Map Topview

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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themuffinman
Posts: 384
Joined: Fri Mar 05, 2010 5:29 pm

Map Topview

Post by themuffinman »

It's questionable whether this should be in the mapping section or just in the general Q3 section. I searched up this topic and couldn't find anything.

I'm looking to create map top view/over view images of various maps showing the general layout of each map and later on add item symbols at each item location. Something similar to this:
http://www.quake-live.tv/forums/viewtopic.php?f=2&t=237

I'm sure there was a mod that allowed you to do this (possibly Excessive Plus?) with the use of a console command. I know I can take shots of the map by r_fastSky 1, noclip and simply taking a screenshot from high above the map - but I want over views without any vertical/horizontal perpective and want it to be precise, so that's not an option.

Anyone know of any tool to get the job done?

Kind regards,
TheMuffinMan
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Map Topview

Post by ^misantropia^ »

I know the mod you mean but I can't remember its name. Moved to LEM, someone there probably knows.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Map Topview

Post by Silicone_Milk »

run the map with /sv_cheats 1

While ingame, /g_speed 320613865013 or whatever crazy fast number you want so you can get to the necessary distance needed for this to work in a short time.

set fov to 1 (/cg_fov 1) and look straight down at the map.

You should get a damn near orthogonal top-down view of the map.

You'll also need to adjust the values of I think... /r_znear to eliminate the z-fighting you'll see going on while so far away from the map.
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Map Topview

Post by jal_ »

You can generate minimaps with netradiant's q3map2. See at the bottom of this link: http://dev.alientrap.org/projects/netra ... r_features

Edit: This is the typical cmd line for generating a minimap: -minimap -size 256 -sharpen 1 -border 0
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: Map Topview

Post by Bliccer »

Silicone_Milk wrote:You should get a damn near orthogonal top-down view of the map.
Well, also wanted to say this, but then I thought you can't see "into" your map because of the roof brushes... after reading your comment I recognized it's fairly well possible because you use caulk on the roof anyway...
cheers
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Map Topview

Post by Hipshot »

Made this using the fov 1 technique...
http://zfight.com/misc/images/maps/m15/ ... erview.jpg
But I had to remove the roof textures ofc, since I use a slanted roof that can be seen from inside the level.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
themuffinman
Posts: 384
Joined: Fri Mar 05, 2010 5:29 pm

Re: Map Topview

Post by themuffinman »

I'm sorry about the delay in response, been looking all around for answers before replying.

I tried both techniques mentioned above. Before I continue, maybe it's in my best interest to share my plans on what I'm trying to achieve:

I'm trying to create a map guide for Quake Live with in-depth details about every map, plenty of screenshots, and detailed map overviews (possibly integrated into a Java app of sorts which draws suitable item icons in locations based on filters and gametypes that the viewer might select).

Minimap: The problem with this is that all I get are a bunch of white lines on a black background. Some maps it gives interesting results for as it shades in areas somehow and looks almost x-ray like, which is interesting, but still not quite what I'm trying to achieve.

FOV 1 technique: I found it to be a real challenge to get it right, but can yield decent results, now I'm trying to play around with the setviewpos cvar to get more accurate results.

@Hipshot: What map is that overview from? Looks interesting. And yes, the roofs are an issue at times (and so is fog – which can be scripted out, and weather effects) so I'd need to sort something out. As much as people despise decompiling maps, I might have to do that in order to get proper screenshots as I’d need to cover all the tops of the roofs with caulk as has been mentioned :/ Then again, the only thing wrong with decompiling maps is if you’re stealing the content for use in your own maps or porting it without permission.
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: Map Topview

Post by Anthem »

Well, here is this if it helps:

http://www.quake-live.tv/forums/viewtopic.php?f=2&t=237

That is probably step one of your project.
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