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Re: Minimap

Posted: Wed Feb 13, 2013 8:43 am UTC
by ViruS

It would indeed be a pain to the eye, but in most cases it should be read-able. The only xonotic map which I can't quite read is probably xoylent's due to its low resolution.

And bot meshes... that's interesting.. although it wouldn't show things like crates, movers and such.


Re: Minimap

Posted: Wed Feb 13, 2013 6:36 pm UTC
by Chomps123

there are not many multilevel maps out so the way Xonotic makes mini-maps should work great.


Re: Minimap

Posted: Wed Feb 13, 2013 6:49 pm UTC
by kharnov

That would limit our level designers. Why would we want to artificially impose a single-level limit?


Re: Minimap

Posted: Wed Feb 13, 2013 6:53 pm UTC
by velociostrich
Viech wrote:

Wouldn't work for multilevel maps. Our implementation will most likely make use of the bot navigation meshes instead.

I never thought of using navmeshes for this purpose, although they not might be accurate enough to provide good imagery. (I.e., they might be too simple to look good, I dunno.)

ViruS wrote:

We can refer to how Xonotic did theirs, although their code is practically alien to me.

Rendering the minimap image in the HUD isn't the hard part, imo, it's rendering the minimap image itself.

ViruS wrote:

Btw, was the radiant "x-ray" picture capability actually intended for minimaps?

Could you elaborate on what this is? I am unaware of an x-ray feature.

kharnov wrote:

The radar blips can be rendered onto the minimap, I'd think.

Yeah I don't think that should be a problem. You'd just be translating world-space coordinates into minimap-space, which if the minimap doesn't rotate, is just a scale and maybe translate operation.

Also, please check out the proposal that's on the wiki. If anyone has any ideas to add to that document, please, feel free.


Re: Minimap

Posted: Wed Feb 13, 2013 8:19 pm UTC
by Ishq

http://imgur.com/CZLj5,ZqIGr#1

I believe I posted this a while back. This is using q3map2's -minimap switch.


Re: Minimap

Posted: Thu Feb 14, 2013 12:19 am UTC
by seana11
Chomps123 wrote:

there are not many multilevel maps out so the way Xonotic makes mini-maps should work great.

Parpax


Re: Minimap

Posted: Thu Feb 14, 2013 2:17 am UTC
by velociostrich
Ishq wrote:

http://imgur.com/CZLj5,ZqIGr#1

I believe I posted this a while back. This is using q3map2's -minimap switch.

That is gorgeous.

EDIT: Lol, then I looked at the other image. Yeah, that ain't gonna work.


Re: Minimap

Posted: Thu Feb 14, 2013 11:16 am UTC
by ViruS
Chomps123 wrote:

there are not many multilevel maps out so the way Xonotic makes mini-maps should work great.

Trem has just about as much. There are many 2-3 level maps in xonotic from what i've played on.

velociostrich wrote:

I was talking about the codes for things like coordinates and direction.

Ishq wrote:

http://imgur.com/CZLj5,ZqIGr#1
This is using q3map2's -minimap switch.

I wondered how i got that last time (although colours were inverted, and the file was a .tga) when I tried to decompile my map when I lost its .map file...
I bet that's ATCSHD from its fans.

Are there any options?