> From: "Joel R." <[EMAIL PROTECTED]>
> --
> [ 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.
> --

Natural-Selection simply does a traceline from the top of the map to the bottom 
for each pixel.  If nothing was hit then the pixel is black (or transparent).  
Otherwise the z-coordinate of the impact point is used to choose a shade of 
blue (darker == lower I think).  I believe a second pass is made over the 
image: pixels that aren't black but are next to a black pixel are walls and are 
coloured white.

 -- Philip Searle


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