- Home /
How to create a map of my whole level?
Got a 3D shooter which is located on an Island. The players should be able to press "M" and a map will pop up showing the whole island. (Not an interactive map, which will show your location in real-time, but just a picture, like an png or jpeg.
Right now I have chopped a map together by "printscreen" and then paste the different areas of the map together, but it does not look that nice.
Is there a way to get a High-def screen shot of the whole level, without having to zoom in the editor and copy paste it all togeter?
Thanks in advance
Answer by tanoshimi · Dec 10, 2013 at 07:48 PM
Create a new camera in your scene and position it to frame the Map view you want. Disable all other cameras, then call CaptureScreenshot with supersize parameter in a script: http://docs.unity3d.com/Documentation/ScriptReference/Application.CaptureScreenshot.html
Answer by akashsunny · Dec 10, 2013 at 07:48 PM
http://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/cameras
watch this tutorial ... in this tutorial mike gieg shows how to render a camera view onto a plane ....
So use the same technique and just arrange camera as if in a topdown shooter and render it to a plane ..... And just get the material texture from it .... that's it simple as goin to assets folder and locating the material and copy your texture
if you are using pro then your camera can do hdr images and also .. add some particle effects and render the plane after a time interval ... so that you get those nice cool particle effects embedded on the map ....
Have Great day Gaming And Scripting Buddy ....
the above technique was also good but if you are a quality guy ...... then surely use the rendering technique ... or if you choose performance go the other way
Answer by robertbu · Dec 10, 2013 at 07:50 PM
You'll have to code it in, but you can use Application.CaptureScreenShot(). Just something like:
#pragma strict
function Update() {
if (Input.GetKeyDown(KeyCode.T)) {
Application.CaptureScreenshot("C:\\ScreenShot.png", 4);
}
}
Put this on a game object, display your whole map and hit 'T'. Adjust the path in the call as necessary. What is important here is the '4'. It is the SuperSize parameter. I don't know what limits are placed on it, but it multiples the resolution of the final image. It's been a year since I played with it. I think I could go '4' on the iPad and I could go larger on my desktop.
Note, last time I check, anti-aliasing settings did not work with CaptureScreeShot. You can "fake" the result by over-sizing the capture and then reducing the size in Photoshop.
Your answer
Follow this Question
Related Questions
How to make a mini map? 1 Answer
Texture question 1 Answer
Assigning UV Map to model at runtime 0 Answers
texture maps render on one side only 1 Answer
Can I change materials in a scene without having to bake everything again? 1 Answer