-- [ Picked text/plain from multipart/alternative ] Vector mins, maxs; CWorld *world = GetWorldEntity(); world->GetWorldBounds(mins, maxs);
I would imagine this would potentially save alot of trace attempts that would otherwise be out of the map bounds if you just blindly do it based on the max allowed extents. On 12/19/06, Joel R. <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > 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 > > > >> > > > > > >> > > > > > >> > > ----------------------------------------- > > > >> > > 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 > > > > > -- > > _______________________________________________ > 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

