Creating a screenshot of the current Dota2 Map. This page is originally from Devilesk and is kept for archiving purposes.[1]
Tools Required[]
- Dota Workshop Tools (SFM)
- Image stitching tool
Exporting PNGs[]
Sequence a 45-second-long movie with the camera panning over the dota map. It starts in the bottom left corner and ends in the top right corner moving in a snake-like pattern. The camera distance is set to a huge value and the field of view is set to 1.
Here are the camera prop values I set in the element viewer.
Here are some views of the Graph Editor timeline which describe the camera's movement.
The camera X position goes from -3000 to 10500 over 5 seconds which represents one left-to-right sweep over the map.
The Y position remains constant during this time. Then the X position stays constant for 1 second while the Y position increases. This sets up the next row.
The X position then moves in the opposite direction from 10500 to -3000 over 5 seconds, which makes a right-to-left sweep over the map. Then the X position stays constant for another 1 second while the Y position goes up to start another row like before. This pattern is repeated until the whole map is covered.
Example[]
Here’s an example movie demonstrating the camera movement.
To get the images necessary to form the dota map image, the movie is exported as pngs with a resolution of 3840x2160 at 1 FPS. Since the camera movement is set to take 5 seconds for one horizontal pass over the map that results in 5 frames per row. There are 9 rows so that’s 45 images in total which come together in a 5x9 grid to form a complete image of the dota map.
Stitching Images[]
I stitch together the images using Microsoft’s free Image Compositor Editor.
Mapping Image Coordinates[]
The next step to using it in my interactive map is to figure out how the pixel coordinates map to in-game coordinates.
To do this I start with two in-game coordinates and find the corresponding pixel coordinates on the map image. Then I get the ratio of the X component distance between the two in-game coordinates and the two map pixel coordinates. I do the same thing for the Y component. So now I have two scale factors that I can just multiply map pixel coordinates by to get the corresponding in-game coordinate.
Here’s a concrete example that I used for this latest map.
The two coordinates I’m going to use are:
- map origin (0,0)
- Radiant bottom right Tier 4 tower (-5389.603515625, -5216.4809570313)
I found the tower coordinate by just loading the map in Hammer and selecting the tower entity.
Then I got the corresponding pixel coordinates by just opening the image in Photoshop and moving my mouse over the right location and reading the x,y in the info window.
So the two coordinates on the map are:
- map origin (7800, 8280)
- Radiant bottom right Tier 4 tower (2840, 13064)
The X distance from origin to tower in-game is |-5389.603515625 - 0| = 5389.603515625 and in pixels it’s |2840 - 7800| = 4960. The ingame/image ratio is 5389.603515625/4960 = 1.08661361202
For my purposes I need to get what the bounds of the map image are in terms of in-game coordinates. My image is 16384x16384 so I need to figure out what (0,0), (0, 16384), (16384, 0), and (16384, 16384) correspond to in-game. I can do this using the map origin pixel coordinate (7800, 8280) and the scale factor of 5389.603515625/4960 = 1.08661361202 I just calculated.
The X distance from the map origin to the right boundary is |16384 - 7800| = 8584 pixels. Converting this to in-game coordinates is 8584 * 5389.603515625/4960 = 9327.49124559. So the corresponding in-game X coordinate of my image’s right boundary is 9327.49124559 units from the origin. Since the in-game map origin is (0, 0), then the right boundary is just 0 + 9327.49124559 = 9327.49124559.
The left boundary calculation is -7800 * 5389.603515625/4960 = -8475.58617377
So now I know that the X bounds on my image [0, 16384] map to [-8475.58617377, 9327.49124559] in-game.
Using the same method for the Y bounds I get [9028.52473332, -8836.61406266]. One thing to note is that the direction the Y component increases in the image pixel coordinate system is opposite the in-game coordinate system which is why the order is different. You can also see how this is accounted for in the coordinate conversion code used in my interactive map. Image to in-game and in-game to image
So the top left of the image (0, 0) in pixels is (-8475.58617377, 9028.52473332) in-game and bottom right in the image (16384, 16384) is (9327.49124559, -8836.61406266) in-game. You can see the values appearing in the code here