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Question by xEnOnn · Oct 09, 2012 at 09:05 AM · cameramap

A "lower resolution" style for a minimap?

Most of the tutorials on minimaps simply just have a camera place at the top of the scene, and then have it rendered on a texture. But the problem with this is the minimap is an exact copy of the scene.

In most most games, the minimap are not an exact scene shot of the scene. The map of the scene is represented with graphics.

For example, the actual scene of WOW looks like this:

alt text

In its minimap, however, it does not look like the actual real scene.

alt text

I know how to get the icons for the different units to show up on the mini map. What I am more concern is how to display the terrain on the map more like the way the minimaps in C&C Generals and Warcraft did.

In C&C for example, its actual scene looks like this:

alt text

However, its mini map looks only like this:

alt text

In C&C Generals and Warcraft 3, their minimaps are not an exact shot from the game's scene. The minimaps are still reflecting the terrain in the game, but are represented in a "lower resolution" style of the terrain. I am interested in knowing how I can do the same in Unity.

I am also assuming that it is more resource-friendly when not having the minimap to reflect exactly as how the actual scene looks since the actual scene usually is heavier. The map, in the C&C and Warcraft style, appears to be of "lower resolution", and looks "lighter". This could also be the reason why the minimaps were created in this way.

So, how can I create a minimap that shows the terrain in a game, but have the terrain be represented in a "lower resolution" style, like Generals and Warcraft?

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avatar image Fattie · Oct 09, 2012 at 10:20 AM 0
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you know, it's a purely artistic question.

your art dept. would have to create a really beautiful (or - whatever you want) set of artwork for the smaller map.

unfortunately that's the only answer, there's no "magic solution"

we just had a difficult one where an overhead view of a teenage mutant dragon breeding ground or whatever the hell .. looked like crap. essentially some illustrator was pumped high enough with speedballs that they could be coherent for a few hours, the result was that they came up with a new beautiful illustration - so in fact with all the mighty power of the 3D pipeline and stuff, when you go to an overhead shot -- it's actually just a big PNG that looks great!!!! heh!

I'm afraid in what you describe, the answer is just that "C&C had a really cool illustrator who drew that"

{If - further - the image you describe is created on the fly in a certain style, well you just have to do that too, following the example set for you by the stoned art dept.}

Assu$$anonymous$$g I understand you correctly, that's the only solution. Don't you love the sneaky final levels on C&C? I hate that the iPad version is not so A+

avatar image xEnOnn · Oct 09, 2012 at 12:50 PM 0
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I agree that the icons of the units on the $$anonymous$$i map is a matter of art. But for the terrain that is shown on the map, I cannot see how having an illustrator could help. For the units icons on the map, I could think of having the illustrator to draw the icons for attaching to the units to appear on the map. However, for the terrain, I am not sure what could be use to attach the for display.

Suppose if the illustrator could decide the style for the $$anonymous$$i map, and is able to draw the artwork if he has to. What can he draw for the terrain that will show up I the map?

I guess I should have phrased my question as how to style the terrain in a scene for the $$anonymous$$imap? I am new to Unity. Any help will be useful to me. Thanks!

avatar image Fattie · Oct 09, 2012 at 12:54 PM 0
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TBC ... are you literally using the "Terrain" feature that unity offers?

Pls post an image (use edit -- there's a handy image button when you're editing) showing precisely what sort of $$anonymous$$i-map you would like. You could also include an "overhead shot" of your world so people get the idea. Cheers!

avatar image xEnOnn · Oct 09, 2012 at 01:05 PM 0
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You are right, I should post a picture. Give me a $$anonymous$$, I will do this right now.

avatar image Fattie · Oct 09, 2012 at 01:06 PM 0
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heh go for it on the picture!

TBC ... you know you can have a camera pointed at your world from on high, and then, use that n a renderTexture, to make a little (or big, whatever you want) image of it?

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Answer by Fattie · Oct 09, 2012 at 01:38 PM

dude, I am still wondering if you are using Unity's "TERRAIN" system.

big games like C&C are NOT done with a system like that.

basically someone just draws, builds the whole world, you know? that whole level.

Now, the mini-map is simply .......................... another drawing. it's really just a separate, different drawing.

it's that simple.

the level itself is just a big drawing / model that someone made. And, the mini-map is just a drawing (smaller) that someone made.

This is exactly how the two examples you gave are done.

(TBC the minimap is a really big pile of code and so on. it has it's own code to show little icons on the mini-map, move things around, etc. OR the minimap could be achieved as Henrique explains, just using another camera on your same "actual level". But in both the examples you gave the mini-map is just a totally different thing. it is its own little entity.)

"The thing I don't understand, however, is to have "friendlier" "low resolution" style for the terrain on the map" ... possibly, are you fmailiar with the whole "layers" system which Henrique mentions ?

I hope this helps !!

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avatar image xEnOnn · Oct 09, 2012 at 01:45 PM 0
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I am using Unity's Terrain system for now. Basically, what I have now is to have the terrain placed inside a layer called Terrain. And then have another $$anonymous$$ap Camera to look from the top of the scene for the $$anonymous$$imap. This way, the terrain on the $$anonymous$$imap is displayed on the fly, but is an exact copy of the scene.

Honestly, I am not sure if I understood the whole "layers" system well. I have another question, which I explained how I positioned the elements in the layers (http://answers.unity3d.com/questions/329830/getting-camera-to-show-objects-in-a-layer-without.html). But this is all I know how I could use the layers system for.

Ahh... I see what you meant now. The terrain on the $$anonymous$$imap in those games is another drawing. Thanks!

avatar image xEnOnn · Oct 09, 2012 at 01:47 PM 0
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On a second thought, these games come with map editors. When I create a map with their map editors, and run the map in the game, the $$anonymous$$imap still seems to able to show my newly created map's terrain in the same style. I need not have to draw a separate terrain graphic for the new map I have created. Or did I miss out anything on this?

avatar image Fattie · Oct 09, 2012 at 01:55 PM 0
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(1) regarding you using Unity's terrain system.

realize that that's totally different, totally, from C&C, and the other games we discuss.

unity's terrain system is clever, I mean it's awesome, but it's kind of crappy, i dunno if you can do "A" titles with it you know? it's more just a neat sort of thing for using while learning, or maybe for unimportant backgrounds or whatever. in any event, you can see clearly that the paradigm:

"create a beautiful level. also create separately a beautiful $$anonymous$$i-map"

that paradigm has no connection to using the Unity Terrain system. not only is there no part B, there's no part A !!

(2) regarding the amazing operations of level editors in huge "A" games. making a level editor is really REALLY fukin' hard. it is basically an exercise in lite AI where based on what the user specifies, the software builds a beautiful level that is sort of similar to what the illustrators at C&C would do. SI$$anonymous$$ILARLY, when that system builds the level, of course it also builds a $$anonymous$$i-map

So whether you see "the brilliant illustrators at C&C" building both the map and $$anonymous$$i-map ... or ... if you see "the amazing level editor software" building both the map and $$anonymous$$i-map ...

it's the same? see?

You are probably making this too hard.

Just CREATE A COOL LOO$$anonymous$$ING, GREEN, SQUARE in photshop, with neat sort of dwarvish marks on it and stuff ................. and use that as your $$anonymous$$i-map background. Add software that shows icons and so on in the $$anonymous$$i-map

OR you can use the method of a separate camera, with another ground layer, again you'd have to DRAW that "ground layer for the $$anonymous$$imap" in photoshop, add cool marks, etc.

You say you want a "low-res" look . whatever you want, do that in photoshop. If you wanta 60s look, do that! heh! :)

Regarding Layers: yeah you have to be absolutely expert. Go for it !

avatar image xEnOnn · Oct 09, 2012 at 02:04 PM 0
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Thank you so much, Fattie! I understand now. Thanks a lot! You're very helpful! Thanks! :)

avatar image Fattie · Oct 09, 2012 at 02:09 PM 0
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You are more than welcome the other answer is also exceptionally helpful here.

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Answer by hvilela · Oct 09, 2012 at 01:23 PM

Put things in different layers and use the camera culling mask to define what should be seen by each camera (regular and minimap). For example, you can add a plane faced up over each character, and set his layer to MINIMAP. Now you can set your regular camera do not show the MINIMAP layer while the minimap camera does.

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avatar image Fattie · Oct 09, 2012 at 01:25 PM 0
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all exactly correct ........ @smith, are you aware you are able to use multiple cameras in Unity?

they can "see" different things using layers. and the output of one camera, you can display as a small image somewhere (or, use a rendertexture)

avatar image xEnOnn · Oct 09, 2012 at 01:34 PM 0
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I can understand this, and am also using this technique for the icons of the units on the $$anonymous$$imap. The thing I don't understand, however, is to have "friendlier" "low resolution" style for the terrain on the map. I have updated my question with the pictures of what I mean by "friendlier low resolution" style.

avatar image hvilela · Oct 09, 2012 at 01:41 PM 0
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Do exactly the same you did for the units. Put the terrain in a layer that your $$anonymous$$imap don't see. Add a plane with the lower resolution of your terrain/map and put it in a layer thar your main camera don't see.

avatar image xEnOnn · Oct 09, 2012 at 01:49 PM 0
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@hvilela, then when I change my terrain, I would have to recreate another "low resolution" version of the terrain for the map?

avatar image Fattie · Oct 09, 2012 at 01:57 PM 0
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"then when I change my terrain, I would have to recreate another "low resolution" version of the terrain for the map?"

YES -- EXACTLY

I want to emphaize that $$anonymous$$i-maps are A LOT OF WOR$$anonymous$$.

the leas of your problem is that someone will have to draw a beautiful $$anonymous$$i-map background! heh!

i think you've got the idea now. As I mentioned, curiously we literally just last week had to have some illustrators do a basically $$anonymous$$i-map layer -- it's just hwo you do it! Enjoy!

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