Re: Halo Custom Edition Heatmaps
Like I said earlier (phrased differently), using a view frustum system with screen <-> world translations you achieve the ability for plotting heatmaps on a image. The image represents the screen of the view frustum. Such systems are how Halo is able to render friendly indicators or nav points on your screen.
The only software I have installed is Maya (actually I think I uninstalled it to free disk space a while back) and Blender
Re: Halo Custom Edition Heatmaps
Run this by me again:
If you need an overhead view, why don't you just use devcam and zoom out above the level?
I know it's something about 3D points or whatever, but could you just run it by me one more time?
Re: Halo Custom Edition Heatmaps
Re: Halo Custom Edition Heatmaps
I'll explain how this works in a little. If anyone has any interest...
Re: Halo Custom Edition Heatmaps
Quote:
Originally Posted by
Conscars
it could look like this
Using the same concept with how the game renders the hud indicators for friendlies you can have a view frustum from an angled overhead view (or even just a view from a player) then plot points to an image of that view frustum.
Actually, now I have an idea on how to implement this system while offloading the majority of the work and math to the game >:3
Re: Heatmaps for Halo Custom Edition
But is there a method of collecting multiple sources of game kill statistics and creating a massive heatmap based off of that?
I was thinking along the lines of an application which could track every single kill made and then log it into a simple txt file with semicolon separated values. Each game would have a txt file marked by the map name, date, and time. The format of a kill would be (x,y);playername;weapon and the file would be called mapname_yyyymmdd_hhmmss.txt
Then a compiler, hopefully something that could be run on Linux in a CRON job to update every weekend, would use a set of parameters to build heatmaps for specific maps. The parameters could be something like heatmap -bloodgulch -all which would search for ALL txt files with the prefix of "bloodgulch_". Additional parameters could be specified to compile only heatmaps within the last day, week, or x months. Also, by default it would compile into one single heatmap with all data, but maybe a parameter could have them compile into separate images for those who would want.... (don't know why they would want to though)
I'll continue this thought later. g2g bbl
Re: Heatmaps for Halo Custom Edition
Of course there is, OS can record statistical information, such as the positions of where the players died.
I've been thinking up a different setup for OS which would use an event stream for recording data such as player deaths. It wouldn't be that hard to export to an intermediate format like the one you're suggesting.
I've never programmed for linux so I'm not exactly sure how something like that would be made. What architecture is linux running on (ie, intel, ppc, etc)? Is it 32 or 64bit?
Re: Halo Custom Edition Heatmaps
Quote:
Originally Posted by
Kornman00
Actually, now I have an idea on how to implement this system while offloading the majority of the work and math to the game >:3
Perhaps rendering objects in-game at the position of the kills/deaths? Then just use your previously said method of obtaining high res images and stitching them.
Re: Heatmaps for Halo Custom Edition
And then maybe someone could make a site for the heatmaps, and its updated every 24-48 hours?
Re: Heatmaps for Halo Custom Edition
That site, if Jcap's insinuating what I think he's insinuating, would be Modacity, my friend.