-- [ Picked text/plain from multipart/alternative ] What's tricky? Seems you can just grab the bounds of the map(very trivial) and double for loop through the 2 horizontal coordinates, doing tracelines at whatever interval is suitable for the resulting resolution you intend to use.
J On 12/19/06, Joel R. <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > 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 > > > > > > ----------------------------------------- > > 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 > > > > > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

