Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Darkhill on April 05, 2004, 11:52:36 am

Title: Radar code question
Post by: Darkhill on April 05, 2004, 11:52:36 am
Was toying with the idea of changing the radar to have a front and back scanner instead of just whole thing in one.  This probably isn't going to happen because I don't understand some of the math thats going on with this.  Has anybody messed around with this and know how it translates an object behind you to being in the other edge of the radar?
Title: Radar code question
Post by: Lightspeed on April 05, 2004, 12:11:53 pm
you cant be in any 'edge' of the radar. The centre point is always your ship (actually the whole z-axis of the universe (the one through your ship).
Title: Radar code question
Post by: JarC on April 05, 2004, 12:22:13 pm
I guess what he means is that what he would like to have, is the two rings (inner for front-view, outer for rear-view) of the radarscreen to be on separate displays. This is now combined in the same display where the inner circle represent targets in front and the outer circle representing targets behind you.
Title: Radar code question
Post by: ARothers on April 05, 2004, 12:25:56 pm
Like in X-Wing Alliance?  2 radars, one for back and one for the front?
Title: Radar code question
Post by: JarC on April 05, 2004, 01:33:21 pm
yes, to be honest, I kinda like the idea myself, with the current display it is hard to determine if you got a bogey straight-up your tailpipe
Title: Radar code question
Post by: phreak on April 05, 2004, 03:28:11 pm
the orb is the first thing going into 3.6
Title: Radar code question
Post by: JarC on April 05, 2004, 04:17:34 pm
orb? we get a white lighter as ejectseat?
Title: Radar code question
Post by: Lightspeed on April 05, 2004, 04:26:15 pm
i probably wont like the Orbâ„¢.

And I bet env mapping beats it to the first post 3.6 change :)
Title: Radar code question
Post by: mikhael on April 05, 2004, 08:24:04 pm
Quote
Originally posted by PhReAk
the orb is the first thing going into 3.6


I nominate you for President of the World. :D
Title: Radar code question
Post by: Darkhill on April 05, 2004, 11:06:53 pm
Yeah I would like to do something like the radar in XWA.  There are a couple of function calls that play with some vectors.  And I would assume this is where the relative position is determined.  My vector math is sadly lacking in this department.
Title: Radar code question
Post by: phreak on April 05, 2004, 11:32:46 pm
it should be pretty easy to render an orb, its the setup thats going to be somewhat problematic

i think you're looking for vm_vec_normalized_dir() if you want relative position
Title: Radar code question
Post by: Lynx on April 09, 2004, 08:29:54 am
Gawd, I hope this is optiaonal. I *hate* 3d radars.
Title: Radar code question
Post by: kasperl on April 09, 2004, 08:31:23 am
Lynx, everything except HTL, SEXPs and the bugfixes are off by default, and even HTL can be turned of if need be.
Title: Radar code question
Post by: Lynx on April 09, 2004, 08:32:16 am
O yeah!:nod: