-- [ Picked text/plain from multipart/alternative ] Hey guys, I was wondering if anyone knew a little bit about the technology Natural-Selection or Day of Defeat used to create their spiffy looking minimaps (not an overview screenshot). I'm pretty interested in building one myself, and I have an idea of how to build one, but am wondering if my technique might be a little over the top. Heres an example screenshot http://igronet.ru/ns/images/gif/interface_minimap.gif
The way I wanted to do it was use cl_leveloverview and start from the lowest floor level. From there I take one screenshot and then begin pixel by pixel editing the screenshot. Lets say my ClearBuffer color is bright pink. I scan for any colors not bright pink, and inject them with dark white color for (lowest level). Then I move up the Z origin to get higher level floors appearing. Take another screenshot and all new areas inject them with a lighter color than the previous dark white. and so on until I've reached all floors. The idea seems a bit far fetched, but I've played around with 2D pixel editing for games and it seems very doable. I was wondering if this might be the right technique for this type of thing, unless theres an easier approach to this. If any of you have done something like this or have any insight to this technology, I'd gladly appreciate it. Thanks. -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

