-- [ Picked text/plain from multipart/alternative ] That seems like a lot of work for what the final result is. Couldn't you just take a shot of it in hammer and polish it up?
Or am I missing some point. On 12/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > 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 > >> > > > >> > > > >> > > ----------------------------------------- > >> > > 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 > >> > >> > > > > _______________________________________________ > > 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

