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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Sat Dec 20, 2008 8:07 am Post subject: Generating 2D Mini-Maps Idea |
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It would probably make something like this, except without even the slightest (or maybe only the very slightest) 3d aspect to it.
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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
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Posted: Mon Dec 22, 2008 4:46 pm Post subject: |
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I've done some more work on a mini-map generator:
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Willem
Joined: 23 Jan 2008 Posts: 73
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Posted: Mon Dec 22, 2008 5:04 pm Post subject: |
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Baker, you're a head case. Fucking awesome stuff, man.  _________________ www.wantonhubris.com |
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Spirit

Joined: 20 Nov 2004 Posts: 476
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Posted: Mon Dec 22, 2008 5:36 pm Post subject: |
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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
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Mon Dec 22, 2008 11:20 pm Post subject: |
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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
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Posted: Tue Dec 23, 2008 1:03 am Post subject: |
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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
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Spirit

Joined: 20 Nov 2004 Posts: 476
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Tue Dec 23, 2008 3:46 pm Post subject: |
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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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