You don't even need the bounds. Just start from the smallest x,y to the
largest x,y at the appropriate step interval. You will have 1024 trace
lines per row for the pic. I am trying to find the mins/maxs for a HL1
map to post the calcs for you, but I am unable to find the dims right now..

Nick wrote:
How do you grab the bounds of the map?

On 12/19/06, Jeremy <[EMAIL PROTECTED]> wrote:
--
[ 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
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> > Visit www.ntlworld.com/security for more information
> >
> >
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> >
> >
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>
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