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Feature: "screenshot map" command #91

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JPLeBreton opened this issue Jul 22, 2016 · 1 comment
Open

Feature: "screenshot map" command #91

JPLeBreton opened this issue Jul 22, 2016 · 1 comment
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@JPLeBreton
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JPLeBreton commented Jul 22, 2016

Not sure whether this is along the lines of where you want to take this project, but I've been wanting a proper tool for taking the kinds of level shots on this page:

http://ian-albert.com/games/doom_maps

(but for a program that's open source, actively maintained, more flexible, eventually works with vanilla PWADs etc)

Here's what it seems like such a command would entail:

  • use an ortho view projection instead of perspective
  • disable distance-diminished lighting (but still draw sector lighting)
  • zoom and position view to frame level extents + a margin
  • write screenshot to image at a resolution proportional to world scale (something like the maps linked above, ie larger maps result in larger images, up to a reasonable maximum) - not sure if this is easy to get to from a non-offline renderer like this one, though

Again, no idea if this is something you find interesting and/or want to do with this project, but I think lots of people in the Doom community would find this useful. Users could probably even rig it up into an auto-generated map generator for doomwiki + the idgames archive.

This project is really cool, keep up the good work!

@cristicbz
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Hi thanks for taking the time to file this! This sounds like it shouldn't be too difficult to do, but it may require some refactoring to allow swapping out shaders: the sector-level lighting for flickering/pulsating stuff, should probably be set to a mid-level rather than darkest/lightest.

The way I'd provide this is as a command line argument; something like --create-map-screenshot FILE. This will be another 'run-mode' in addition to --check and the regular 'game' mode.

I try to look into this at the weekend should be a fun diversion from work.

@cristicbz cristicbz self-assigned this Jul 27, 2016
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