-- [ Picked text/plain from multipart/alternative ] Yea, I used that, and I've finished up the code to create this dynamic minimap.
This is my very first actual draw result!! http://www.soccer-jam.com/minimap2.jpg On 12/19/06, Jeremy <[EMAIL PROTECTED]> wrote: > > -- > [ 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 > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

