View topic - New Mapping Tool - "SpringMapEdit" - r321



All times are UTC + 1 hour


Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 387 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 20  Next
Author Message
PostPosted: 26 Nov 2008, 17:00 

Joined: 16 Jul 2007, 23:52
Hi,

I will be back working on this in January 2009.
Too much other work to do atm.

Sorry,
see you then.


Top
 Offline Profile  
 
PostPosted: 26 Nov 2008, 21:59 
Engines Of War Developer

Joined: 09 Jun 2005, 22:39
Location: Germany, the EU
Sweetness! I'll be testing real soon, for sure.
[Edit:] I didn't notice this was up to four pages before I posted, I thought it was just release! Anyway, definitely excellent work :).


Top
 Offline Profile  
 
PostPosted: 27 Nov 2008, 09:08 
User avatar

Joined: 25 Nov 2008, 09:52
Location: Ontario, Canada
Is there any way to get this to work on opengl 1.x cards, I cant run it... but I can run the game fine minus the shaders.


Top
 Offline Profile  
 
PostPosted: 28 Nov 2008, 14:18 

Joined: 07 Dec 2007, 12:10
imbaczek wrote:
intersections at right angles could be made automatically rather easily, anything else is still doable but hard. shorelines are easy since they blend well, roads can but need not to (stripes and whatever else is there on a road.) I'm not a photoshop pro, so don't know how exactly I'd do it by hand either if it wasn't a right angle intersection.

Any angle is not so hard actually, if you have just simple symmetric stripes on road, and some repeating stones at the road edge or w/e. First make distance function that gives distance from closest road line (x), and distance along that road (y). Then take colour from road markings texture at x,y . (Road texture have to be symmetric relatively to center line, however.) . The asphalt texture has to be separate, tiled over whole map, and blended in by a value from marks texture. (so that asphalt doesn't stretch where road is making a turn).


Top
 Offline Profile  
 
PostPosted: 23 Dec 2008, 17:03 

Joined: 16 Jul 2007, 23:52
Had some unexpected free time today, so a small update:
-added sm2 import (needs extracted smf/smt/smd. Features need to be copied into SME folder)
-settings saved through sessions (config/settings.cfg)
-keys customizable (without gui though... config/keys.cfg)

have fun :)


@Beherith:
Source will definitely be released, just when I do not know ;)

@Super Mario:
Map area limit? Do you mean "Map->New Map"?

@Mightylink:
About openGL 1.x support:
1. This editor needs huge amount of VRAM, which old cards are missing.
2. I would need to implement multiple renderpaths :-/
3. I don't know if JOGL supports this at all. (I think it is a requirement, but I may be wrong)


Attachments:
springedit34_small.jpg
springedit34_small.jpg [ 17.55 KiB | Viewed 1493 times ]


Last edited by Frostregen on 23 Dec 2008, 17:16, edited 2 times in total.
Top
 Offline Profile  
 
PostPosted: 23 Dec 2008, 17:06 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
<3s, this forum needs a heart smiley.

meh I'll use the one from my site...
ImageImageImageImageImageImageImage


Top
 Offline Profile  
 
PostPosted: 23 Dec 2008, 21:43 
Battletech Developer
User avatar

Joined: 21 May 2007, 01:09
Location: New Zealand
Frostregen wrote:
@Mightylink:
About openGL 1.x support:
1. This editor needs huge amount of VRAM, which old cards are missing.
2. I would need to implement multiple renderpaths :-/
3. I don't know if JOGL supports this at all. (I think it is a requirement, but I may be wrong)


you cant always cater to the lowest common denominator. a cheap OGL2 capable card is like $50US.


Top
 Offline Profile  
 
PostPosted: 23 Dec 2008, 22:01 
Community Representative
User avatar

Joined: 08 Sep 2008, 21:59
Location: small cars
thx for the update, frost!

tbh, from all of my asking for various features etc to be added to this program, i can only think of two things that it really could use... a custom interface for the texturing, and an easy way to include more models into the feature editor.

now that i'm used to using it, all of those other little points of detail seem moot, because the bottom line is that the program is very functional and efficient already... i'm just used to all the bells and whistles of commercial applications i think ;)

merry christmas!


Top
 Offline Profile  
 
PostPosted: 24 Dec 2008, 00:38 
P.U.R.E. Developer
User avatar

Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
I'm going to finally sit down with this tonight, and see how much trouble it will be, to get roads done.

I have road sections and textures... so, other than having to get a scalar model done... hmm.

I'll get back to people with a report on this.


Top
 Offline Profile  
 
PostPosted: 24 Dec 2008, 01:27 
P.U.R.E. Developer
User avatar

Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
Ok... took a quick look.

1. Stamp needs to use the brushes. Can't do soft contours without it. Add changes the color values, at least over here.

Sorry in advance, if this is some oddity of my drivers, etc., but that part doesn't seem to be working.

2. What is the relative value in units between brush size and actual pixel size? Pretty important, if I'm going to make roads with this. I assume that the numbers are in heightmap units?

3. When lining up two squares, the edges didn't meet cleanly.

It's the non-power-of-two issue. Tested a bit more... and you can set the Typemap, etc., properly, just not the texture.

And for roads... I need to see both at once, typemap faded onto texturemap, or vice-versa, preferably with a mask. I'm sure that would be "fun" to program.

4. I'd really like a POV where it's locked to overhead and straight down, and the camera pans as the mouse moves. The free-look is pretty inconvenient for general work.

Overall, though, this is really cool, it's a lot faster than I expected, even on this old thing :-)


Top
 Offline Profile  
 
PostPosted: 24 Dec 2008, 03:19 

Joined: 16 Jul 2007, 23:52
@KaiserJ:
Interface for custom texturing will come.
My main work will continue in january ;)

@Argh:
Don't bother with texturing right now, as the current features are quite limited. ;)
Semi-automatic road generation is definitely something I will inlcude, as this is a point most other tools suck. ;) (typemap + texture)
(yup, texturepainting needs to account the brush...will be done)

About 2:
Pattern brushes (heightmap stuff) are 1 brush pixel == 1 tile
for textures it was 1 brush pixel == 1 texture pixel. (1/8 tile)

About 3.:
Could you make images for me to show this? I do not understand it...

About 4:
Some other camera types will be implemented.
Maybe even plugin based.

About faded views:
I'm currently testing this, as it annoyed me when placing metal spots.
My current idea is a toggle:
"blend 50%(or a custom value) of texturemap onto current map"
Btw, this is quite easy, as i compute the rgb-texture values myself anyway :)

The performance surprises me too, as this is completely java.
(Ok, i have to ignore OO-programming quite a lot(arrays are your friend), but hey - it's fast ;))

Thx to all replies!

-Frostregen


Last edited by Frostregen on 24 Dec 2008, 04:06, edited 1 time in total.

Top
 Offline Profile  
 
PostPosted: 24 Dec 2008, 03:34 
Moderator

Joined: 22 Aug 2006, 15:19
java 6 has a jit that produces devilishly fast code; the price you pay in memory and startup time. if you're working with long-lived objects and pure, simple arrays (which you do in this kind of a project), there's no reason for java to not be as fast as C.


Top
 Offline Profile  
 
PostPosted: 24 Dec 2008, 06:41 
P.U.R.E. Developer
User avatar

Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
Quote:
About 3.:
Could you make images for me to show this? I do not understand it...
Sure.

Here, I'm placing a texture:

Image
Note that the square seems to be lining up, exactly, with the first square.

Now, this is what actually happens:
Image
See how it's off by a little bit? Happens every time.

It's really, really essential that it doesn't do that, or you can't do stuff like roads or other man-made features, where things will need to get lined up exactly.


Top
 Offline Profile  
 
PostPosted: 24 Dec 2008, 16:06 

Joined: 16 Jul 2007, 23:52
confirmed - left&upper row are missing.

thx!


Top
 Offline Profile  
 
PostPosted: 25 Dec 2008, 19:59 
P.U.R.E. Developer
User avatar

Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
NP, thanks for putting so much time into this tool thus far! I really hope you keep working on it, I think that combining this with L3DT could lead to some really nice maps.


Top
 Offline Profile  
 
PostPosted: 26 Dec 2008, 09:14 

Joined: 16 Jul 2007, 23:52
small update again:
-fixed brush-texture alignment
-use alpha from texture when stamping now (useful for metalpatches&road)
-small speedup when loading .smt from SM2 map
-fixed "transparency from PNG was loaded premultiplied" (resulted in black Features...)
-added "Blend in Texturemap into other Views" Default Key: F6

Brush Size of 1 equals 8 pixels in texturemode. (just for reference)

as always:
have fun :)


PS: If someone could supply me with .s3o models & textures for the 15 default trees and a good geovent model I would be thankful!


Attachments:
springedit36_small.jpg
springedit36_small.jpg [ 14.5 KiB | Viewed 1154 times ]
springedit35_small.jpg
springedit35_small.jpg [ 20.77 KiB | Viewed 1155 times ]
Top
 Offline Profile  
 
PostPosted: 26 Dec 2008, 10:15 
XTA Maintainer
User avatar

Joined: 24 Feb 2005, 02:58
Location: In Alaska Bridge to nowhere land.
http://spring.jobjol.nl/show_file.php?id=1649


Noruas Liek!


Top
 Offline Profile  
 
PostPosted: 27 Dec 2008, 03:43 
Battletech Developer
User avatar

Joined: 21 May 2007, 01:09
Location: New Zealand
Frostregen wrote:
PS: If someone could supply me with .s3o models & textures for the 15 default trees and a good geovent model I would be thankful!


the Springtrees are procedurally generated :(

afaik standard geovents dont have a model, i think its usually drawn onto the map texture, then you just tell the engine "this here is a geovent, smoke gonna be pourin' outta here." (done on the featuremap iirc)


Top
 Offline Profile  
 
PostPosted: 27 Dec 2008, 05:59 
User avatar

Joined: 08 Jan 2007, 08:39
Location: Perth AU
this geovent graphic is pretty much standard, i guess nobody has bothered to make a better one :P

Image


Top
 Offline Profile  
 
PostPosted: 27 Dec 2008, 10:20 
Battletech Developer
User avatar

Joined: 21 May 2007, 01:09
Location: New Zealand
thats from OTA :/


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 387 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 20  Next

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.