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Thats the beauty of something like this, no work involved for the mapper
other than starting the game on their map and running a command, and out
comes a sculpted minimap to fit the games design.

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