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.
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.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
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.
@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^^
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?
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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