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Re: multilayered overviews ??
How is the proper HEIGHT determined ?
Nobody ever mentions how to do that. Do you guys know ? |
Re: multilayered overviews ??
I'm afraid I don't really understand what you're getting at, Carp... if it's about how to "uncover" as much as you want to (like when you want to make a sewer tunnel under the level visible), then it's the stuff about the Zmin value I pointed out in the first post...
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Re: multilayered overviews ??
// overview description file for ts_normandin.bsp
global { ZOOM 0.81 ORIGIN 0.16 66.0 144 ROTATED 0 } layer { IMAGE "overviews/ts_normandin.bmp" HEIGHT -130 } See the height at 130 ? It isn't 130 for every map. How is THAT number determined ? Is it automatic ? |
Re: multilayered overviews ??
I believe you put it yourself ; it would make sense that the closer to 0 you get, the closer to the ground the overview will be.
Never tested, so €.02 |
Re: multilayered overviews ??
I think you take the Zmax value from the console and enter it for both the third value behind "ORIGIN" and for "HEIGHT". The overviews I made that way certainly didn't show any strange behaviour.
However, I have seen some where you wouldn't see players moving in overview mode because their icons were moving below the "surface" of the overview. And on some other overviews, I saw the icons (which look a little bit like "dots on sticks") float high above the map overview, so to speak on top of extremely long "sticks" - even when players moved at ground level. My guess would be that in those overviews, the overview maker screwed up and entered a different HEIGHT value, not the Zmax reported in the console. |
Re: multilayered overviews ??
Correct !
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