now i get an error (when i load the ttd file) to let me know that it's missing a file... no more freeze :) just playing with the settings, hopefully i'll have some cool texture sets to show and share soon.
i'm going to fix up some icons i was working on for you, to match that loading screen... it drove me nuts that it was just the default icon for a .bat or whatever the file was because i have a mess of a desktop, i could never find it. if you'd like some tool icons for the interface to replace the words and radio buttons, i'd be more than happy to make some of those as well.
If I may, I have some further suggestions for features n options n stuff. Three, actually, at the moment.
1) Color brush (can add RGB colours rather than textures; would allow for some pretty cool stuff including blending different colours to create unique-looking textures). Would need only Set (hard lines) and Blend.
2) Lighten/Darken texture brush, just raises/lowers brightness. Again, set and blend (maybe only blend).
3) Random feature rotation. Some features like trees, rocks etc could use with some auto-random rotation when they're placed. however other objects would not need this, ie buildings, barricades, corpses, etc.
Another issue: Maps made with SME seem to have extremely long load times ingame. I'm making a relatively smallish map (smaller than ones I've made with mapconv) and it takes a heck of a long time to load, although the filesize isnt that large (19mb) and there's nothing in it (features etc) that I haven't used in other, larger maps which load quicker.
Joined: 24 Jun 2007, 07:34 Location: 50┬░ 56' N, 11┬░ 35' O
SpikedHelmet wrote:
Another issue: Maps made with SME seem to have extremely long load times ingame. I'm making a relatively smallish map (smaller than ones I've made with mapconv) and it takes a heck of a long time to load, although the filesize isnt that large (19mb) and there's nothing in it (features etc) that I haven't used in other, larger maps which load quicker.
Solid archive? Don't use solid compression, it causes long loading times.
Setting the MaxHeight to 100 in SME will produce accurate waterlevel/height on the in-game map. However, when loading saved map files the MaxHeight defaults to 160 and Waterlevel to 40, so you have to reset your MaxHeight and Waterlevel each time.
Also, feature rotation is inverse ingame, features will show up rotating the opposite direction than set in SME (ie a feature set to "face" north will be facing south ingame; facing east will become facing west; facing northwest will become facing southeast, etc etc etc).
The map I'm working on will be finished quite soon, maybe Spring's first SME-made release map :D
Holyshit you can load already-compiled maps too!? This'll be awesome, I can just open and edit my old maps rather than remake new ones!
EDIT
I've made a texture pack for SME. [img=http://jobjol.nl/1721]GET IT HERE.[/img] If you want to include it with SME Frost, that'd be cool, but its just a resource (the more textures the better!). Contains 16 new textures, ranging from grass, dirt, mud, rock, road, etc. All of these textures are license-free to use so long as its not for commercial uses. They were either made by me, found somewhere on the internet (yay for free texture banks) or combinations thereof.
Screenshot of most of the new textures as they appear in SME:
@SpikedHelmet: MaxHeight, Waterheight loading issue: Just the GUI was not updated when loading...fixed (I still need to investigate the discrepancy between spring & sme)
"feature rotation is inverse ingame" issue: ...fixed (hopefully. I did not test it...)
Color Brush & Lighten/Darken: added. Though only color brush actually. But if you use black or white color together with a low brush strength (about 20), it lightens&darkens :) (This could have been done before too with black&white textures)
Random feature rotation: added something similar. featuremode->random rotate same click on a feature, and all features of this type will be instantly randomized.
Really impressive map by the way! This is the stuff which keeps me going :)
@Auswaschbar: did you have success in finding x64 libs? If yes, i would include them into the default package.
@KaiserJ: You can not change the icon of a .bat directly. Best would be just to add the icon for the users to create a shortcut for themselves. (Or else we would need one additional shortcut for each .bat... I want to keep distribution simple. no installer or similar stuff )
I think icons within GUI could be quite cool, if done well. (at least a tooltip with text behind it) Could make the GUI smaller, more toolbar like, which is good
NEW RELEASE (r607): -fixed features not having 0 alpha-texture on failed texture load -fixed save/load features: rotation was off by 180 degree -update GUI when loading SM2 map. (MaxHeight and Waterlevel) -fixed wrong rounding in addFeature, which lead to invisible (but still loaded/saved) features. (one mysteriously missing distillery on FolsomDamFinal) -added RotateSameRandom Brush (Click feature on map to randomize rotation for all of this type) -added "Select Color" Button for easy singlecolored brushtextures. -improved blend brush. Now smoothes between 4 instead of 3 brushpattern values. Results in significantly less blocky blending.
Keep the cool maps coming! -Frostregen
EDIT: About Texture Pack: I would handle this the same as the feature pack: Make everything available standalone + one big pack.
Hm, If you just discovered SM2 loading, then why did you ask about waterheight/maxheight not being saved? This info is only stored inside sm2 maps. But you have a point. There should be a project settings file, which stores this info, plus some other stuff. I would not use compiled sm2 maps as storage, because the texture is DXT1 compressed. You may lose some detail on every re-save, just the same as with every lossy image format.
I don't use compiled maps as storage. When you load the base files the maxheight/waterheight will reset to actual level 140/60 (not just the ui will reset, but the map itself will have altered height/water than when you saved it).
Joined: 28 Apr 2005, 20:07 Location: Next to the girl with kaleidascope eyes
Um, I'm having some trouble installing this.
I downloaded and extracted the rev607 SpringMapEdit, and tried each of the .bat files for launching it in windows: none work. So, I've downloaded the swt 3.4 thing and the JOGL 1.1.1 package, but I've no idea what to do with them >_>
I dont even know what the "SWT" and JOGL things are :S it worked like a charm first try for me...
Not to distract but I figured I'd post screenshots of my "second" SME map.
It's actually a remake of one of my very first maps that apparently people liked enough to have downloaded over 3000 times. But it's almost a complete remake; all textures, metal layout, features are completely redone, and the heightmap is heavily modified, so its *basically* a new map.
Cant try the latest release now since i reinstalled windows again, and bit lazy to install java now
I wanted to code something with Java and OpenGL. Just to see if it is fast enough to be productive. After trying to create some maps for Spring and seeing what a pita it is, I thought a good mapeditor would really be useful.
And hey, the JVM is about 20MB, which installs in about 2 minutes. No excuse here
@Guessmyname: if you start it from commandline you will see some error output. for example "command java not found" If you paste it here, we are able to help better.
no gui buttons ( the gl canvas with the map loads tho ) here in linux, swt 3.4-1, jogl 1.1.1-2, java build 1.6.0_10-b33 EDIT: see attached pic
Quote:
sh start_lin_x86_768.sh BrushManager: added Pattern: ellipse BrushManager: added Pattern: noise BrushManager: added Pattern: noise2 BrushManager: added Pattern: ellipse_cross BrushManager: added Pattern: circle BrushManager: added Pattern: square BrushManager: added Texture: ice BrushManager: added Texture: grass3 BrushManager: added Texture: stone BrushManager: added Texture: metalpatch BrushManager: added Texture: beach2 BrushManager: added Texture: grass BrushManager: added Texture: beach BrushManager: added Texture: sandstone BrushManager: added Texture: drygrass BrushManager: added Texture: grass2 Done smoothing heightMap ( 34 ms ) Done smoothing heightMap ( 54 ms ) Done smoothing heightMap ( 10 ms ) Done smoothing heightMap ( 25 ms ) Done smoothing heightMap ( 10 ms ) Done smoothing heightMap ( 11 ms ) Done smoothing heightMap ( 11 ms ) Done smoothing heightMap ( 10 ms ) Done smoothing heightMap ( 10 ms ) Done smoothing heightMap ( 11 ms ) Done blanking texture ( 52 ms ) Done blanking featureMap ( 0 ms ) OpenGL version: 2.1.2 NVIDIA 177.82 -> (ok) FeatureManager: added Feature: cluster1_dead FeatureManager: added Feature: rock1 FeatureManager: added Feature: cluster1 FeatureManager: added Feature: geovent FeatureManager: added Feature: corecom1 Exception in thread "Thread-3" org.eclipse.swt.SWTError: Not implemented [multiple displays] at org.eclipse.swt.SWT.error(Unknown Source) at org.eclipse.swt.widgets.Display.checkDisplay(Unknown Source) at org.eclipse.swt.widgets.Display.create(Unknown Source) at org.eclipse.swt.graphics.Device.<init>(Unknown Source) at org.eclipse.swt.widgets.Display.<init>(Unknown Source) at org.eclipse.swt.widgets.Display.<init>(Unknown Source) at frontend.gui.SpringMapEditDialog$1.run(SpringMapEditDialog.java:87) at java.lang.Thread.run(Thread.java:619)
EDIT2: also got this error on close:
Quote:
Exception in thread "main" java.lang.NullPointerException at frontend.gui.SpringMapEditGUI.run(SpringMapEditGUI.java:684) at application.SpringMapEditApplication.main(SpringMapEditApplication.java:35)
Joined: 28 Apr 2005, 20:07 Location: Next to the girl with kaleidascope eyes
The command line window keeps closing after a few seconds after trying to run it from the 'Run' dialogue. Managed to catch it with a printscreen, this is the transcription (can't guarantee it's got everything):
Code:
Exception in thread "main" java.lang.NoClassDefFoundError: application/SpringMapEditApplication Caused by: java.lang.ClassNotFoundException: application.SpringMapEditApplication at java.net.URLClassLoarder$1.run(Unknown Source) at java.security.AccessController.doPriviledged(Native Method) at java.net.URLClassLoarder.findClass(Unknown Source) at java.lang.ClassLorder.loadClass(Unknown Source) at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClassInternal(Unknown Source)
@Brain Damage / Auswaschbar: The missing GUI seems because GTK does not support multiple Display's (swt internal. has nothing to do with Monitors). I need 2 of those, because the RenderGUI uses another Thread than the other GUI parts. (You can not run Windows/Dialogs within different threads, if they are childs from the same display) If I use only one thread(display) for both, using the other GUI will freeze the RenderGUI. This sucks for setting maxheight/waterheight, as you cannot see your changes immediately but have to release the slider for the RenderGUI to update. I really can not see a solution to this now, but I will search... (I could however create a special single-display version for you, but this sucks in the long term)
@Guessmyname: Could you do: Start->run Enter without quotes: "cmd" then press enter. type the following without quotes into the black box and hit enter: "java -version" The paste the output here. thx :)
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