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Main - Works in Progress - SVG Is Hard (1)


Zoinkity
Posted on 08-20-25 03:33 AM, in Link | ID: 1616

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Golf courses are flat [citation needed] and have been messing around with automatically generating map images as SVGs from their models.

So all well and good? Not quite.
If we're going to be realistic here, they have to be piped into an outside editor.

1) Rotation will clip off the edges (as seen above!) unless the bounding box is precomputed and piped into the viewBox, but that doesn't account for how much is actually used image data. Other option is to use scaling to compensate, but aegh that's annoying. Fitting and centering is equally frustrating.
2) Hole maps sort of need their own clipped bounds post-rotation so yay more math.
3) Rendering a shadow 100% duplicates the image. That would need to be translated on a global metric, not in user space.

So yeah, math is hard but batch operations in image editors are not. Automation is kinda necessary. There are ~5000 of these things after all and each needs a minimum of three images, usually four.
(Crazysauce you can just copy an SVG into a message...minus 10000 chars of circles though.)

ArceusI
Posted on 08-24-25 04:44 PM, in (rev. 2 of 08-24-25 04:45 PM by ArceusI) Link | ID: 1617

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AI does exist, but unfortunately it's not without it's own faults. So automation with AI for this kind of work seems far off. But hey, you never know! (Though, what does SVG stand for?)

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Zoinkity
Posted on 08-25-25 05:32 AM, in Link | ID: 1618

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SVG? Something vector graphics. Scalable?

Current plan is to still have it generate an initial SVG then feed a bunch of commands into GIMP's command line interface. A vector art program is less ideal in this case. It actually does need to be a raster image in the end due to a bunch of the things you need to provide to the minimap entry as far as reference points go like which pixels act as keys.

Part of this is being super-picky about the output replicating the originals for existing maps. Really should just finish this one course manually and leave the automation for the future, but...

Minimaps are unique to the N64 games but they changed considerably between them. Not too thrilled with the newer version, and really the in-game grid overlay is much cooler (and scalable to a degree), but at least three of them are mandatory.

ArceusI
Posted on 08-25-25 03:59 PM, in Link | ID: 1619

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Posted by Zoinkity
SVG? Something vector graphics. Scalable?

Current plan is to still have it generate an initial SVG then feed a bunch of commands into GIMP's command line interface. A vector art program is less ideal in this case. It actually does need to be a raster image in the end due to a bunch of the things you need to provide to the minimap entry as far as reference points go like which pixels act as keys.

Part of this is being super-picky about the output replicating the originals for existing maps. Really should just finish this one course manually and leave the automation for the future, but...

Minimaps are unique to the N64 games but they changed considerably between them. Not too thrilled with the newer version, and really the in-game grid overlay is much cooler (and scalable to a degree), but at least three of them are mandatory.


Interesting, that sheds some new light on the N64 as a whole!

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Main - Works in Progress - SVG Is Hard (1)

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