Ko/Level Overviews: Difference between revisions

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Line 69: Line 69:
  <mapname>
  <mapname>
  {
  {
  material overviews/mapname // texture file
  material overviews/mapname // 텍스쳐 파일
  pos_x -2651 // X coordinate
  pos_x -2651 // X 좌표
  pos_y 4027 // Y coordinate
  pos_y 4027 // Y 좌표
  scale 6.0 // scale used when taking the screenshot
  scale 6.0 // 스크린샷을 찍을 때 사용한 규모
  rotate 0 // map was rotated by 90 degrees in [[image editor]]
  rotate 0 // [[image editor]]에 의해 맵이 90도 회전됩니다.
  zoom 1.3 // optimal zoom factor if map is shown in full size
  zoom 1.3 // 맵이 최대 크기로 보여질때 작동하는 최적의 확대기(줌)
  }
  }



Revision as of 07:48, 21 July 2014

몇몇 mod는 (Counter-Strike:Source, Day of Defeat:Source) 미니맵을 가지고 있습니다, 이것은 맵의 전반적인 개요와 플레이어에 대한 목표를 알려줍니다. 맵 개요 는 게임 안에서 스크린샷을 찍어서 만든것입니다. 이것은 반드시 맵의 작업이 끝난후에 만들어져야 합니다.

* Counter-Strike: Global Offensive 를 위한 미니맵 만들기

가공되지 않은 맵 개요 만들기

  1. Start the game. Click Options and switch to the Video tab. Change Resolution to "1280x1024" pixels and the Aspect Ratio to "Normal".
  2. Load the new level with the map <mapname> console command and enable "sv_cheats 1".
  3. Join the Spectator team.
  4. Bind the "screenshot" command to a key, etc. "bind p screenshot" using the console.
  5. This is important, as using the default screenshot key (F5) will take a compressed JPEG rather than a raw TGA.
  6. Remove any HUD elements with console commands "cl_drawhud 0" and "hidepanel all".
  7. Remove disturbing world effects like skyboxes ("r_skybox 0"), fog ("fog_override 1" and "fog_enable 0"), props (optional: "r_drawstaticprops 0"), etc.
  8. Move in spectator mode to a position where you can see the whole level from above.
  9. Switch to orthographic mode with the console command "cl_leveloverview x", where x is the scale factor.
  10. Set "cl_leveloverviewmarker 1024" to show a red helper line on the right. You will need to briefly toggle cl_drawhud 1, line it up, and then toggle the HUD off again.
  11. Note.png메모:Several people have commented that the red line does not appear when doing this at 1280x1024 resolution. If you don't see the red line, read the No red line section below.
    Sample level overview (de_dust2)
  12. You can move around while cl_leveloverview mode is on. You are still in spectator mode and moving, so move the arrow keys to change the position. Now change scale so the map fits into the square defined by the red line. The right edge of your map should be on the left of the red line, anything to the right of the red line will be chopped off in a later step. Check the attached screenshot to see how this step looks in de_dust2 running under Counter-strike:Source.
  13. The current projection data (position and scale) will be updated in the console, eg "Overview: scale 6.00, pos_x -2651, pos_y 4027".
  14. Once everything is perfect, take a screenshot (using the key you bound to "screenshot") and write down the projection data values. You will need them in a later step.

빨간 줄이 나오지 않나요?

만약에 당신이 9번째 단계에서 빨간 줄이 보이지 않는다면, 당신이 cl_drawhud 1 을 설정했는지 확인하세요 (그리고 스크린샷을 찍기 전에는 꺼두세요). 이것을 한뒤, 만약 당신이 아직도 보이지 않는다면, 당신은 1280x1024 해상도 대신 1024x768 해상도로 다시 시도해 보시는 것이 좋습니다. "cl_leveloverviewmarker 768" 이것으로 설정하고 시작해보세요.

Create the overview material

  1. Close the game and open the screenshot in an image editor. You will find it in <game dir>\screenshots. Using your editor, crop away the unused part of the image to the right of the red line so that the image becomes a square. If you don't see the red line, then just make sure that the image is square.
  2. Modify the image as you see fit, perhaps adding an alpha channel to remove unused areas.
  3. Resize it so that its dimensions are a power of two. 1024x1024 is a good choice, assuming that your image starts off larger than that!
  4. Save your image in a lossless format (e.g. PNG or TGA) and create a material with it. You can use this template for the VMT:
UnlitGeneric
{
	$translucent 1
	$basetexture overviews/mapname
	$vertexalpha 1
	$no_fullbright 1
	$ignorez 1
}

Creating the VTF

Don't forget to Clamp S and Clamp T when you are creating your VTF otherwise the border pixels will stretch and look horrible. Additionally it would appear that VTFLib.dll isn't clamping correctly so you will have to use Vtex.

When making a vtf with vtex you can use this for the configs:

"clamps" "1"
"clampt" "1"
"nocompress" "1"
"nomip" "1"

You can also use this code in a bat file to run vmex:

cd steamdirectory\steamapps\username\sourcesdk_content\gamefolder\materialsrc\overviews
"%sourcesdk%\bin\orangebox\bin\vtex" mapname.tga mapname_radar.tga
pause

Be sure to create a new folder called overviews in materialsrc and place the overview tga files in there. Don't forget to also change the italics in the bat code.

개요 스크립트 작성

마침내, <game dir>\resource\overviews\ 경로에 <맵 이름>.txt 의 텍스트 파일을 만들 차례입니다. 이 파일은 개요를 정렬하는데 있어서 꼭 필요한 숫자들을 정확히 정의해 두는 용도입니다:

<mapname>
{
	material	overviews/mapname	// 텍스쳐 파일
	pos_x		-2651			// X 좌표
	pos_y		4027			// Y 좌표
	scale		6.0 			// 스크린샷을 찍을 때 사용한 규모
	rotate		0			// image editor에 의해 맵이 90도 회전됩니다.
	zoom		1.3			// 맵이 최대 크기로 보여질때 작동하는 최적의 확대기(줌)
}

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