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Overview Description Generator
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Readme.txt
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2002-05-21
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134 lines
Overview Description Generator for Half-Life v0.1b
--------------------------------------------------
What it does:
-------------
This little program makes textfiles to go with your overview pictures from Half-Life maps.
You can enter your data manually or import a condump file and let the program search for the
necessary values.
Requirements:
-------------
I assume you already know how to make your overviews. If not, you should read a tutorial on the
internet about how to make overviews first. After that, you'll understand what the purpose of the
textfiles this program makes is, and the program will be pretty self-explanitory. Also note that
you need at least 800x600 pixels screen resolution.
Instructions:
-------------
The data needed for the textfiles consists of several values. You can find these in your condump
after you have made one as explained in tutorials on the internet. (I added the file aliases.txt
to this utility, which contains aliases that can help you by making the creation condumps and
screen- or snapshots easier and faster.)
The info needed is in lines that look like this:
Overview: Zoom 2.25, Map Origin (512.00, 45.50, 496.00), Z Min 1057.00, Z Max -65.00, Rotated 1
You need the following data values (the values from my example are noted in brackets):
* Zoom (2.25)
* Origin coordinate 1 (512.00)
* Origin coordinate 2 (45.50)
* Z Max (-65)
* Rotated (1)
You also need to know if you want to use a .bmp or .tga picture.
There are two ways to make your textfiles: from manual input or from reading a condump from the
game. I'll give a short explanation of both ways.
1) MAKING A TEXTFILE FROM MANUAL INPUT
* Fill in all the values on the left side of the screen as explained above. See the
'Special notes' section of this document for info on the 'Add to ZMax' value!
* Check/uncheck the rotated switch.
* Choose the file format of the overview picture you want to use (bmp/tga).
* Also enter the FILENAME of the map (without .bsp).
* In the 'File preview' window you can see what your textfile will look like. Now you can save it
with the 'Save' or 'Save as' button or save it from the 'File' menu.
2) MAKING A TEXTFILE FROM READING A CONDUMP
This is where it gets fun:
* Press the 'Open condump' button to choose a file to open. It's now displayed in the
'Opened condump' window.
* Next, you can press the 'Search values' button. The program now takes the values from the FIRST
line it encounters that has the values in it and fills out the boxes for you. If you want to
use another line from the file instead of the first one, just remove the lines in your
'Opened condump' window that come before the one you want to use. And then press the
'Search values' button. (You most likely want to use the line with the lowest value for Zmax).
Note that error trapping does not work perfectly (yet) when importing from invalid condumps.
So always check the imported data before saving. The best way to do that is to TAB through all
data entry fields until none of them returns an error.
* Choose the file format of the overview picture you want to use (bmp/tga).
* Choose another 'Add to ZMax' value if desired. See the 'Special notes'
section of this document for info on the 'Add to ZMax' value!
* Also enter the FILENAME of the map (without .bsp)
* In the 'File preview' window you can see what your textfile will look like. Now you can save it
with the 'Save' or 'Save as' button or save it from the 'File' menu.
The Menus
---------
'File' menu : Open condump = Displays a dialog box where you can open a condump textfile.
Search Values = Search for the necessary values in your opened condump textfile.
Save = Makes a quick save to the default path (as set in the 'Options'
menu). This overwrites an existing file.
Save as = Displays a dialog box where you can choose the location and
filename you want to save to.
Exit = Exits the program.
'Options' menu : Set SAVE path = Sets the default path to save to. If you use the 'Save' option
the file is saved to this location with the mapname as filename.
No questions are asked. It's also the path that gets displayed
by default in the 'Save as' dialog box.
'Help' menu : Readme = Displays this help file
About = Displays a short info about the program and my E-Mail address
Special notes
-------------
* About the 'Add to ZMax' setting:
If you make multiple screenshots to make your overview from, make sure you know the ZMax value
of the LOWEST floor players can walk on, and use this one to generate the textfile!
Explanation:
The overview in Half-Life uses the same coordinate system as the map itself. The ZMAx value
sets the height position (z-axis) of your overview picture ingame. If you want the player logos
in your overview window (The red and blue pictures) to be visible, these must be placed higher
than the overview picture of course. That's why you need to know the ZMax value of the LOWEST
floor a player can stand on and use this one for the textfile. This program then takes the
ZMax value and adds the value in 'Add to ZMax' to it, then writes it to the file. By default
this adds 1 unit to the ZMax value and thus places the logos 1 unit above the floor at the
lowest point where the player can stand. Now the higher the player stands, the longer the
yellow 'pole' underneath the player is drawn. So increasing this value makes the yellow 'poles'
underneath the logos get longer, but it could make the readability of the overview worse.
If you use a ZMax value that's too high, e.g. the height of a floor in the middle between your
highest and lowest floor, then in about half of your map the logos will be drawn underneath the
overview and thus they are not visible! You would have to do a trial and error increasing the
'Add to ZMax' value until you've found the correct value to have your logos shown everywhere in
the map.
If you use a ZMax value that's too low, then even on the lowest floor you'll see very long
poles. Now imagine the pole length for the highest floor the player can walk on! That makes the
readability of the overview very bad.
* Be sure to check out the file aliases.txt that comes with this utility. It contains aliases
that can help you by making the creation condumps and screen- or snapshots easier and faster.
* Half-Life is copyrighted ⌐ by Valve Software. Special thanks go out to the Valve team
for making this great game. Visit them at www.valvesoftware.com.
Made by --- Zest --- in May 2002
Found a bug? Got suggestions? Mail me: zest.96@12move.nl
This utility can be downloaded from http://home.12move.nl/~sh297397
This utility is FREEWARE. You may distribute it freely only if no modications are made to any
of the files, and nothing is added or removed. You may not distribute this utility commercially
in any way without prior written permission from me.