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Yea, I e-mailed Flayra and he told me they did tracelines, the tricky part
is knowing where to start and move and end the location of your traces.
Cause maps aren't perfect squares with wide open spaces, their mazes.

On 12/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> > 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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