Minimap Is Being Cutup - Top And Bottom
dignome
Join Date: 2003-08-04 Member: 18853Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">y axis settings are correct</div> The minimap my system keeps generating is cutting off the top half and lower bottom portions. I have no water placed in the map as well. The commander view is 128 blocks up from ceiling, the min/max x/y values I took twice from Quark and The Hammer are correct. I also tried making the minimap sprite for a friends map and it did the same thing. Something I'm missing?
My laptop is doing the same thing. Funny thing is it generated the whole thing before with no problem. I did switch my readyroom to the area directly above my map though (it's still out of set commander view), could that be it?
My laptop is doing the same thing. Funny thing is it generated the whole thing before with no problem. I did switch my readyroom to the area directly above my map though (it's still out of set commander view), could that be it?
Comments
[img taken down, was self hosting it]
It looks like it exceded the 256x256 domain? The commander is being restricted by the x/y values as wanted, but it refuses to complete the minimap.
Ah, thanks for the replies. It isn't that much taken off, I could easily edit it. Was just wondering why it does this sometimes.
I don't think so. The minimap generation doesn't care that much about the geometry of the level, just the extents you specify in the avhmapinfo entity.
Max
your minimap is an indexalpha (transparent) sprite.
Thoose like to have **** borders. You see the bottom line on to, top line on bottom and so on (smooth shading).
The solution is to have all borders of the sprites showing the same (all btransparent).
On minimaps and digesting pics this is not possible.
So in NS you dont see the complete sprite, you see a part of it with the **** smooth shaded borders (2 pixel or so) cut off.
minimap display aint 100% accurate, its still getting tweaked, maybe in 2.1
Theyre changing it.
your minimap is an indexalpha (transparent) sprite.
Thoose like to have **** borders. You see the bottom line on to, top line on bottom and so on (smooth shading).
The solution is to have all borders of the sprites showing the same (all btransparent).
On minimaps and digesting pics this is not possible.
So in NS you dont see the complete sprite, you see a part of it with the **** smooth shaded borders (2 pixel or so) cut off.
minimap display aint 100% accurate, its still getting tweaked, maybe in 2.1
Theyre changing it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Sorry, as an OpenGL fan I just have to critizise your technical correctness <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Minimaps are NOT indexalpha
indexalpha is when the index of a color in the sprite tells the engine how transparent this color should be. This is only used for smoke effects that only need one color but a smooth transparency.
Minimaps use an alphaindex!
And they are not smoothshaded at all. They are flatshaded in a pure white light color. What makes borders become visible on the other side is the filtering.
btw, yesterday I checked out some of the console commands regarding OpenGL and stumbled over gl_texturemode. It is set to GL_LINEAR_MIPMAP_NEAREST by default. If you don't like to see where OpenGL starts to use mipmaps (the image becomes blurry from one pixel to the other) you can set it to GL_LINEAR_MIPMAP_LINEAR. This way it also interpolates between the full-size texture and the mipmaps.