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Generating 2D Mini-Maps Idea

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Sat Dec 20, 2008 8:07 am Post subject: Generating 2D Mini-Maps Idea |

It would probably make something like this, except without even the slightest (or maybe only the very slightest) 3d aspect to it. ------------- I think about 2 years ago ezQuake came out with some sort of spectator radar system that does a 2D overlay:
Now as far as I know, these minimaps are probably noclip + gl_clear 1 screenshots of some sort made in an image editor so it would only work on levels where someone made one.
I have a concept idea that hasn't been tested yet but I probably will soon.
Now, this concept isn't for Quake, but for total conversion ideas and having a mini-map HUD element is rather common in games.
1. Using glscalef, alter all 3D game data to have a very small z size. This will turn the map representation into a very thin 3 object and it probably must remain 3d to avoid z-fighting.
2. Determine some method to "capture" the screen without displaying it via SwapBuffers. Do this upon level load to have the texture created. I'm still learning so I don't know if the first part is possible. If not, then at least it could really help a developer make a 2d "map" of the entire map.
3. Some sort of scale information would have to be stored or calculated for sure including a way to identify where 0,0 is.
4. An interesting extension of this idea, if it is ultimately workable would be to generate additional "2d map representation" textures based on the z location or even have some sort of QuakeC extension to update the "2d map representation" if a major in-game change occurred like the lowering of a bridge.
Raw concept, but I'd like to try it out. The idea of having some sort of brainless [=no work for a map author] mini-maps available is something I think would be useful.

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Mon Dec 22, 2008 4:46 pm Post subject: |

I've done some more work on a mini-map generator:

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Willem Joined: 23 Jan 2008 Posts: 73 |

Posted: Mon Dec 22, 2008 5:04 pm Post subject: |

Baker, you're a head case. Fucking awesome stuff, man. _________________ www.wantonhubris.com

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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Mon Dec 22, 2008 5:36 pm Post subject: |

I have no idea but maybe the fancy bsp2bmp tool could help? _________________ Quake Maps

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mh Joined: 12 Jan 2008 Posts: 909 |

Posted: Mon Dec 22, 2008 5:42 pm Post subject: |

Nice! I've some automap code in an old engine I can give you if you like. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010 MHQuake Blog (General)
Direct3D 8 Quake Engines

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Mon Dec 22, 2008 11:20 pm Post subject: |

mh wrote:
Nice! I've some automap code in an old engine I can give you if you like.

Yeah, I'd like to see that.

Spirit wrote:
I have no idea but maybe the fancy bsp2bmp tool could help?

I know there is some sort of .bsp to .wad tool and some sort of rewad tool. I'll probably find the answer in the txqbsp source code.

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Tue Dec 23, 2008 1:03 am Post subject: |

If I remember correctly, Quake Royale has a minimap which updates by 'zone' to tell you where you can safely travel and what will soon be a danger zone. Rich might be helpful in this endeavor. _________________ ...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.

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mh Joined: 12 Jan 2008 Posts: 909 |

Posted: Tue Dec 23, 2008 1:58 am Post subject: |

Baker wrote:

mh wrote:
Nice! I've some automap code in an old engine I can give you if you like.

Yeah, I'd like to see that.

Sure, I'll dig it out over the next while, but be warned: I might get motivated to put it into my current engine!
Ah, here we go. Set the time machine for 29th January 2005!
https://sourceforge.net/project/showfiles.php?group_id=216046
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Tue Dec 23, 2008 9:47 am Post subject: |

Baker wrote:

Spirit wrote:
I have no idea but maybe the fancy bsp2bmp tool could help?

I know there is some sort of .bsp to .wad tool and some sort of rewad tool. I'll probably find the answer in the txqbsp source code.

Ah sorry, I should have been more wordy. bsp2bmp is a tool to create "schematics" from bsp files. Maybe some of the code could help you.
http://www.quaddicted.com/stuff/xyz/rpgsp1.bsp_Z.png (nevermind the other stuff in that folder)
http://www.quaddicted.com/tools/bsp2bmp-0.0.15b.tar.gz
http://www.quaddicted.com/tools/bsp2bmp-0.0.15b.zip
From what I know that is what the QW minimaps originate from. The rest was manual work afaik.
_________________
Quake Maps

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Dec 23, 2008 3:46 pm Post subject: |

Spirit wrote:
Ah sorry, I should have been more wordy. bsp2bmp is a tool to create "schematics" from bsp files. Maybe some of the code could help you.

Ah, that does look interesting. Thanks I will check that out.
The name "bsp2bmp" sounded like a WAD tool name and I thought you were suggesting a way to add the texture into an existing .bsp.
_________________
Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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