• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Rules & Requests Site & Forum Feedback Discovery Wiki
« Previous 1 2 3 4 5 … 14 Next »
SVG Maps

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

SVG Maps
Offline Acuba
12-08-2013, 12:31 AM, (This post was last modified: 12-08-2013, 12:37 AM by Acuba.)
#8
Member
Posts: 3
Threads: 1
Joined: Dec 2013

A small status update from my side. At the moment I'm able to parse nebulae and asteroid fields including their exclusion zones. Nebulae use their defined color and are transparent. Asteroid fields use the same method atm, but i have already the *.tga files, so they will look more like on the ingame navmap in future (thats the reason why the systems are quite colorful atm) .

Tradelanes, jump holes and jump gates are there too. Looking not very fancy, but yeah. Suns are using the color gradient from their definition (core and glow gradient) xD.

The five Liberty core systems, O-94 :p and Connecticut rendered atm: https://drive.google.com/folderview?id=0...sp=sharing

The Google Viewer transforms them into an *.png, that's why they look so edgy. :/ Download and view them in your browser of choice for the full experience (don't worry, no JavaScript inside).

The next steps are planets and bases. Afterwards the missing stellar objects: wrecks, depots, weapon platforms, hazard buoys and stuff with an id.

atm the script is capable of rendering every system without errors in one go. It takes about 5 seconds. IDs are gathered too and will be used for displaying object names. And the stuff is modular, so rendering options can be turned on and off (like exclusion zones (look at the minefield in LI06).

Please remember that this is a WIP and things can change.

Cheers, Acuba.
Reply  


Messages In This Thread
SVG Maps - by Acuba - 12-03-2013, 01:51 AM
RE: SVG Maps - by roadrunner - 12-03-2013, 01:56 AM
RE: SVG Maps - by Alex. - 12-03-2013, 06:59 PM
RE: SVG Maps - by SnakThree - 12-03-2013, 02:18 AM
RE: SVG Maps - by Acuba - 12-03-2013, 11:27 PM
RE: SVG Maps - by Error - 12-07-2013, 12:36 PM
RE: SVG Maps - by roadrunner - 12-07-2013, 01:17 PM
RE: SVG Maps - by Acuba - 12-08-2013, 12:31 AM
RE: SVG Maps - by Appelflap - 03-31-2014, 02:27 AM
RE: SVG Maps - by SNJ - 03-25-2014, 11:43 AM
RE: SVG Maps - by Omicron - 04-01-2014, 12:54 AM

  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode