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by prodigy
22 Apr 2009, 23:28
Forum: Map Creation
Topic: SpringMapEdit - CLI interface
Replies: 1
Views: 897

Re: SpringMapEdit - CLI interface

Hi Frostregen, Your SME command line interface looks like it covers everything, the only other thing I could suggest (which mapconv is missing) is an option to dither the texture before compressing it. DXT1 compression appears to run a lot faster on dithered (fewer colors) textures. But since SME ma...
by prodigy
22 Apr 2009, 12:20
Forum: Map Creation
Topic: Mothers mapconv no scanlines fixed! DOWNLOAD MAPCONV HERE
Replies: 15
Views: 4266

Re: Mothers mapconv no scanlines fixed!

I don't know what causes the scanlines. They are an artefact of nvdxt itself; Linux builds of the old mother/user mapconv (which by default use mother's own texcompress tool to build the DDS textures) never showed them either, nor did versions of mapconv + texcompress cross-compiled from Linux to W...
by prodigy
22 Apr 2009, 05:52
Forum: Map Creation
Topic: Request: Incremental Compiler and merger
Replies: 18
Views: 2893

Re: Request: Incremental Compiler and merger

Argh wrote:I wish that somebody would sit down with what I proposed as SM4 and see if they can get it to a prototype stage, since there was some general agreement that it might actually work.
Link to your SM4 spec please?
by prodigy
22 Apr 2009, 05:29
Forum: Map Creation
Topic: Mothers mapconv no scanlines fixed! DOWNLOAD MAPCONV HERE
Replies: 15
Views: 4266

Re: Mothers mapconv no scanlines fixed!

I don't know what causes the scanlines. But I have never seen them when using my mapconv.

Perhaps you could try my mapdeconv, which decompiles SMF/SMT files, and see if the resulting texture.bmp contains the scanlines for your SMF/SMT.

http://code.google.com/p/mapc/
by prodigy
22 Apr 2009, 05:14
Forum: Map Creation
Topic: mapconv, using libsquish for dxt1 compression
Replies: 17
Views: 7227

Re: new mapconv by me, using libsquish for dxt1 compression

@Beherith: One step that my mapconv doesn't do is the dither. I found that if I dither the texture using GIMP and then use that dithered texture, my mapconv runs a lot faster. Can you dither your texture to say 256 colors and then use that dithered texture? In Gimp I dithered by clicking Image->Mode...
by prodigy
21 Apr 2009, 05:03
Forum: Linux
Topic: Making Maps and Mods on Linux
Replies: 10
Views: 2404

Re: Making Maps and Mods on Linux

superdevwannabe wrote:Hello. I would like to try making a map or helping with a mod, but I can not find tools that will cooperate with Linux. Any help?
I have built a map compiler for linux that is based on mapconv.

See this topic: http://springrts.com/phpbb/viewtopic.php?f=13&t=18533
by prodigy
21 Apr 2009, 04:57
Forum: Map Creation
Topic: mapconv, using libsquish for dxt1 compression
Replies: 17
Views: 7227

Re: new mapconv by me, using libsquish for dxt1 compression

@jK: I looked at the nvidia-texture-tools and looks reasonable to use this instead of Squish directly. But I probably won't do it anytime soon, since Squish alone works well enough for me. Anyone who wants to join the project and contribute to the code is welcome.
by prodigy
21 Apr 2009, 04:41
Forum: Map Creation
Topic: My SMF/SMT Map Decompiler
Replies: 7
Views: 6736

Re: My SMF/SMT Map Decompiler

Using mapdeconv I have got the height map from DeltaSiegeDry and am experimenting with L3DT using that height map.

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.
by prodigy
21 Apr 2009, 04:38
Forum: Map Creation
Topic: mapconv, using libsquish for dxt1 compression
Replies: 17
Views: 7227

Re: new mapconv by me, using libsquish for dxt1 compression

@jK: I have no interest in integrating mapconv with CUDA, as I do not have a Nvidia graphics card, and CUDA does not appear to have an open source style license. But you are welcome to join the mapc google project if you want to add CUDA support.
by prodigy
21 Apr 2009, 04:28
Forum: Map Creation
Topic: mapconv, using libsquish for dxt1 compression
Replies: 17
Views: 7227

Re: new mapconv by me, using libsquish for dxt1 compression

you should perhaps use nvidia's texture tools instead of libsquish. http://developer.nvidia.com/object/texture_tools.html Interestingly on that web site, if you click on the "complete source code" link it takes you to http://code.google.com/p/nvidia-texture-tools/ where it says that the D...
by prodigy
21 Apr 2009, 03:49
Forum: Map Creation
Topic: mapconv, using libsquish for dxt1 compression
Replies: 17
Views: 7227

Re: new mapconv by me, using libsquish for dxt1 compression

Here is a new build: http://mapc.googlecode.com/files/mapcwin-0.2.zip This is an SSE2 build, so the DXT1 squishing should be much faster than 0.1. Source code is here: http://code.google.com/p/mapc/source/browse/#svn/trunk/mapconv This is essentially the same mapconv code as always, with the followi...
by prodigy
21 Apr 2009, 01:35
Forum: Map Creation
Topic: Request: Incremental Compiler and merger
Replies: 18
Views: 2893

Re: Request: Incremental Compiler and merger

Currently we have a tonne of stuff that goes into a program and out comes a complete map. Instead what if we had a compiler that partially compiled a map, so we'd have a blank black map completely level that e 'inserted' or compiled portions into it? This could allow tweaks of existing maps or for ...
by prodigy
20 Apr 2009, 15:04
Forum: Map Creation
Topic: My SMF/SMT Map Decompiler
Replies: 7
Views: 6736

My SMF/SMT Map Decompiler

I have made a map decompiler. You can download it here: http://mapc.googlecode.com/files/mapdeconv.zip unzip this and put the mapdeconv.exe in your path. To use it, unzip the sd7 spring map file. For example: 7z e SmallDivide.sd7 mapdeconv.exe SmallDivide.smf If all goes well, it will output three f...
by prodigy
19 Apr 2009, 14:28
Forum: Map Creation
Topic: mapconv, using libsquish for dxt1 compression
Replies: 17
Views: 7227

mapconv, using libsquish for dxt1 compression

I am working on my own changes to mapconv. Using libsquish for dxt1 compression, so there is no need to use the external nvdxt.exe. edit: The only other big difference is instead of command line arguments it takes a lua file. edit: It is basically exactly the same code etc as the mapconv from the sp...

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