Difference between revisions of "Mapshots"

From Mod Wiki
(Batch update)
 
(Clarified and spelling fixes)
 
Line 4: Line 4:
  
 
* '''filename''' - the name to store the result, if tiles is set to a value greater than 1 this is the filename prefix.
 
* '''filename''' - the name to store the result, if tiles is set to a value greater than 1 this is the filename prefix.
* '''size''' - size in pixels of a single tile.
+
* '''size''' - size in pixels of a single tile
 
* '''blends''' - number of AA passes to do (this is the same as the blend from normal screenshots)
 
* '''blends''' - number of AA passes to do (this is the same as the blend from normal screenshots)
* '''tiles''' - number of tiles to output on one axis. (So that means there wil be Tiles * Tiles number of tiles output!, so thiles doesn't have to have an integer square root!)
+
* '''tiles''' - number of tiles to output on one axis (this means there will be Tiles * Tiles amount of images output!)
  
'''Mapshots need to be taken in game, with the map loaded, in 640×480 mode! Use {{consolecmd|r_mode 3}} followed by {{consolecmd|vid_restart}} on the console.'''
 
  
The reason there is a tiles option is because of the way the megatexture works. The area of high resolution detail around the camera is limited so by splitting the whole map in several tiles the high resolution bits of the megatexture will be centered around the tile's center. Using a single tile for the whole map will essentially mean that the high resolution detail is only used in the center of the map.
+
'''Mapshots need to be taken in game, with the map loaded, in 640×480 mode. Use {{consolecmd|r_mode 3}} and {{consolecmd|r_aspectratio 0}} followed by {{consolecmd|vid_restart}} on the console.''' You may need to enable {{consolecmd|com_useFastVidRestart 1}} before vid_restart will work.
 +
 
 +
 
 +
The reason there is a tiles option is because of the way the MegaTexture works. The area of high resolution detail around the camera is limited, so by splitting the whole map in several tiles the high resolution parts of the MegaTexture will be centered around the tile's center. Using a single tile for the whole map will essentially mean that the high resolution detail is only used in the center of the map.
  
 
The number of tiles you want depends on the final size of the mapshot you need, if the image is going to be smaller than 1024×1024 a single tile is enough. If it's gonna be 2048×2048 use two tiles etc... You'll probably never need much more than four tiles.
 
The number of tiles you want depends on the final size of the mapshot you need, if the image is going to be smaller than 1024×1024 a single tile is enough. If it's gonna be 2048×2048 use two tiles etc... You'll probably never need much more than four tiles.
  
 
[[Category:Level Design]]
 
[[Category:Level Design]]

Latest revision as of 12:20, 26 November 2007

Mapshots are screenshots taken with the mapshot command they are rendered without perspective projection so they look like a "map" (as in a roadmap :) )

The command is mapshot <filename> [size] [blends] [tiles] (only the first parameter is required; the others are optional.)

  • filename - the name to store the result, if tiles is set to a value greater than 1 this is the filename prefix.
  • size - size in pixels of a single tile
  • blends - number of AA passes to do (this is the same as the blend from normal screenshots)
  • tiles - number of tiles to output on one axis (this means there will be Tiles * Tiles amount of images output!)


Mapshots need to be taken in game, with the map loaded, in 640×480 mode. Use r_mode 3 and r_aspectratio 0 followed by vid_restart on the console. You may need to enable com_useFastVidRestart 1 before vid_restart will work.


The reason there is a tiles option is because of the way the MegaTexture works. The area of high resolution detail around the camera is limited, so by splitting the whole map in several tiles the high resolution parts of the MegaTexture will be centered around the tile's center. Using a single tile for the whole map will essentially mean that the high resolution detail is only used in the center of the map.

The number of tiles you want depends on the final size of the mapshot you need, if the image is going to be smaller than 1024×1024 a single tile is enough. If it's gonna be 2048×2048 use two tiles etc... You'll probably never need much more than four tiles.