Using Custom Colorfull Minimaps Is Fun.

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
edited December 2002 in Mapping Forum
<div class="IPBDescription">Instead of blue on grey.</div> "Buildminimap" is great, but most times this 3,5-color-minimap does not help really.
grey = Wall
Black = Wall (more than 45° , less than 90°)
light Blue = Path
Yellow = Lift

<b>The minimap is a Sprite stored in: \HalfLife\ns\sprites\minimaps\NAMEOFMAP.spr
with sprite explorer2.0 (and other sprite tools) you can view and export it to bmp.
You can convert any 256*256*(256colors) bitmap into that sprite.</b>
Important is:
Type: vp_parallel_upright
Format: Indexalpha
Dimension: 256*256

<b>The question is not if you should change it or not ... , its how</b> (into what)

For testing <b>I converted the top-down view of 2 maps (Bast + Caged) info small colorfull minimaps...</b> Download below...
(resized them (flash transparency helped there) and optimized the color palette)
the blue background is not the best, but hey its just a test (transparency does not work).
This minimaps now are fine, but just too colorfull and iritating <!--emo&:(--><img src='http://www.natural-selection.org/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

Imagine using this customizeable (!) minimap sprite to show level(height), walls (when 2 ways cross on 2 levels), ceeling heigt, water, small location names, some tactical/design stuff ... and a small "wall_lab_eclypse"-logo for the commander.
Geyscale (light blue) = Level height
Black = 45° wall
Dark Red = vent for JP+aliens only
Dark Green = vent for anyone
Yellow - Lift
White = Location Text (ressource and hive places are white too!)

<b>Also use a copy of the Same sprite anywere on the map as overview hologram (as env_sprite) .</b>

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    <b>picture preview:</b>
    Grey Background looks better in browser, blue looks better ingame (because of black floors and blue HUD) .
    Its jpg and scaled by 1.5 so it looks not good. - Ingame GL-scaled looks "better".
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    Man, I am definetly going to do that for my NS maps!
    Btw, did you use the developer overhead view to get the actual pic of the level? Then copy paste, I guess?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited December 2002
    you have no big problems seing blue red and white squares, because the squares are drawn sharp blocks while the map is streched smoothed to screen resolution.
    The square-display is buggy, too , so its not a big loss.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Those look great. I'd like to give them a try in-game and see if they are clearer then the simpler color maps.

    I thought about using the HLTV overviews to create the minimap, but I didn't know how to make it fit inside the frame properly. Can you explain exactly how you created those sprites? Maybe by setting the HLTV extents the same as the min/max NS map extents?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited December 2002
    First:
    Use a sprite viewer to convert a (buildminimap generated) map sprite into .bmp or simular. You need this as template, or the result will not match.
    Second:
    Use any overhead map (or create yourself).
    (<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=9871&hl=overhead+maps' target='_blank'>I used the overhead map from here</a>. Quality is not that important because its will be resized and than ingame scaled again.)
    A tool that allows transparency, (scaling and rotation) makes it much easyer to use the template correctly.
    (I used Flash5 but any transparency supporting paint tool will do) Without transparency its a little tricky.
    Now you should have a colored overhead map 256*256 pixel, 256 colors in .bmp format.
    Bachgrould color of the colored map sprite should be a bright blue, like the blue of the Marine HUD, because it wont be transparent and a grey (or green) background looks ugly ingame with dark colored hallways.
    Third:
    Use a sprite viewer to convert new overhead .bmp map to a sprite:
    Type: vp_parallel_upright
    Format: Indexalpha
    Dimension: 256*256
    If its not indexalpha it will not work.
    Backup the original sprite map and use the new sprite instead.
  • lyndaklyndak God Join Date: 2002-11-13 Member: 8419Members, Constellation
    talk about the student leading the tutor <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    very good work here boy(s?) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    I forsee visibility problems with player blips, resource, blips, and so forth.
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    requiem it will be much better than the current ones, as the only thing i recognize on any map is the lifts and path outlines, never where i am.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Nice idea! How do you get the overhead view thing? and is there somewhere that lists all the stuff you can do?
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    wow, nice idea.

    I'll give it a try IG <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    btw: does mp_consistency touch sprites, too? or just model? o_0
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    dont you know about all the sprite cheaters all around? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    has anyone tried to make animated sprites for this?

    you know, with maybe an expanding circle in green around resources, like the blue scan ping? or a flashing star around hives?

    and maybe an extra little switch icon showing where the commander can control doors/elevators and other stuff?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    tried.
    if you use more than one frame in the minimap sprite the pictures of all sprites get crunched along the x-axix and you see all sprites crunched next to each other at once.
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