smoothielover
10-26-2002, 11:43 AM
multilevel maps
obviously some maps are not easy to read with different floor levels froma default loading position
how is it best to veiw maps like this ? i am unsure on the developers ideas when they designed the mapping side
im assuming that you can drill down through floors in some method as the maps seems to impress that upon me.
also having asked this can Spawns be filterd based on the map view level in any way? the locs include a height as would the maps im guessing so applying filter to this map height viewing variable could be tickable im guessing somewhere. i havent see anything i recognize to be this in menus.
alsoa 2nd idea again i looked in pulldowns for similar thing
a bacgroungd jpg/gif/png/IMAGE file for the track screen.
this would allow for topology looking maps to be superimposed under the EQ logical mapping lines.
things id expect would be required would be images to be set to the same dimensions of the map and to allow zoom into these images also. i expect pixelization etc but we can work hi rez files as they are local if its too annoying im guessing.
not sure how much color capabilities and image capabilities you have available to you and this is probably a astectic change also but i also fall of cliffs etc so maps that are colorful show where th e cliffs are.
im thinking as an example DL/ OT for a quick idea has hills trees nice open map shape etc the eqatlas map under a screenshot of s
SEQ looks pretty niffty
DL works well with the Grass to dirt changes as well mountains prolly neet to be traced the curvature lines etc
the kewlest incarnation of this would be to have a boundary line set by eq show with the 3d maps coming from wrl converter etc being used by SEQ to show gradient color based on the fill color for the area. i
ie low altitus e brown is dark high altitude brown is light brown and eq applies color based on Z vector form World file export.
its nice in my head. what are your thoughts. i think be a great way to make it a great look. more lieka war map etc
obviously some maps are not easy to read with different floor levels froma default loading position
how is it best to veiw maps like this ? i am unsure on the developers ideas when they designed the mapping side
im assuming that you can drill down through floors in some method as the maps seems to impress that upon me.
also having asked this can Spawns be filterd based on the map view level in any way? the locs include a height as would the maps im guessing so applying filter to this map height viewing variable could be tickable im guessing somewhere. i havent see anything i recognize to be this in menus.
alsoa 2nd idea again i looked in pulldowns for similar thing
a bacgroungd jpg/gif/png/IMAGE file for the track screen.
this would allow for topology looking maps to be superimposed under the EQ logical mapping lines.
things id expect would be required would be images to be set to the same dimensions of the map and to allow zoom into these images also. i expect pixelization etc but we can work hi rez files as they are local if its too annoying im guessing.
not sure how much color capabilities and image capabilities you have available to you and this is probably a astectic change also but i also fall of cliffs etc so maps that are colorful show where th e cliffs are.
im thinking as an example DL/ OT for a quick idea has hills trees nice open map shape etc the eqatlas map under a screenshot of s
SEQ looks pretty niffty
DL works well with the Grass to dirt changes as well mountains prolly neet to be traced the curvature lines etc
the kewlest incarnation of this would be to have a boundary line set by eq show with the 3d maps coming from wrl converter etc being used by SEQ to show gradient color based on the fill color for the area. i
ie low altitus e brown is dark high altitude brown is light brown and eq applies color based on Z vector form World file export.
its nice in my head. what are your thoughts. i think be a great way to make it a great look. more lieka war map etc