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InsideQC Forums • View topic - Generating 2D Mini-Maps Idea

Generating 2D Mini-Maps Idea

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Re: Generating 2D Mini-Maps Idea

Postby Baker » Thu Jan 26, 2012 9:31 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Generating 2D Mini-Maps Idea

Postby mh » Thu Jan 26, 2012 7:16 pm

I don't particularly hate the concept of mirrors, it's just the implementation of r_mirroralpha in GLQuake that sucks. It's a cheap hack, a novelty gimmick, and it was never designed to be anything more than that. Mirrors themselves are cool, but if you're going to do them then do them right - identify a texture naming convention, decide on robust handling of cases where e.g. 2 mirrors face each other, and beware of "if you give a mapper power to do one of something they'll end up doing 30 of it (and then complain that it's slow)" syndrome. :lol:
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Re: Generating 2D Mini-Maps Idea

Postby ceriux » Sat Jan 28, 2012 4:20 am

day of defeat did this, it would be cool to see it in any quake engine.
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Re: Generating 2D Mini-Maps Idea

Postby Baker » Thu Feb 02, 2012 8:56 am

Trying to think of neat way to transition from 3D to 2D. i.e. glFrustum (3D perspective) to glOrtho (flat world).

I guess I could keep flattening the Z scale and then sneak in glOrtho as the final frame but I'm thinking at some point Z-fighting kicks in with Z-scaling to very small amounts. I have ideas of a new kind of map editor (more fun, more multi platform, more action packed, more shareable, world can be navigated ... probably not like the Cube engine stuffs ).

And maybe someday I'll actually get time to work on my ideas.

/sarcasm ... I will but I hate waiting ... and I have a queue ... ugh ... maybe I can get the momentum to start clearing that queue in the not so distant future.
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Re: Generating 2D Mini-Maps Idea

Postby mh » Thu Feb 02, 2012 4:01 pm

Calculate both matrixes and interpolate between them. glOrtho is really not much more than a special case of glFrustum anyway (planes are parallel and at right angles to each other), just like a cube is a special case of a frustum. If doing this you really want to look at the frustum plane extraction code I posted in Tutorials as the old R_SetFrustum code is just not going to cut it here.
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Re: Generating 2D Mini-Maps Idea

Postby Baker » Thu Feb 02, 2012 6:55 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Generating 2D Mini-Maps Idea

Postby mankrip » Sun Feb 05, 2012 10:45 pm

For some reason, I think that using the player hull to build up the 2D map would be better, even if not textured.
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