Gauddlike Posted April 2, 2014 Share Posted April 2, 2014 (edited) This is just a replacement of the current square tiles that show the movement path of your soldiers with round ones to match the selection cursors. Also just added the same to the bullet path tiles. Made this for my own gratification as I think it is an improvement over the current vanilla ones. Just extract to assets/tiles if you want to try it out. *edit* Also added a star version for some variety. Dots.zip Stars.zip Dots.zip Stars.zip Edited April 13, 2014 by Gauddlike Quote Link to comment Share on other sites More sharing options...
Skitso Posted April 2, 2014 Share Posted April 2, 2014 Nice! I've thought of doing something similar. I've not tested these yet as I'm at work ATM, but just looking at the picture I think removing the inner circle and/or adding more transparency could make it look even nicer. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 2, 2014 Author Share Posted April 2, 2014 (edited) It looks a bit too much like the unit selection cursor if the centre has nothing there. I just dropped the circle over the top of the old tiles and trimmed the edges. I will try making the inner more transparent at some point though and see how it looks. I think making the underlying tile a little more visible might be nice. Edited April 2, 2014 by Gauddlike Quote Link to comment Share on other sites More sharing options...
Skitso Posted April 5, 2014 Share Posted April 5, 2014 Oh, I meant removing the inner black circle, not the entire innards. Yeah, making it a bit more transparent could be nice. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted April 5, 2014 Share Posted April 5, 2014 Interesting approach ^^ Circles is much more wonderful than squares Thanks ! Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 5, 2014 Author Share Posted April 5, 2014 Oh, I meant removing the inner black circle, not the entire innards. Yeah, making it a bit more transparent could be nice. Hmm hadn't considered that. I was just duplicating the current selection cursor look but shading the inside to give a bigger visual difference. I will have a look at it though. My only real concern is that vehicles still use the same icon which looks a bit messy. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted April 5, 2014 Share Posted April 5, 2014 What about completly new pattern? It could be really great Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 5, 2014 Author Share Posted April 5, 2014 Got some ideas, I will probably have a play with photoshop and see what comes out. Quote Link to comment Share on other sites More sharing options...
Caaygun Posted April 5, 2014 Share Posted April 5, 2014 What does the Color coding represent? Quote Link to comment Share on other sites More sharing options...
dpelectric Posted April 5, 2014 Share Posted April 5, 2014 What does the Color coding represent? I believe the green means you can take any shot you want, yellow means you'll only be able to get off a snap shot, and the red not enough TU to get off a shot at all...? Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 5, 2014 Author Share Posted April 5, 2014 Same as the current ones. Red means you don't have enough TU to reach that tile. Yellow shows your reserved TU. Green shows you have enough TU to move there. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 13, 2014 Author Share Posted April 13, 2014 Added a star version to the OP. The spacing looks better than the circles. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted April 13, 2014 Share Posted April 13, 2014 Thanks gaud! Did you have screenshots? I'm out of city right now. I can wait more to see it! Did you let me add this one to XNT-Into Darkness? Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 13, 2014 Author Share Posted April 13, 2014 I added a screenshot to the OP. Feel free to use any of them for anything you want, it is just a basic shape change, nothing artistic. Quote Link to comment Share on other sites More sharing options...
Zarkis Posted April 19, 2014 Share Posted April 19, 2014 The round ones blend so well into the game that I actually forgot that they are from your mod. Quote Link to comment Share on other sites More sharing options...
Gazz Posted April 19, 2014 Share Posted April 19, 2014 How about this? Round markers are a good base because they stand out well from the generally square landscape. Better than the stars, which are also "square". However, colour differences alone are not easy to see for everyone so a small change in shape or outlines would be useful. I imagine that the center area of such a marker would be semi-transparent. Maybe 50% but that would have to be tried ingame.. For the red one I'd use a radial gradient on the alpha channel so that the outside remains clearly visible. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 19, 2014 Author Share Posted April 19, 2014 The only reason I tried the star was because of the odd spacing of the circles. The gap on the diagonal path compared to the straight sections irritated me a little. To have the diagonals come closer together you need something in the top and bottom corners as well as the left and right corners, hence the stars. I would have preferred to have a directional indicator that changed angle to show the path heading, as bullets change angle to follow the projectile path but it doesn't look to be possible. I tried the red circle the way you mention it while making the stars but it didn't look right. They just look like a blob. I think I have them somewhere to take a shot of. Changing the general shape or outline looks a bit odd as well as the path loses its consistency. I dislike the progression as you suggest it there because it doesn't make much sense to go from one border to two borders then to no border. Personally I would have two borders on green, one on orange and none on red if I was to do that so there was more of a link between the tiles. The original circles already have more than 50% transparency but you can't really tell on the industrial tiles as the ground tiles don't have much of a texture to show through. Quote Link to comment Share on other sites More sharing options...
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