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Minimap Question


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7 réponses à ce sujet

#1
Lucrane

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Hey All,

Just a asthetic question on minimaps. I get how to generate them from the toolset automatically, but how does the Singe Player game have those nice looking almost drawn minimaps? Is that an option in the export somewhere on the toolset? Or is that all photoshop or some other graphical editor? Thanks in advance.

~Lucrane

#2
DarthParametric

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All done in post, in Photoshop, etc. Open \\Addins\\<MODULE_NAME>\\core\\override\\toolsetexport\\<LEVEL_NAME>\\minimap\\<LEVEL_NAME>_mmap_ph.dds

Here's a quick and dirty one I did for a recent level:

Image IPB

#3
Lucrane

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Ah Thanks Darth for the reply. Excellent, I've been trying to use/learn gimp to do world maps and minimaps. They are just placeholders for now, but I have to get much better at doing these maps lol.
Thanks again.

~Lucrane

#4
Lucrane

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Quick question regarding world maps: I followed this map tutorial and I'm running into some issue:

http://social.biowar...hp/Map_tutorial

I have followed the tutorial completely and run into some problems in game.

1) Do world maps have to be a certain size have certain dimensions if so, what are these numbers? I can use the single player maps just fine any custom maps do not show in game though, but show on the toolset.

2) When I launch the map successfully from a door transition, I can see all my pins, the ones that are grayed out and the ones that are active. The ones that are active when I click them don't do anything.

Any help with this appreciated.

~Lucrane

#5
Lucrane

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UPDATE:

After adding these scripts:

////////////////////////////////////////////////////////////////////////
// Sent by: The engine
// When: the player clicks on a destination in the world map
////////////////////////////////////////////////////////////////////////
case EVENT_TYPE_BEGIN_TRAVEL:
{
string sSource = GetEventString(ev, 0); //area tag source location
string sTarget = GetEventString(ev, 1); // area tag target location
string sWPOverride = GetEventString(ev, 2); // waypoint tag override
if (sSource != sTarget)
{
//store target area's tag to a local module variable
SetLocalString(GetModule(), "WM_STORED_AREA", sTarget);
//store target waypoint tag
SetLocalString(GetModule(), "WM_STORED_WP", sWPOverride);
//initiate the map's travelling animation. The engine will
//send EVENT_TYPE_WORLDMAP_PRETRANSITION once it's started.
WorldMapStartTravelling();
}
}

////////////////////////////////////////////////////////////////////////
// Sent by: The engine
// When: the world map has begun its "travelling" animation
////////////////////////////////////////////////////////////////////////
case EVENT_TYPE_WORLDMAP_PRETRANSITION:
{
//retrieve the target area tag we stored in EVENT_TYPE_BEGIN_TRAVEL
string sArea = GetLocalString(GetModule(), "WM_STORED_AREA");
//retrieve the target waypoint tag
string sWP = GetLocalString(GetModule(), "WM_STORED_WP");
//execute the area transition to that target.
UT_DoAreaTransition(sArea, sWP);
break;
}

to my module core, the pins work, but they transport the player to some unknown location within the appropriate area. Looking into it.

#6
Lucrane

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well I've done further testing and even used the pin override in the toolset. When I use the override by specifying the waypoint tag I get a desired transition and result. However, without that I get to the correct area but place in to some unwalkable area of the map.

This leads me to believe that I am missing a script somewhere to call the 2da functions of my waypoints as specified in the first tutorial. I don't think I missed anything there. I have all the scripts so I am not sure exactly how to get those way points in there without overriding them

#7
sea-

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Yep, unfortunately there's no good way to create nice minimaps without doing some image editing. I'm not a great graphic artist so my minimaps aren't the best-looking, but for interior areas, if you stick to simple and use a nice grid to help set up some straight edges and lines, you can get something that looks neat. Personally I use a paper texture I found online and then dodge/burn areas to make them look brighter and darker.

#8
-Semper-

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Lucrane wrote...

1) Do world maps have to be a certain size have certain dimensions if so, what are these numbers? I can use the single player maps just fine any custom maps do not show in game though, but show on the toolset.


yeah, that's a "feature" of the so beloved toolset. you need language specific copies of the worldmap file with the extension of myworldmap_en-us.tga, if you're english speaker.

excerpt from the wiki

NOTE: The 'MAP' column specifies the filename you need for the map to
appear in the toolset. For the map to appear in game, you must include
language specific copies (they don't need to be translated, of course,
but the files need to exist). You need to have a copy of your map with
each of the below suffixes. For example, if you put 'mymap' in the MAP
column, you'd have mymap.tga to get it to appear in the toolset and
mymap_en-us.tga to get it to appear in the English game client.
_cs-cz
_de-de
_en-us
_es-es
_fr-fr
_hu-hu
_it-it
_pl-pl
_ru-r

Lucrane wrote...

2) When I launch the map successfully from a door transition, I can see all my pins, the ones that are grayed out and the ones that are active. The ones that are active when I click them don't do anything.


there's propably something wrong with your scripting. try to follow the tutorial, it covers the different events of pins pretty nicely.