a new thread? Post up the .dds (in game version) with instructions, i'l include the other guys' too if they want.
supernorn i sent you the icons in dds and a little proggy to view em
It't not fully implemented.. basically its the exact same as the commander version last patch.
Green/red dots for enemies, circle thing for you and hives, and plasma icon for resource. Can't really toss it ingame completely to test it yet in a fully functional sort of way....I'l put it in game but just in the layout format so i can see if its all lookin good... updated some more icons...
just a mock, il try to do real in-game one tmrw. That alien commander icon is pretty fail lol
Also going to try and work with the heavy/jetpack icons.. i feel like the jetpack one is heavier looking than the one next to it..
I also like xVisions' icons a lot just some minor remarks: MAC should be facing right observatory is at the wrong position given that <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=112468&view=findpost&p=1826785" target="_blank">they wont scale each icon individually</a>, alien player icons seem to be to small when compared to marine player icons
1/27- Going to spend the rest of the day working to get these done!
Yeah thanks, didnt realize some of that. They can rescale them individually, but the purpose of having them all the same size is so that they won't have to go through each of them... they can be oh.. we want this to display at half of it size... add like "/2" in the code.. and its scaled. But heck the marine icons arn't going to be rolling around at 32x32 in game when i mocked i set self arrow to 24x24 the rest were 16x16, the alien player icons might not be scaled down that far since they are smaller.
I might try to do some top down of the crag and whip too, i think i can do it.
Real in game screens, some look little bright...test out muting the colors some.. or making the images darker... The orange one is messed up theres a layer behind it.. forgot to kill the graphic in the code.
Man, we got a lot of great submissions for the minimap icons. I think you guys did them faster than we would have too!
We've selected Supernorn's icons as the ones that are going into the game. Congratulations Supernorn and thanks for your awesome work everyone!
P.S. If you prefer someone else's icons, it should be quite easy for you to replace them in the future (once our mod architecture is all fully functional).
Comments
<img src="http://img526.imageshack.us/img526/2888/mockupp.jpg" border="0" class="linked-image" />
<img src="http://img705.imageshack.us/img705/8733/256x256.jpg" border="0" class="linked-image" />
<img src="http://img689.imageshack.us/img689/9650/128x128.jpg" border="0" class="linked-image" />
Looks great, good thing the MAC is a bit smaller. Though, comparing it with the Drifter, it's perhaps too small now..
You can't see enemy entities that your own team can't see.
The new commander thing looks pretty cool. time to redo hud graphic? MABYE lol... mini map first, then pirate mac
Ohhhhhh ill check it out tonight, i havn't submitted anything yet.. im guessing theres no real deadline haha, i hope, thanks runteh
"Add bindable minimap"
My vote is for Runteh, absolutely stunning IMO! love the shapes and the polished style, it fits perfectly with the techie NS2 interface.
Thx for your job, hope we can enjoy it in game!
Hope we'll see some version of them in the next patch.
gl everyone!
Nonetheless nice work with the icons and minimap so far...
I think you forgot the onos
also for reference: <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Shift" target="_blank">Shift</a>, <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Shade" target="_blank">Shade</a>, <a href="http://www.unknownworlds.com/ns2/news/2010/2/friday_update_build_136" target="_blank">Robotics Factory (at 0:22)</a>
it's cool that all of you added the (disabled) power node
^ This.
plus, theres no "whats that circular eye icon mean?" thats going to occur. i.e. no learning curve required.
dds plz??
dds plz??<!--QuoteEnd--></div><!--QuoteEEnd-->
If anyone wants to take a crack at converting it to a .dds file, you're welcome to. I just had a go but the quality of the icons seemed to deteriorate.
I've included the source .psd:
<a href="http://blackmage.org/supernorn/norn_icons.rar" target="_blank">http://blackmage.org/supernorn/norn_icons.rar</a>
Hahaha the onos.. i didnt have time to draw it.. so i just used the reference in there. I'm not going to do the stuff that isn't implemented for a couple reasons... Alot of concept art goes through phases and changes and I wouldn't want to get use to a icon.. and then oh.. it looks totally different in its final stage.
The goal for me is to have things feel like they fit the art direciton.
I'l Probably start a new thread? Post up the .dds (in game version) with instructions, i'l include the other guys' too if they want.
supernorn i sent you the icons in dds and a little proggy to view em
<img src="http://www.nicholashillyard.com/images/ns2_skyfalls/minimap_proof_nkh_final.jpg" border="0" class="linked-image" />
Green/red dots for enemies, circle thing for you and hives, and plasma icon for resource. Can't really toss it ingame completely to test it yet in a fully functional sort of way....I'l put it in game but just in the layout format so i can see if its all lookin good... updated some more icons...
just a mock, il try to do real in-game one tmrw. That alien commander icon is pretty fail lol
Also going to try and work with the heavy/jetpack icons.. i feel like the jetpack one is heavier looking than the one next to it..
<a href="http://img194.imageshack.us/i/mockg.jpg/" target="_blank"><img src="http://img194.imageshack.us/img194/4527/mockg.jpg" border="0" class="linked-image" /></a>
I Can't wait to see those icons in game.
just some minor remarks:
MAC should be facing right
observatory is at the wrong position
given that <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=112468&view=findpost&p=1826785" target="_blank">they wont scale each icon individually</a>, alien player icons seem to be to small when compared to marine player icons
Yeah thanks, didnt realize some of that. They can rescale them individually, but the purpose of having them all the same size is so that they won't have to go through each of them... they can be oh.. we want this to display at half of it size... add like "/2" in the code.. and its scaled. But heck the marine icons arn't going to be rolling around at 32x32 in game when i mocked i set self arrow to 24x24 the rest were 16x16, the alien player icons might not be scaled down that far since they are smaller.
I might try to do some top down of the crag and whip too, i think i can do it.
Real in game screens, some look little bright...test out muting the colors some.. or making the images darker... The orange one is messed up theres a layer behind it.. forgot to kill the graphic in the code.
<a href="http://img526.imageshack.us/i/ingamet.jpg/" target="_blank"><img src="http://img526.imageshack.us/img526/8159/ingamet.jpg" border="0" class="linked-image" /></a>
Is it for the marines minimap or the comanders...
Are they arrows that border the commander minimap and point in the direction of a squad or a set waypoint.. im lost
We've selected Supernorn's icons as the ones that are going into the game. Congratulations Supernorn and thanks for your awesome work everyone!
P.S. If you prefer someone else's icons, it should be quite easy for you to replace them in the future (once our mod architecture is all fully functional).