--
[ 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

Reply via email to