Better turret and artillery range visuals in map

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Zaflis
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Better turret and artillery range visuals in map

Post by Zaflis »

I'll start with a picture of what it's like ingame now:
turret_ranges.png
turret_ranges.png (259.59 KiB) Viewed 1202 times
Not only is it red, same as pollution (which was enabled to show in the screenshot) but doesn't have any borders and it almost perfectly disappears into the map itself. If i were to draw rough border on couple of them, something like this gives a hint:
turret_ranges2.png
turret_ranges2.png (379.13 KiB) Viewed 1202 times
What i'd maybe use is some inverted radial fade, with middle faded out more. If it helps, i made a texture one could use in game (perhaps make it more transparent, depends on how it looks in the end):
radius.png
radius.png (30.75 KiB) Viewed 1202 times
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bobingabout
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Re: Better turret and artillery range visuals in map

Post by bobingabout »

1. You have an insane amount of water.
2. That's a very low level of pollution.
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Zaflis
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Re: Better turret and artillery range visuals in map

Post by Zaflis »

bobingabout wrote: Mon Oct 01, 2018 8:02 am 1. You have an insane amount of water.
2. That's a very low level of pollution.
1. Yes, it was a mistake. But that's also a worldgen issue that it's even able to make it so fragmented even on high freq, if that's what we used.
2. The pollution is due to your mods ;) MK8 raw productivity and speed modules specifically. I'm now making pollution producing modules to make aliens notice us...
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