Minimap Is Being Cutup - Top And Bottom

dignomedignome Join Date: 2003-08-04 Member: 18853Members, Constellation, Reinforced - Shadow
edited August 2003 in Mapping Forum
<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?

Comments

  • dignomedignome Join Date: 2003-08-04 Member: 18853Members, Constellation, Reinforced - Shadow
    edited August 2003
    Here is some visual aid:

    [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.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--QuoteBegin--dignome+Aug 25 2003, 11:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dignome @ Aug 25 2003, 11:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    simple reason:
    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.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    I have noted a slight alignment problem in the 4 sprite version of the minimap running in OpenGL at 1024x768 (reported in the bug forum)... it ends up cutting off one of the east-west directed walls in Lost's minimap. It looks like it's only a 1-2 pixel offset, so it might be a problem with calculating the position of the sprite from the center of the screen.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    <!--QuoteBegin--Ollj+Aug 26 2003, 02:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Aug 26 2003, 02:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> simple reason:
    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.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    im sorry to resurrect this post from 4 page but im having this same problem with nirvana. My minimap settings are correct but it cuts both up and down. The thing is i dont have this same problem with another map, ns_mystic so i dont know whats causing it.
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