Looks like maps range +-4096. So if you create and image that is
1024x768. You would:

1) Trace from x = -4096 to x = +4096 at (4096/1024=4) point intervals.
2) Trace from y= -4096 to y= +4096 at (4096/768=5.33) point intervals.

Each picture would require 786,432 (1024*768) trace lines. It might take
a little bit of time, but it is simple and would work for any map.

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
> >
> >
> > -----------------------------------------
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> >
> >
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> >
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>
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