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



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PostPosted: 23 Jun 2009, 22:49 

Joined: 24 Jan 2006, 19:15
the 64 bit libraries are now in R-660?

Using Windows 7, with newest java installed

and its telling me it cant find

C:\Windows\system32\java.exe -classpath springmapedit
.jar;lib_win64/gluegen-rt.jar;lib_win64/jogl.jar;lib_win64/swt.jar -Xms128m -Xmx
1024m -Djava.library.path=lib_win64 application.SpringMapEditApplication
'C:\Windows\system32\java.exe' is not recognized as an internal or external comm

with newest java installed


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PostPosted: 24 Jun 2009, 12:57 

Joined: 16 Jul 2007, 23:52
@kburts: nope, terracing not included. Currently the gfx card for my main PC is beeing RMA'd. I have no spare PCI-E card, so it may take a while before I can get back on it.

@Journier:
I tested it on Windows7 64bit.
There are 2 issues:

1. The 64bit java installer does not install java.exe into system32.
So the path inside the .bat is wrong
(I think it does not even install it into SystemWOW64 too...)

2. LWJGL uses the incorrect dll version (32bit instead of 64bit) if java\bin folder is not inside PATH.

Solution:
1. Remove the Path inside the start_win.bat, so it just reads "java.exe ........".

2. Add java\bin directory to PATH variable.
-Control Panel->System
-Advanced Settings
There should be a Button "Environment Variables". Click it.
Edit (or Add in non-existant) a variable called "PATH".
If there are already some entries:
Add a ; at the end, directly followed by the path to your java\bin dir.
(C:\Programme\Java\jre6\bin for example)

Image


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PostPosted: 28 Jun 2009, 01:38 

Joined: 24 Jan 2006, 19:15
thank you for that reply, i will try that tonight, and post back with results.

thanks alot :)


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PostPosted: 04 Jul 2009, 18:46 
User avatar

Joined: 04 Jul 2009, 18:40
Location: Russia
I've created my first map for Spring BA (last version) in SME 6.60. It works, but minimap don't show real textures (show horizontal lines). Bots (KAIK) don't play on my map :(
How to fix problem?


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PostPosted: 05 Jul 2009, 11:30 

Joined: 16 Jul 2007, 23:52
@midarf:
About minimap:
a) You could supply your own minimap .dds file.
b) You could send me your map-texture, so I would be able to look into it myself.

About Bots:
Just some guesses:
-Did you place some metal spots? (Some AI's have problems with speedmetal-like maps)
-Tried another AI?


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PostPosted: 06 Jul 2009, 17:39 
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Joined: 04 Jul 2009, 18:40
Location: Russia
Frostregen wrote:
About Bots:
Just some guesses:
-Did you place some metal spots? (Some AI's have problems with speedmetal-like maps)
-Tried another AI?

Yes, bots didn't played because there is no metal spots on the map. Fixed.
Frostregen wrote:
About minimap:
a) You could supply your own minimap .dds file.

I need to use another program? How to create DDS and where I must place this file in archive?


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PostPosted: 07 Jul 2009, 01:02 

Joined: 16 Jul 2007, 23:52
I think there are plugins for dds exporting for GIMP and photoshop.
Else there are "nvdxt" from nvidia, and "compressonator" from ATI, to convert images to dds format.

For Spring the minimap must always be 1024x1024 in size and DXT1 compressed.

In SME:
Settings->SM2 Compile Settings
Minimap Filename: fill in the path to your minimap.dds file

If you export to SM2 afterwards, the given minimap.dds file will be used.
The dds file is compiled into the .smf, so no need to include it into the archive.


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PostPosted: 07 Jul 2009, 15:32 
BT: Legacy & Spring 1944 Developer

Joined: 21 Sep 2004, 07:25
Location: Needlessly hostile.
I would suggest using nvidia's DDS tools like Frost said, I use them and they've never let me down.

Awesome to see SME still up and running Frost. Havent been able to use it in awhile but I'm very excited to see how its improved in the past 6 or so months since I last used it...


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PostPosted: 07 Jul 2009, 18:09 

Joined: 16 Jul 2007, 23:52
@mildarf:
Do you have an ATI card?

Since yesterday I have a HD4870 which produces those lines inside the minimap too....
Damn those ATI drivers... ;)
(ok, better than just black, like a while ago...)

In a month when my nvidia card is back, i'll test again, if it is really a driver issue...

@SpikedHelmet:
I think there aren't too many improvements, due to my gfx card broke itself a while ago. http://saddam.ath.cx/graka.jpg :D


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PostPosted: 07 Jul 2009, 18:20 
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Joined: 08 Sep 2008, 21:59
Location: small cars
just a query... given any thought to doing sm3 with SpringMapEdit?

thanks for continuing to support such a useful tool :)


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PostPosted: 07 Jul 2009, 18:54 

Joined: 16 Jul 2007, 23:52
Hmm, SM3 is quite fundamentally different, as far as Textures are concerned. (With respect to painting, layers etc...)

The SM3 format may change in the near future.
When the SM3 "fixup" is done, I'll look into it.

Since you can not simply switch/convert from SM2 to SM3,
it ma be another application...but this needs more investigation ;)
(SM3 to SM2 conversion is simple btw. SM3 is just a subset of SM2, with respect to texturing possibilities)


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PostPosted: 19 Jul 2009, 11:47 
BT: Legacy & Spring 1944 Developer

Joined: 21 Sep 2004, 07:25
Location: Needlessly hostile.
Sorry about the gfx card! :(

I guess this wouldn't be a good time to request a new feature... :lol:

Well, when you get "back" to it, it'd be nice if instead of the vegetation map, grass and such was actually rendered in SME when placed.


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PostPosted: 21 Jul 2009, 16:42 

Joined: 16 Jul 2007, 23:52
If someone could supply the grass model, this would be no problem. ;)


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PostPosted: 27 Jul 2009, 00:44 

Joined: 24 Jan 2006, 19:15
Frostregen wrote:
@kburts: nope, terracing not included. Currently the gfx card for my main PC is beeing RMA'd. I have no spare PCI-E card, so it may take a while before I can get back on it.

@Journier:
I tested it on Windows7 64bit.
There are 2 issues:

1. The 64bit java installer does not install java.exe into system32.
So the path inside the .bat is wrong
(I think it does not even install it into SystemWOW64 too...)

2. LWJGL uses the incorrect dll version (32bit instead of 64bit) if java\bin folder is not inside PATH.


Solution:
1. Remove the Path inside the start_win.bat, so it just reads "java.exe ........".


ok uh I think i did the Solution 1) bit correctly but not sure.
"java.exe -classpath springmapedit.jar;lib_win64/gluegen-rt.jar;lib_win64/jogl.jar;lib_win64/swt.jar -Xms128m -Xmx1024m -Djava.library.path=lib_win64 application.SpringMapEditApplication
pause"

thats all i needed to do correct?

The solution part 2 i did and got set up correctly per your very complete instructions.

However now i have new error dealing with 32 bit java and SWT? or SWS not working with 32 bit java, when im pretty sure i have 64 bit java....

HOWEVER, i changed the 32 bit .bat with the "java.exe" bit and I can now run the 32 bit version fine on windows 7 64 bit...

so i can now run your program not sure if it makes a huge difference going from 32 bit to 64 bit with your program but its running now in windows 7.

eta-

Its running very oddly in 32 bit mode, keeps sorta freezing every 10 seconds with a good machine even while im not doing anything :(


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PostPosted: 27 Jul 2009, 01:06 
BT: Legacy & Spring 1944 Developer

Joined: 21 Sep 2004, 07:25
Location: Needlessly hostile.
Hi, another feature request: flat terrain texture randomization.

Currently when using texgen, the results look rather obviously mirrored because only a single texture is used for any particular flat surface at any particular altitude.

What would be excellent would be a way to have the texture chosen be randomly generated to give a more mottled, random and broken up appearance for texgen'd areas.

So for instance, currently the flat areas are generated as such:

[FLAT]
{
Texture1=beach2.png;
Texture2=grass3.png;
Texture3=stone.png;
Texture4=ice.png;
}

what I'm looking for is more like:

[FLAT]
{
Texture1a=beach1.png;
Texture1b=beach2.png;
Texture2a=grass1.png;
Texture2b=grass2.png;
Texture2c=grass3.png;
Texture3a=stone1.png;
Texture3b=stone2.png;
Texture4=ice.png;
}

Therefore, ground texture generated at the "Texture2" height will be a random mottled mixture of grass1, grass2, and grass3, and appear much more natural and less mirrored as a result.


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PostPosted: 27 Jul 2009, 01:19 

Joined: 24 Jan 2006, 19:15
Here is the dos window info it does now... point me in the right direction good sir.

C:\Users\Desktop\New folder (3)>java.exe -classpath springmapedit.jar;lib_w
in64/gluegen-rt.jar;lib_win64/jogl.jar;lib_win64/swt.jar -Xms128m -Xmx1024m -Dja
va.library.path=lib_win64 application.SpringMapEditApplication
Exception in thread "main" java.lang.UnsatisfiedLinkError: Cannot load 64-bit SW
T libraries on 32-bit JVM
at org.eclipse.swt.internal.Library.loadLibrary(Library.java:172)
at org.eclipse.swt.internal.Library.loadLibrary(Library.java:151)
at org.eclipse.swt.internal.C.<clinit>(C.java:21)
at org.eclipse.swt.widgets.Display.<clinit>(Display.java:130)
at frontend.gui.SpringMapEditGUI.<init>(SpringMapEditGUI.java:113)
at application.SpringMapEditApplication.main(SpringMapEditApplication.ja
va:61)

C:\Users\Desktop\New folder (3)>pause
Press any key to continue . . .


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PostPosted: 28 Jul 2009, 17:05 

Joined: 16 Jul 2007, 23:52
@Journier:
you must use the win32 libs, if you use the 32bit jvm.

java.exe -classpath springmapedit.jar;lib_win32/gluegen-rt.jar;lib_win32/jo....


@Spiked Helmet:
This would need some good thinking.
You can not simply randomize every pixel, this would look like crap ;)
More like randomizing larger patches of terrain, but this could look strange too.
I really have to just test this ;)


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PostPosted: 13 Aug 2009, 21:25 
User avatar

Joined: 11 Oct 2008, 04:40
Location: Armenia
Guys i have created a map and have all Metal. Texture. Height. Type. Feut. and Vegetation maps. How can i completly make it TAS playable map?


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PostPosted: 13 Aug 2009, 21:44 
Tournaments Moderator
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Joined: 08 Dec 2007, 17:39
Location: UK - England
Gev wrote:
Guys i have created a map and have all Metal. Texture. Height. Type. Feut. and Vegetation maps. How can i completly make it TAS playable map?


You could use Mothers Map Converter or TAS Map Maker.


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PostPosted: 13 Aug 2009, 23:11 
Moderator

Joined: 22 Aug 2006, 15:19
or just use the 'export smf' option.


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