Re: [hlcoders] Advanced Dynamic Minimap Creation

2006-12-21 Thread Joel R.
-- [ 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 m

Re: [hlcoders] Advanced Dynamic Minimap Creation

2006-12-19 Thread Jeremy
-- [ 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 al

Re: [hlcoders] Advanced Dynamic Minimap Creation

2006-12-19 Thread Joel R.
-- [ 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]> wrot

Re: [hlcoders] Advanced Dynamic Minimap Creation

2006-12-19 Thread Garry Newman
-- [ 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.

Re: [hlcoders] Advanced Dynamic Minimap Creation

2006-12-19 Thread [EMAIL PROTECTED]
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

Re: [hlcoders] Advanced Dynamic Minimap Creation

2006-12-19 Thread [EMAIL PROTECTED]
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

Re: [hlcoders] Advanced Dynamic Minimap Creation

2006-12-19 Thread Nick
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 whate

Re: [hlcoders] Advanced Dynamic Minimap Creation

2006-12-19 Thread Jeremy
-- [ 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,

Re: [hlcoders] Advanced Dynamic Minimap Creation

2006-12-19 Thread Joel R.
-- [ 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

Re: [hlcoders] Advanced Dynamic Minimap Creation

2006-12-19 Thread pr.searle
> 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 in

[hlcoders] Advanced Dynamic Minimap Creation

2006-12-16 Thread Joel R.
-- [ 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 i