A Polar projection would be nice

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xen423
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Postby xen423 » Wed Oct 18, 2006 11:40 pm

i think i have found a soloution to the polar project problem. the PPP. i am terribly sorry if anyone has posted this idea before, i dont think it has. but i have found a Dymaxion map projection sometimes called the Fuller map projection that seems to be our saviour. let me know what you think.

Image

there are a few better versions of this on the internet. and wikipedia has some info on this projection.[/code]
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VANGUARD
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Postby VANGUARD » Wed Oct 18, 2006 11:44 pm

I would look nicer without antarctica and centred.
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hellcatv
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Postby hellcatv » Thu Oct 19, 2006 3:22 am

ya I don't know why Antarctica throws it off--but without it I think things would look really snappy... if we could get this game in, it'd make a GREAT game mode :-)
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Drumman1000
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Postby Drumman1000 » Thu Oct 19, 2006 7:30 am

Yes that would rock, Fuller map projection (minus antarctica) for the win!
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furtim
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Postby furtim » Thu Oct 19, 2006 7:36 pm

Wacky fun! Somebody do it already. :P
Sun_Tzu
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Polar Map

Postby Sun_Tzu » Tue Oct 24, 2006 9:51 pm

Hmm, a couple of things, I have started doing a Polar projection map, but using an equal area Lambert Azimuthal projection, which looks a bit more like a standard world map but has the arctic drawn too. Once I've finished that (and I'm having a lot of problems, as I'm new to modding) I'll have a go at the Fuller projection.

Also, looking back at the posts, someone mentioned a 3D globe version. There was a game a few years ago that used a rotating globe, and you had to intercept and launch various weapons in just the way you described. It was called GDI or something like that. I think I still have it somewhere. I'll look it up and let you know.
If anyone who knows a bit more about modding is already doing a polar map, let me know so that I don't waste my time on this.
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hellcatv
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Postby hellcatv » Tue Oct 24, 2006 10:10 pm

No one is currently working on it Sun Tzu---this sounds great...
I'll have some time after Nov 1 to help on some of the aspects of this... keep posting partial results if you can :-)
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3D Game

Postby Sun_Tzu » Wed Oct 25, 2006 8:33 am

Oh, I just found the game I was thinking about (in my v. old CD wallet) it was called Global Domination, and it too was inspired by a movie, but by the unofficial James Bond movie "Never Say Never Again". Anyway, it's basically a 3D globe that you can spin around and launch stuff from. I don't remember why I stopped playing it, I guess it just bored me. Defcon is better!
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Postby VANGUARD » Fri Oct 27, 2006 10:56 pm

Man, I need this PP s obadly :(
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hellcatv
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I made some coastlines and cities

Postby hellcatv » Sat Nov 04, 2006 3:02 am

well I went ahead and fixed up the coastlines, cities and international.dat
http://vegastrike.sourceforge.net/users/hellcatv/polar_lines.zip
it's pretty sweet
Image

I still have to do the sailable files, etc...so that the game knows what it's doing--but before I do that what do folks think of the parameterization?

right now it looks like

Code: Select all

   theta=toradians(290+x)
   phi=toradians(y)
   radius=(90-y);
   x=math.cos(theta)*radius
   y=math.sin(theta)*radius+20;


How do you feel about my treatment of the aussies? I didn't feel like that could fit into the map without disrupting the rest...

so yes--comment please before I get any deeper into this mess ;-)

(oh and that line through africa was like the last lil bit in coastlines.dat---if you truncate it a bit it should be fine ;-) ;-) )
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Kuth
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Postby Kuth » Sat Nov 04, 2006 3:43 am

you're still gonna have whiners about missile arcs though.

This looks interesting. Look forward to seeing a completed product.
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hellcatv
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Postby hellcatv » Sat Nov 04, 2006 3:45 am

they'll arc over the poles--it won't be too terrible... maybe if I rotate the world slightly up...so that the pole is slightly northerly---
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hellcatv
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Need help! Travel Nodes

Postby hellcatv » Sat Nov 04, 2006 6:12 am

ok so I converted all the images to polar coordinates (I havent' done any fancy filtering yet--that will be easy once it goes in game)
my question to you folks is--can you help me get the AI markers and travel nodes right?
thanks!!
I included the earth folder (and some files from the images folder that seemed to need conversion)
http://vegastrike.sourceforge.net/users ... /earth.zip
that *should* have everything you need to run this mod

I took a stab at travel nodes, but I must have missed a few or something---someone with mod experience could probably convert it in a jiffy--then I'll go back through and make the bmp files higher quality once someone does this :-)

and if we get this working in game--I promise a great surprise to everyone here [even for you folks who hate polar maps] (depends on polar mod being done, but you'll get a kick out of it)
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hellcatv
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Postby hellcatv » Sun Nov 05, 2006 2:37 am

Well I finally hacked some really bad travel nodes--if someone can make them better please please do so...

http://vegastrike.sourceforge.net/users ... /polar.zip

The biggest problem is that it isn't loading my international.dat
for some reason it's keeping its own defaults for that one---the international.dat looks great in the mod suite--so its' something with the way I packaged it in the zip
any suggestions would be appreciated
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hellcatv
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Screenshots here

Postby hellcatv » Sun Nov 05, 2006 3:02 am

Well I've posted screenshots. It seems like the only way to get international.dat to work is to put it in data\earth\ rather than mods\polar\data\earth
sounds like a patch1.2 bug to me!

Onto the screenshots
http://vegastrike.sourceforge.net/users ... erview.png
http://vegastrike.sourceforge.net/users ... battle.png
http://vegastrike.sourceforge.net/users ... strike.png
http://vegastrike.sourceforge.net/users ... attack.png
http://vegastrike.sourceforge.net/users ... ermath.png
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