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Posted: 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.
there are a few better versions of this on the internet. and wikipedia has some info on this projection.[/code]
Posted: Wed Oct 18, 2006 11:44 pm
I would look nicer without antarctica and centred.
Posted: 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
Posted: Thu Oct 19, 2006 7:30 am
Yes that would rock, Fuller map projection (minus antarctica) for the win!
Posted: Thu Oct 19, 2006 7:36 pm
Wacky fun! Somebody do it already.
Posted: 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.
Posted: 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
Posted: 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!
Posted: Fri Oct 27, 2006 10:56 pm
Man, I need this PP s obadly
I made some coastlines and cities
Posted: Sat Nov 04, 2006 3:02 am
well I went ahead and fixed up the coastlines, cities and international.dat
it's pretty sweet
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
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
Posted: 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.
Posted: 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---
Need help! Travel Nodes
Posted: 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?
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)
Posted: 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
Posted: Sun Nov 05, 2006 3:02 am