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


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PostPosted: 04 Oct 2010, 17:13 
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Joined: 26 Oct 2007, 15:21
I use this:
Code:
"C:\Program Files (x86)\Java\jre6\bin\java.exe" -classpath springmapedit.jar;lib_win32/gluegen-rt.jar;lib_win32/jogl.jar;lib_win32/swt.jar -Xms128m -Xmx1024m -Djava.library.path=lib_win32 application.SpringMapEditApplication
pause
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PostPosted: 04 Oct 2010, 20:00 
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Joined: 22 Sep 2007, 08:51
no, what i mean is:
no matter where you install Java (JRE or JDK), java.exe will be installed/copied to system32/.
so it is close to impossible that java.exe will not be found.
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PostPosted: 04 Oct 2010, 20:17 
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Oddly enough, my cmd cant find java.exe. Im on win7 x64 with jre6 installed normally.
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PostPosted: 04 Oct 2010, 20:35 

Joined: 16 Jul 2007, 23:52
The 64bit java.exe resides inside SystemWOW64 (or something similar), which does not seem to be on PATH by default.

But the 64bit startupfile should definitely be modified to something like this:
Code:
%WINDIR%\SystemWOW64\java.exe


I'll check the paths tomorrow.
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PostPosted: 04 Oct 2010, 20:49 
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i bet that is some new policy by either MS or oracle (following MSs will), to again make java harder to use for end-users.
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PostPosted: 04 Oct 2010, 23:45 
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good to see you alive and well frost ;)
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PostPosted: 05 Oct 2010, 02:58 
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Heyas. If you ever have time, please take a look at mipmap generation. I tested the latest build, and while map compiling was lightning-fast, the mips generated were wrong.

It appears that it generates all the mips (which Spring doesn't handle right) and it needs to use production-quality settings for each mip and a box filter (it's the only one that doesn't cause tiling artifacts / striping at each mip level).

Anyhow, it's a wonderful tool otherwise, so I don't mean this to be a complaint or whatever. I'd just like to be able to use compile without issues, as I have maps I'm making changes to (removing noise to better-support SSMF stuff) and import works beautifully, but I've been forced back to Mother's for compiling.
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PostPosted: 05 Oct 2010, 03:14 
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Well got SME to work, thanks guys.

But, it runs like complete crap in windows 7. Is this usual? It ran just fine in XP.
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PostPosted: 08 Oct 2010, 18:39 
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Joined: 22 Feb 2006, 01:02
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the last version i tested of this program was 660 i think and i didnt really get it.
for start, camera was all stupid to move around and i hardly got past that...
also this having to set memory or something.

now i tried new version and noticed with press space and L i get a camera that moves like in spring. cool.

the editing is imo still not usefull at this point. ie if you have a mountain, and want to make a mountan of the same height you have to guess the height for the "set heightmap" tool.
also needs more tools than just free hand brush.
like lines, circles, squares.
also floodfill: make a circle of mountains (like a crater) then click in the middle and it becomes a complete hill.
see C&C Zero Hour Editor for stuff like that.

So I ended up making my heightmap in paint and other graphic software and juse use "load heightmap."
And wow, that is very usefull! :)
Much quicker than doing the mapconv compiling, zip, test in spring process that always stopped me from map making.

I did all the editing in graphic software and use springmapeditor as preview. That works good for me. Easier to apply filters like blur or copy&paste areas.

first try:
Image
weee nice detail texture

Then i started a real map:
http://www.abload.de/img/screen005701ct8.png
didnt know what to with the border/border mountains layoutwise so I left it at that stage.

Image
second try at a map

blubblub just some random feedback
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PostPosted: 08 Oct 2010, 19:04 
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I am really interested in sme so I can make tilesets for it. But the tileset format is awkward and the author has it closed source+seems to have left.
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PostPosted: 08 Oct 2010, 19:26 
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He came into this thread a few days ago, the author that is.
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PostPosted: 08 Oct 2010, 19:30 
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Yes but look at this last update.
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PostPosted: 08 Oct 2010, 20:51 

Joined: 16 Jul 2007, 23:52
@java: even 64bit installs into system32. which is inside path on 64bit systems too. Worked without problems for me on win7 64bit.
Aero Desktop Theme seems to slow down windowed rendering considerably, so you may want to switch it off ;)

@KaiserJ: Thanks^^

@Argh: You could have filed a feature request in trac ;P
But I'll look into it, if I start working on SME again.

@knorke:
Interesting ideas, especially the platform out of crater thingie

@smoth:
Yup, too much other things to do (I have a job as a game programmer now), but the source is available. There should be a link in the first post.
Did you write somewhere how you would like the tileset format already? If not please make suggestions^^

I still hope to get to work on SME again.

Greetings,
Frostregen
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PostPosted: 08 Oct 2010, 21:04 
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viewtopic.php?f=56&t=16341&start=279

We had discussed it and the discussion just died :(.
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PostPosted: 08 Oct 2010, 21:44 

Joined: 16 Jul 2007, 23:52
Right, thx for refreshing my memory :)
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PostPosted: 09 Oct 2010, 20:32 
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so possible implimentation coming or not really?
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PostPosted: 09 Oct 2010, 23:40 

Joined: 16 Jul 2007, 23:52
Damn, hoped to be faster ;)

NEW RELEASE: r1334

-New Prefab Format as suggested by smoth


This means you have to convert your prefabs (rename them),
or just download the prefabs again.

Heightmaps must be named: NAME_hm.png
Texturemaps must be named: NAME_tm.png
A single category.tdf must be present inside the directory with following content:
Code:
[CATEGORY]
{
    Height=0.25;
    LevelOverlap=0.04;
}

The category name will be the subdirectory name.

I'll hope you put it to good use!

Have fun,
frostregen

@argh:
Mipmaps are created by opengl. I just set GL_GENERATE_MIPMAPS to true, upload the texture, then retrieve it again.
The filtering used is controlled by you graphics-card driver. Maybe set texture filtering to highest settings in your control panel?
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PostPosted: 10 Oct 2010, 00:02 
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damn, wasn't trying to rush you, just didn't get a response.
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PostPosted: 20 Nov 2010, 16:51 
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I made some nice texture templates, and am wondering if you would consider switching out the default one, since it isnt the prettiest one possible, and noone seems to use any other ones.

Would it be possible to provide real time retexturing of changed heightmap areas?
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PostPosted: 21 Nov 2010, 23:03 

Joined: 16 Jul 2007, 23:52
Sure, no problem :)
Just point me to their location.

It should be no problem to add Realtime-retexturing.
(Altough it could be quite slow for large brushes)
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