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by Atorpy
22 Apr 2009, 23:42
Forum: Map Creation
Topic: My SMF/SMT Map Decompiler
Replies: 7
Views: 2425

Re: My SMF/SMT Map Decompiler

Hi Prodigy, The only catch with the raw height map is that when saving the project in L3DT, you have to change the heightmap format in the preferences. Oops, I'll fix that for the next release. I apologise for the inconvenience. For what it's worth, L3DT also includes a map decompiler that loads SD7...
by Atorpy
26 Nov 2008, 11:58
Forum: Map Creation
Topic: L3DT Questions
Replies: 13
Views: 1405

Re: L3DT Questions

Hi Argh and Forboding, On the L3DT Pro downloads page you will now find dev build 2.6.0.8, which supports applying the light map to a custom texture map. To summarise the new operations relevant to this thread: You can import your custom texture map using the ' File->Import->Texture map ' menu optio...
by Atorpy
23 Nov 2008, 10:51
Forum: Map Creation
Topic: L3DT Questions
Replies: 13
Views: 1405

Re: L3DT Questions

Hi Argh, I've uploaded a new developmental build of L3DT Pro that supports importing custom texture maps into existing map projects, using the ' File->Import->Texture map ' menu option. This version also includes an updated BMP plugin that supports reading and writing of huge bitmap single-file imag...
by Atorpy
20 Nov 2008, 13:55
Forum: Map Creation
Topic: L3DT Questions
Replies: 13
Views: 1405

Re: L3DT Questions

Hi Argh, I apologise for my slow reply; I've been busy implementing 'undo', which was quite a bit more difficult than one might casually think it to be. Anyway, L3DT doesn't (yet) support a workflow that involves importing a large texture/image drape (as opposed to generating it in L3DT). I can add ...
by Atorpy
15 Oct 2008, 14:53
Forum: Map Releases
Topic: New map - Alpine way
Replies: 33
Views: 4449

Re: New map - Alpine way

Hi Guys, Thanks again for the feedback. I've lowered the metal settings, reduced the patch diameter, and flattened some areas near the start points to allow easier base building. I'll upload it once I've finished some more play-testing. how did you do the roads? I used the 'bulldozer' brush in L3DT'...
by Atorpy
13 Oct 2008, 12:28
Forum: Map Creation
Topic: L3DT update for Spring mapping
Replies: 2
Views: 714

L3DT update for Spring mapping

Hi Everyone, Users of L3DT may be interested to know that L3DT Professional v2.6 is now available for download. This update vastly expands the Spring support, including such improvements as: Direct import and export support for the SD7 format (with non-solid 7z compression). A new 'Spring mapping wi...
by Atorpy
30 Sep 2008, 07:23
Forum: Map Creation
Topic: L3dt problems
Replies: 10
Views: 1059

Re: L3dt problems

Hi Hoi,
Hoi wrote: Then that must be a bug.
Right you are. The next release will only list file formats that support the load operation in the import dialog. Thanks for the bug report.

Cheerio,
Aaron.
by Atorpy
28 Sep 2008, 13:10
Forum: Map Creation
Topic: L3dt problems
Replies: 10
Views: 1059

Re: L3dt problems

Hi Hoi, Thanks for the logfile. From the log I can see that you were trying to load an OBJ file in L3DT. However, the OBJ plugin doesn't support loading; it is only for exporting OBJ files. This is the cause of the errors in the log. L3DT can load heightfields in the following formats: BMP JPG PNG P...
by Atorpy
28 Sep 2008, 03:08
Forum: Map Creation
Topic: L3dt problems
Replies: 10
Views: 1059

Re: L3dt problems

Hi Hoi, It looks like you've got a dodgy file I/O plugin there. Can you please send me the logfile? (to aaron@bundysoft.com) You can access it from the start menu under 'All programs->Bundysoft->L3DT [version]->L3DT log file'. With this file, I should be able to work out what has gone wrong. Best re...
by Atorpy
07 Sep 2008, 11:24
Forum: Map Releases
Topic: .:MAP:. Drab
Replies: 12
Views: 932

Re: .:MAP:. Drab

Hi Neddiedrow, You should use the texture anti-aliasing settings to get smoother transitions between the textures of different land types. For any land type for which you want smoother edge transitions, go to the 'appearance' tab in the land type editor, and set the 'blend radius' value to a larger ...
by Atorpy
03 Sep 2008, 14:44
Forum: Map Releases
Topic: New map - Alpine way
Replies: 33
Views: 4449

Re: New map - Alpine way

Hi Everyone,

Version 3 of 'Alpine way' is available here:

http://spring.jobjol.nl/show_file.php?id=1439

This version:
  • Disables solid archive
  • Increases the mex radius
  • Increases fog start distance
Please let me know if there are any further problems.

Cheerio,
Aaron.
by Atorpy
03 Sep 2008, 13:22
Forum: Map Releases
Topic: New map - Alpine way
Replies: 33
Views: 4449

Re: New map - Alpine way

Hi Decimator, Right you are. The v2 archive was compiled from the command line, and I forgot to pass 7z the "-ms=off" switch to disable solid archives. I'll do a v3 with fog reduced, metal patches expanded, and solid archive disabled. I think I'm getting there; thanks for your patience everyone. Che...
by Atorpy
29 Aug 2008, 08:48
Forum: Map Releases
Topic: New map - Alpine way
Replies: 33
Views: 4449

Re: New map - Alpine way

Hi Guys,

I apologise for the delay. I've uploaded v2 of 'Alpine way' to:

http://spring.jobjol.nl/show_file.php?id=1420

This version includes substantially more metal and some new roads.

Cheerio,
Aaron.
by Atorpy
17 Aug 2008, 23:19
Forum: Map Releases
Topic: New map - Alpine way
Replies: 33
Views: 4449

Re: New map - Alpine way

Hi Guys,

Thanks a lot for the great feedback! I'll tweak the metal values and add a few more patches, and post back here when it's uploaded (as v2).

Cheerio,
Aaron.
by Atorpy
16 Aug 2008, 06:52
Forum: Map Releases
Topic: New map - Alpine way
Replies: 33
Views: 4449

New map - Alpine way

Hi All, 'Alpine way' is a 16x16 map for 1v1 play. The main feature is a road connecting the two teams, on which vehicles can travel 30% faster. This is the first Spring map I've released, so I'm not quite sure I've got the game-play elements right (steepness, metal placement, etc.) Please let me kno...
by Atorpy
07 Jun 2008, 14:15
Forum: Map Creation
Topic: A pair of map ideas (pictures)
Replies: 50
Views: 2895

Re: A pair of map ideas (pictures)

Hi Otherside,
Otherside wrote:if my l3dt wasnt horribly borked id give them a shot
Perhaps I can help. What seems to be the problem? Have you sent a bug report?

Cheers,
Aaron.
by Atorpy
22 Mar 2008, 01:13
Forum: Map Creation
Topic: If you use L3DT...
Replies: 29
Views: 4039

Re: If you use L3DT...

Hi Everyone, The stable release of L3DT 2.5c is now out ( see here for more info ). This release includes all the updated Spring plugins, stable multi-core support for normals/light/texture map calculations, the attributes map brush in the 3D editor, an improved and simplified climate/material textu...
by Atorpy
13 Mar 2008, 22:13
Forum: Map Creation
Topic: If you use L3DT...
Replies: 29
Views: 4039

Re: If you use L3DT...

Hi SirArtturi, Why does it scale my 128x128 tile file to bigger tiles and not create tiles with this value... The SMT/SMF plugins basically don't support texture tile-sets; they overwrite the tile map such that each pixel value is unique, and hence each pixel in the final SMT texture file is unique ...
by Atorpy
13 Mar 2008, 12:49
Forum: Map Creation
Topic: If you use L3DT...
Replies: 29
Views: 4039

Re: If you use L3DT...

Hi All, Just a quick update: Since my last post here, I've added an attributes map brush to the 3D editor. This should make it much easier for mappers to properly texture artificial features like roads, retaining walls, dams, etc. Here's a screenshot of an asphalt road and a concrete retaining wall ...
by Atorpy
02 Mar 2008, 13:27
Forum: Map Creation
Topic: If you use L3DT...
Replies: 29
Views: 4039

Re: If you use L3DT...

Hi Everyone, For those interested, the beta release of L3DT Pro v2.5c is now available for download, and includes a complete SD7 exporter, with a graphical user interface for SMD settings ( see here ), and support for custom map features, vegetation, trees, geovents, metal patch placement, etc. Here...

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