> 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 ----------------------------------------- Email sent from www.ntlworld.com Virus-checked using McAfee(R) Software Visit www.ntlworld.com/security for more information _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

