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Generating 2D Mini-Maps Idea

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Re: Generating 2D Mini-Maps Idea

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

mh wrote:The biggest complexity with this is PVS - the server may not send entities that are not in the regular PVS but should be in the 2D view.


sv_novis from DirectQ :D

In fact I have put a ton of thought into that kind of thing (and this is more like 8 months ago).

I know you hate r_mirroralpha but I need it to achieve something I want. If I can't do r_mirroralpha, I can't do "view screens" that show another part of the map like Duke 3D security cameras.

(For that ... whenever I get to that, I'll have to have the server conditionally add some more permitted area to the PVS. But the concept behind r_mirroralpha ... seeing yourself and the concept between a security screen is the same deal with the different point of view that is being rendered. On the client side, I need to have every finalized before rendering, something that GLQuake doesn't quite do. But your FitzQuake light map streamlining from last year solved a fair chunk of that.)
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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

mh wrote: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)


I figured as much but hadn't thought about it in quite that way.

[I actually at first tried to "take the angles out" of glFrustum. Then I got smacked in the face with the fact that obviously you need an increasing size of reference or your viewing area is microscopic (kinda of like FOV 10, since that small spot on wall way out in front of you takes your entire view due to lack of "perspective") and if you increase the field of view have few options for culling right.]

/Spelling check is destroying my sentences.
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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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