Hello,
this article describes how to create visualizations for the recently released Uber 2D Demo Viewer.
Introduction
This is still an evolving process, and the current solution involves quite some manual work. You need to be a bit techie and be familiar with different tools (3D modeling/rendering, Photoshop, Radiant).
Process
1. The first step is to generate a 2D rendering or illustration of a map. On this article, I described a process to extract Quake Live maps.
Once you get the 3D model out, the tricky part starts. Ideally you would like to remove any surface whose normal is pointing downward. This is however not enough. Maps have tons of "hidden polygons" outside the reachable walls, and all those contribute in screwing up visualizations.
Once you created a 2D image, you need to save it as PNG with the name of the map, and place it in the "..\U2DDV_v0.1\data\maps" folder.
2. The second part is to create a simple text file that includes the boundaries of your visualizations in Quake coordinates.
This process requires you to have q3radiant (or gtk-, or net-) installed, as well as the .map file for the arena you are working on. You should have the converted .map if you did step 1 using the QL Map Converter, as proposed in the article above.
Done manually this process may be quite annoying, as it all depends on how much margin you have left around the map in your visualization. In the readme file in "..\U2DDV_v0.1\data\maps" you find a dirty hack on how do this.
To make the process simpler, I coded a simple Map Ruler (thanks myT for hosting). The process on how to use this is below.
3. If you have done everything correctly, your "..\U2DDV_v0.1\data\maps" folder should now contain "yourmap.png" and "yourmap.txt". Whenever the demo viewer recognizes "yourmap" being played, it will load your visualizations. If you have made mistakes in the formatting of the .txt file, the log window should complain.
Good luck!
this article describes how to create visualizations for the recently released Uber 2D Demo Viewer.
Introduction
This is still an evolving process, and the current solution involves quite some manual work. You need to be a bit techie and be familiar with different tools (3D modeling/rendering, Photoshop, Radiant).
Process
1. The first step is to generate a 2D rendering or illustration of a map. On this article, I described a process to extract Quake Live maps.
Once you get the 3D model out, the tricky part starts. Ideally you would like to remove any surface whose normal is pointing downward. This is however not enough. Maps have tons of "hidden polygons" outside the reachable walls, and all those contribute in screwing up visualizations.
Once you created a 2D image, you need to save it as PNG with the name of the map, and place it in the "..\U2DDV_v0.1\data\maps" folder.
2. The second part is to create a simple text file that includes the boundaries of your visualizations in Quake coordinates.
This process requires you to have q3radiant (or gtk-, or net-) installed, as well as the .map file for the arena you are working on. You should have the converted .map if you did step 1 using the QL Map Converter, as proposed in the article above.
Done manually this process may be quite annoying, as it all depends on how much margin you have left around the map in your visualization. In the readme file in "..\U2DDV_v0.1\data\maps" you find a dirty hack on how do this.
To make the process simpler, I coded a simple Map Ruler (thanks myT for hosting). The process on how to use this is below.
3. If you have done everything correctly, your "..\U2DDV_v0.1\data\maps" folder should now contain "yourmap.png" and "yourmap.txt". Whenever the demo viewer recognizes "yourmap" being played, it will load your visualizations. If you have made mistakes in the formatting of the .txt file, the log window should complain.
Good luck!
Edited by Memento_Mori at 02:55 CDT, 27 June 2016 - 11050 Hits
Is the bottom most floor also transparent?