<!--QuoteBegin--JediYoshi+Feb 9 2003, 12:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JediYoshi @ Feb 9 2003, 12:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I got a request: Can someone make an as large as you can crosshair while one part is the crosshair but the other part has a transparent colour w/ scanlines making the effect of looking through a visor. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Isn't the max. sprite size either 256x256 or 512x512? You'd not be able to make one that's fullscreen, unfortunately.
yup, it won't go bigger than 256..... i edited a GL xhair that i had D/L.... and now it looks like you've got a digital eyepatch with the glass/crosshair on it.... gunna work on putting a slight reflection of an eye on it, and make it nifty looking, so it's like your wearing the digi-patch...
...the eye-patch idea works with one of the models i have *cough* somewhere *cough*.... but it makes sense, digital sights on certain guns... transfered up to your eyepatch with stats and such.... if only i could get a small indicator of how much ammo you have and put it in the crosshair sprite.... too much work....
Its called a Monacle, not an eyepatch. Combat helicopter pilots use them for targeting, and you can even buy monocular computer displays. But its not an eyepatch.
<!--QuoteBegin--WolfWings+Dec 31 2002, 02:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Dec 31 2002, 02:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> To be perfectly frank and honest... I detest the construction the NS team is using for the commander and marine iconage, as they're being incredibly wasteful and ineffecient in regards to 3D accelerators.
Specifically, they're not all power-of-2 sizes, some of them are odd sizes like four icons across by three icons tall, so the icons don't look as good as they should in-game. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> This is a known issue and has been addressed months ago. It has simply not been implemented yet.
Enjoyed the insult though. It's always nice when people assume we don't know what we're doing.
I do have to say though that I do like the scent of fear and parasited sprites you created. It's tough to anticipate the effect of NS's overbrightening, but usually, if you apply a black overlay to your sprite frames at 50% opacity, it will help a great deal with toning down the opacity and brightness in-game. Very nice work.
<!--QuoteBegin--Relic25+Feb 13 2003, 06:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Relic25 @ Feb 13 2003, 06:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Enjoyed the insult though. It's always nice when people assume we don't know what we're doing.
I do have to say though that I do like the scent of fear and parasited sprites you created. It's tough to anticipate the effect of NS's overbrightening, but usually, if you apply a black overlay to your sprite frames at 50% opacity, it will help a great deal with toning down the opacity and brightness in-game. Very nice work. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Didn't mean to imply that whoever did the graphics didn't know what they were doing. I submitted a polite bug report on the issue in fact.
And I guess what I detest may be a little hard to understand, as it's not that I detest whoever did the work on the sprites as they are now. More the fact that we have to deal with stupid restrictions like power-of-2-dimensions on textures for 3D accelerators to begin with. :-)
And fighting with those restrictions is something I avoid every chance I can, if something will butt up against that... I just go the other way. =^.^=
Thanks for the compliment on the HS sprites. I'm still adjusting to being able to deal properly with the overbrightening the best, my first set of sprites just look WAY too freakin' bright in-game, but they do animate relatively smoothly at least. =^.^=
If any of those sprites are useful, feel free to snag and include em' wherever. I can adjust them further as needed, as I still have the original 3D source files for the scenes to render.
You got a link to the site? Can't Find it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited February 2003
The design of the crosshairs is not original. I originally made them for my own use. The welder crosshair cuts the glare in the center, as I often have to use my hand as a shield (*tortured scream*).
I have not yet tested them out, so please tell me if I made any mistake.
heres a sprite i made you can get it at <a href='http://members.lycos.co.uk/mynameistravis/' target='_blank'>http://members.lycos.co.uk/mynameistravis/</a> in-game it spins and is red and white (not red and gret) its pretty nice i enjoy it myself) oh and incase you didn't know this is a motion tracking sprite
ok I'm going to post this but in no way take credit. Merc's aliens hud. Just simply phenomenal. <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=26916' target='_blank'>The thread</a> <a href='http://www.unrealwarfarex.com/redorchestra/merca/Aliens_SpritesSet.zip' target='_blank'>The Direct Download</a>
Well, here's a handful more crosshair sprites (the LMG and HMG ones were modified from the Overwatch Crosshair, which can be found at <span style='color:orange'><a href='http://www.nscentral.com' target='_blank'>NSCentral.com</a></span>)
The bitmaps show them as grayscales, but they're actually indexed alphas, and so they match the colours of the HUD.
I've split them into Alien Crosshairs... (these revolve around irregular shapes and patterns, to suit the weapon being used, such as amoeba-like crosshairs for Parasite and Spore Cloud, and a tangly mess for Web)
And Marine crosshairs. These revolve around being practical; larger reticules for inaccurate weapons, and a 'pinpoint' reticule (which I think is 'elegance in simplicity') for the pistol. The LMG has a circle of lighted area around it. For now, it's not perfect yet, but it does enhance vision quite nicely in dark areas. The shotgun and grenade launcher crosshairs are a little crude at the moment, but I'm working to touch those up.
These are also indexed alphas (read above post).
For either package, just unzip into your <span style='color:orange'>/ns/sprites</span> folder. <b>Remember to make backups.</b>
Love 'em? Hate 'em? Comments are very much appreciated!
[edit] <i>An updated copy of the ZIP file is available. Please go to my post on Page 9.</i> [/edit]
Im impressed with the alien Xhairs. I haven't tested them yet but they look cool. Maybe they are a bit dark, but I haven't seen them in action so I can't tell. good job tho <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I hope they open some new ideas because some of them don't really show my idea of an alien's view (I don't know, some of them look too regular and ****)
Oh, the alien crosshairs look a little dark in the sample BMPs. I had to darken them a little, otherwise, they would obstruct aiming severely (in some cases, you couldn't see what you were aiming at). But rest assured, in-game, they become slightly transparent, but at the same time, highly visible (they're automatically coloured yellowish-orange for the aliens, and sky blue for the marines)
<!--QuoteBegin--Verthandi+Apr 7 2003, 08:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Verthandi @ Apr 7 2003, 08:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And Marine crosshairs. These revolve around being practical; larger reticules for inaccurate weapons, and a 'pinpoint' reticule (which I think is 'elegance in simplicity') for the pistol. The LMG has a circle of lighted area around it. For now, it's not perfect yet, but it does enhance vision quite nicely in dark areas. The shotgun and grenade launcher crosshairs are a little crude at the moment, but I'm working to touch those up.
These are also indexed alphas (read above post).
For either package, just unzip into your <span style='color:orange'>/ns/sprites</span> folder. <b>Remember to make backups.</b>
Love 'em? Hate 'em? Comments are very much appreciated! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> uhm, I have to complain ... the LMG crosshair covers alot of the view, hard to be accurate with LMG. (Im running at 1024x768)
Yes, I've noticed that myself. I've made another one, which gets rid of the 'ring' effect, so that whole circle is a solid color that's a bit more transparent (easier to see 'through'). It should still be bright enough to make dark corners easier to see.
The shotgun crosshair has been changed a bit. No longer so jagged around the edges. The outline should be pretty close to the spread of the pellets at maximum range.
Omg... my picture is on that zergling tutorial you got Delarosa <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
Isn't the max. sprite size either 256x256 or 512x512? You'd not be able to make one that's fullscreen, unfortunately.
...the eye-patch idea works with one of the models i have *cough* somewhere *cough*.... but it makes sense, digital sights on certain guns... transfered up to your eyepatch with stats and such.... if only i could get a small indicator of how much ammo you have and put it in the crosshair sprite.... too much work....
Combat helicopter pilots use them for targeting, and you can even buy monocular computer displays. But its not an eyepatch.
what were you aiming at? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Specifically, they're not all power-of-2 sizes, some of them are odd sizes like four icons across by three icons tall, so the icons don't look as good as they should in-game. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This is a known issue and has been addressed months ago. It has simply not been implemented yet.
Enjoyed the insult though. It's always nice when people assume we don't know what we're doing.
I do have to say though that I do like the scent of fear and parasited sprites you created. It's tough to anticipate the effect of NS's overbrightening, but usually, if you apply a black overlay to your sprite frames at 50% opacity, it will help a great deal with toning down the opacity and brightness in-game. Very nice work.
I do have to say though that I do like the scent of fear and parasited sprites you created. It's tough to anticipate the effect of NS's overbrightening, but usually, if you apply a black overlay to your sprite frames at 50% opacity, it will help a great deal with toning down the opacity and brightness in-game. Very nice work. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Didn't mean to imply that whoever did the graphics didn't know what they were doing. I submitted a polite bug report on the issue in fact.
And I guess what I detest may be a little hard to understand, as it's not that I detest whoever did the work on the sprites as they are now. More the fact that we have to deal with stupid restrictions like power-of-2-dimensions on textures for 3D accelerators to begin with. :-)
And fighting with those restrictions is something I avoid every chance I can, if something will butt up against that... I just go the other way. =^.^=
Thanks for the compliment on the HS sprites. I'm still adjusting to being able to deal properly with the overbrightening the best, my first set of sprites just look WAY too freakin' bright in-game, but they do animate relatively smoothly at least. =^.^=
If any of those sprites are useful, feel free to snag and include em' wherever. I can adjust them further as needed, as I still have the original 3D source files for the scenes to render.
The welder crosshair cuts the glare in the center, as I often have to use my hand as a shield (*tortured scream*).
I have not yet tested them out, so please tell me if I made any mistake.
you can get it at
<a href='http://members.lycos.co.uk/mynameistravis/' target='_blank'>http://members.lycos.co.uk/mynameistravis/</a>
in-game it spins and is red and white (not red and gret) its pretty nice i enjoy it myself)
oh and incase you didn't know this is a motion tracking sprite
i'm looking to get the vast majority of sprites from this thread, but don't have the time....
can somone help? (i've got a website to host them on... link in my signture)
<img src='http://members.shaw.ca/brianton/PredatorCrosshair.gif' border='0' alt='user posted image'>
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=25809' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=19&t=25809</a> <---- Topic.
EVERYBODY MAKE THIS NOW IT IS ALOT BETTER THEN ANYONE I HAVE SEEN
*Ghost, learn to hit the reply button, 3 times you hit the report post button, carelessness is allowed, stupidty is not*
<a href='http://www.unrealwarfarex.com/redorchestra/merca/Aliens_SpritesSet.zip' target='_blank'>The Direct Download</a>
<img src='http://www.unrealwarfarex.com/redorchestra/merca/alienshud.jpg' border='0' alt='user posted image'>
The bitmaps show them as grayscales, but they're actually indexed alphas, and so they match the colours of the HUD.
I've split them into Alien Crosshairs... (these revolve around irregular shapes and patterns, to suit the weapon being used, such as amoeba-like crosshairs for Parasite and Spore Cloud, and a tangly mess for Web)
These revolve around being practical; larger reticules for inaccurate weapons, and a 'pinpoint' reticule (which I think is 'elegance in simplicity') for the pistol.
The LMG has a circle of lighted area around it. For now, it's not perfect yet, but it does enhance vision quite nicely in dark areas.
The shotgun and grenade launcher crosshairs are a little crude at the moment, but I'm working to touch those up.
These are also indexed alphas (read above post).
For either package, just unzip into your <span style='color:orange'>/ns/sprites</span> folder. <b>Remember to make backups.</b>
Love 'em? Hate 'em? Comments are very much appreciated!
[edit] <i>An updated copy of the ZIP file is available. Please go to my post on Page 9.</i> [/edit]
These revolve around being practical; larger reticules for inaccurate weapons, and a 'pinpoint' reticule (which I think is 'elegance in simplicity') for the pistol.
The LMG has a circle of lighted area around it. For now, it's not perfect yet, but it does enhance vision quite nicely in dark areas.
The shotgun and grenade launcher crosshairs are a little crude at the moment, but I'm working to touch those up.
These are also indexed alphas (read above post).
For either package, just unzip into your <span style='color:orange'>/ns/sprites</span> folder. <b>Remember to make backups.</b>
Love 'em? Hate 'em? Comments are very much appreciated! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
uhm, I have to complain ... the LMG crosshair covers alot of the view, hard to be accurate with LMG. (Im running at 1024x768)
The shotgun crosshair has been changed a bit. No longer so jagged around the edges. The outline should be pretty close to the spread of the pellets at maximum range.