Forboding Angel wrote:Frankly, the two are not different enough to matter. This is going to be in a semi small box in the corner, it doesn't need to be perfect.
The skybox shouldn't be in the minimap anyway, it's distracting.
Whether the box with minimap is small, is a matter of your settings (and screen size). Also in the lobby, when searching maps, an image that is close to the look you remember from ingame is helpful. Maybe the example is not the best one, but that's the only one I tried so far since I needed it to complete the map...
Anyway: as always it's a matter of taste
8611 wrote:So the overhead-cam was not able to look perfectly straight down but is always slightled angled?
Yes. But only slightly. I only noticed it when comparing with diffuse texture in graphics program. Got more obvious with smaller fov / larger camera height. At least I wasn't able to figure out how this could be changed (which doesn't mean it is not possible).
8611 wrote:
Why gadget: Do you plan to add more stuff (deleteing features for ex.?)
Atm It seems everything you need/use GamePreload, GameStart, GameFrame, Spring.SetCameraState is unsynced and works in widget too.
Since using GamePreload or GameStart didn't lead to the desired results if in a widget (fully black screenshots, SendCommands not executed etc.). I started with a widget and tried it.
And after setting camera and hiding interface -I noticed during testing- I need a bit of time or the screenshot contains image of the setting before (somewhere in the camera state transition and interface still visible).
I didn't want to introduce some sleep command hack in the script so using a gadget seemed easier.
8611 wrote:
Good trick with setting the maxheight,minheight to zero to avoid perspective warping. But when everything is at same height then water will not show right or does it? Perhaps very little height differences (maxheight 10 or so) still look perspectively okay but work with water?
Regarding including water in the screenshot: I am torn. On the one hand side it's nice when using minimap outside game (web page maplist, lobby map overview). In the game water is drawn in minimap image anyway by the game. With some water settings having it "double drawn" looks very bad; with others it doesn't matter and still looks good.
As I said: I am torn...
Sure it's all camera modes? I didn't see the fov value when listing the values of camState of the fps camera. Would have to try when back home.
8611 wrote:
Not so important but SendCommands("HideInterface") *toggles* the GUI.
To set it to defined state use "HideInterface 1" / "HideInterface 0"
Good point. Would make it more foolproof.
Funkencool wrote:It's kind of hard to notice on this particular map, but it could add a lot of perceived depth in hilly maps for instance ( for maps that didn't bake shading/shadows in anyway ).
I am not sure if I myself would like to have shadows on the minimap. But might be useful when texture doesn't show the elevations. Maybe using min/maxheight just tuned down (factor 50 or 100) instead of zero could lead to a good compromise. Would have to be adjusted to specific map, I guess.
jK wrote:1. why a gadget?
2. why not gl.CopyToTexture + FBO + gl.SaveImage? (no external tools needed for cropping & resizing)
1. see above
2. Because I have just recently started with some basic gl stuff and didn't know it was possible
