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Author Topic: SAI Map images  (Read 9255 times)

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Offline ELiZ

Re: SAI Map images
« Reply #15 on: Thursday, August 22, 2013, 23:55:56 PM »
Well, 1 solution would be to select all the Actors you want to hide.. and set the Display\Texture Property to nothing...
Could be used to make a screenshot without Actor icons showing, Just don't save Afterwards :)

Offline Spanky

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Re: SAI Map images
« Reply #16 on: Thursday, August 22, 2013, 23:59:06 PM »
That's the kind of lateral thinking we needed here ELiZ.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: SAI Map images
« Reply #17 on: Friday, August 23, 2013, 13:08:19 PM »
I've found the setting that makes it work in 2.8.5
It's a option called "No Zone Culling"
And it's located in the same as the other show commands Right Click\View\Show blablabla

I'm mapping out the Flags to see if this option exist in 2.5, but not documented or visible in the editor

Offline ELiZ

Re: SAI Map images
« Reply #18 on: Sunday, August 25, 2013, 23:45:54 PM »
I've found the setting that makes it work in 2.8.5
It's a option called "No Zone Culling"
And it's located in the same as the other show commands Right Click\View\Show blablabla

I'm mapping out the Flags to see if this option exist in 2.5, but not documented or visible in the editor

None of the flags available were any good to change this.

I'm working out a workflow that allows me to take any picture(be it 512x512 or 1024x1024), and then afterwards correct the x,y,Zoom to match that in the picture.

Only really limitation is that the image must be taken 100% from above with no other rotations.

Offline ELiZ

Re: SAI Map images
« Reply #19 on: Sunday, August 25, 2013, 23:50:17 PM »
I've Prepared SAI Images from two maps that isn't included already

t_maps_sai_mp_breakout
t_maps_sai_mp_sf_refinery

I took the MP_Breakout from the DropBox a few hours ago.
The problem in taking the picture is how to handle multi level Maps

These remain:

Code: [Select]
MP_Aztec
MP_Berg
MP_Bridge_Construction
MP_City_Block
MP_Glass_Kill_House
MP_Ice
MP_Monkey_Island
MP_PBall
MP_Rummage
MP_SF_Contingency
MP_SF_Office_Assault
MP_Shipment
MP_Square
MP_TehYetisLair
MP_Urban_Assault_SE

I'll continue with adding new SAi images.
Tell me here if you plan to Edit a map enough to warrant a new SAI Image


 

Offline ELiZ

Re: SAI Map images
« Reply #20 on: Monday, August 26, 2013, 00:36:01 AM »
Here is the 1024x1024 taken from the Editor's Perpective view



I'm not an gfx artist, so there could probably be work done to make the image look good.

I added the actor
Code: [Select]
Begin Map
Begin Actor Class=AGP_Viewpoint Name=AGP_Viewpoint1000
    Location=(X=0,Y=0,Z=2000)
    Rotation=(Pitch=-16384,Yaw=0,Roll=0)
    bSelected=True
End Actor
Begin Surface
End Surface
End Map

I then Hid the icons for all the Actors I didn't want visible inside editor.

Offline Spanky

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Re: SAI Map images
« Reply #21 on: Monday, August 26, 2013, 00:44:29 AM »
I have an idea, what about using the Viewpoint but in-game? If you start a LAN server but don't pick a team, you can browse around. Delete the other Viewpoints, hide your hud, turn on Anti-Aliasing and setres 1024x1024 in the console. Course, you'd have to hide stuff in the editor and then build the map but it would yield a pretty good shot. I might play with that for Pipeline.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: SAI Map images
« Reply #22 on: Monday, August 26, 2013, 00:46:36 AM »
Can you make sure the rotation of the Viewport is

Code: [Select]
Rotation=(Pitch=-16384,Yaw=0,Roll=0)



Offline Spanky

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Re: SAI Map images
« Reply #23 on: Monday, August 26, 2013, 00:49:45 AM »
Yea. You also have to set CanRotate or whatever the variable is to no in the editor.

*EDIT*
Nevermind, that doesn't exist. But, you could limit rotation to 1 degree by putting 1 in the LimitPitch and LimitYaw boxes.
« Last Edit: Monday, August 26, 2013, 00:52:24 AM by Spanky »
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: SAI Map images
« Reply #24 on: Monday, August 26, 2013, 00:52:00 AM »
Best would be if you can get viewport to the same location and rotation time after time, allowing 1 ss to be taken of floor1, and then a second of underground, then you can merge the 2 in Photoshop.

Offline Spanky

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Re: SAI Map images
« Reply #25 on: Monday, August 26, 2013, 00:53:09 AM »
Best would be if you can get viewport to the same location and rotation time after time, allowing 1 ss to be taken of floor1, and then a second of underground, then you can merge the 2 in Photoshop.

I'll give it a go for Pipeline so don't bother with that one yet. I haven't even finished the lighting in the tunnels yet.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: SAI Map images
« Reply #26 on: Monday, August 26, 2013, 01:08:27 AM »
I'll give it a go for Pipeline so don't bother with that one yet. I haven't even finished the lighting in the tunnels yet.

MP_Pipeline have had a SAI image from the first release :)

Nothing special, almost decent

Offline Spanky

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Re: SAI Map images
« Reply #27 on: Monday, August 26, 2013, 01:12:44 AM »
Right, but I've changed the wall outside and it would be nice to have inside the building.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: SAI Map images
« Reply #28 on: Monday, August 26, 2013, 01:48:25 AM »
These 4 done today:

Code: [Select]
MP_Breakout
MP_Monkey_Island
MP_SF_Refinery
MP_Shipment

Theses 13 remain
Code: [Select]
MP_Aztec
MP_Berg
MP_Bridge_Construction
MP_City_Block
MP_Glass_Kill_House
MP_Ice
MP_PBall
MP_Rummage
MP_SF_Contingency
MP_SF_Office_Assault
MP_Square
MP_TehYetisLair
MP_Urban_Assault_SE

Offline ELiZ

Re: SAI Map images
« Reply #29 on: Monday, August 26, 2013, 02:43:38 AM »
Done
Code: [Select]
MP_Urban_Assault_SE

 

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