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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:
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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 al
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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]> wrot
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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:
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> Looks like maps range +-4096.
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
You don't even need the bounds. Just start from the smallest x,y to the
largest x,y at the appropriate step interval. You will have 1024 trace
lines per row for the pic. I am trying to find the mins/maxs for a HL1
map to post the calcs for you, but I am unable to find the dims right now..
Nick wr
How do you grab the bounds of the map?
On 12/19/06, Jeremy <[EMAIL PROTECTED]> wrote:
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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 whate
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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,
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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
> From: "Joel R." <[EMAIL PROTECTED]>
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> 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 in
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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 i
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