New MAPCONV - Page 2

New MAPCONV

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7017
Joined: 16 Nov 2004, 13:08

Post by zwzsg » 18 May 2005, 11:51

We don't need a new map format, just a new map editor. And I'd rather have bandaid on the current map maker prgm than keep on bleeding while waiting for another map editor that may not come.
0 x

nitrus
Posts: 32
Joined: 12 May 2005, 23:28

Post by nitrus » 18 May 2005, 12:17

The main problem (as far as I can see) with the current format is that each map contains its own tileset which accounts for about 75%(guess) of its size . If we move that to a seperate file then multiple maps could use the same tileset (with maybe a smaller internal tileset for unique features).

Only problem with using tilesets is that maps sharing a particular tileset will look similar - obvious I suppose.
0 x

Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque » 21 May 2005, 18:14

I've got a map ready, but when I use your mapconv to add tree, it crash...
i've got a 4096^2 texture map, 1024 metal map and 513 heightmap.
0 x

User avatar
[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra » 22 May 2005, 00:36

Thats a retardedly detailed metal map. Twice the heightmap?!?! Try reducing it to 512.
0 x

mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus » 22 May 2005, 05:12

what about that tileset TAMEC did compile on 2004? (tamec2004HPI or smtg)
cant that be the ... source for tiles? just and idea, i dont have idea really O_O .

Edit: "i dont have idea really O_O" that was what i was talking bout
Always thought that hpi was about tiles...

but a file containing a collection of tiles may be usefull here.... again... i may been stupid :D
Last edited by mongus on 22 May 2005, 06:01, edited 2 times in total.
0 x

Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre » 22 May 2005, 05:49

Erm... The TAMEC HPI file is and always has been a collection of features, not tilesets... Fileuniverse has a nice huge tileset section now, though:

http://fileuniverse.com/?page=listing&ID=74
0 x

nitrus
Posts: 32
Joined: 12 May 2005, 23:28

Post by nitrus » 23 May 2005, 15:50

Torrasque wrote:I've got a map ready, but when I use your mapconv to add tree, it crash...
i've got a 4096^2 texture map, 1024 metal map and 513 heightmap.
Hmm - works for me.. must be something strange with the bitmaps you're feeding it. :? I noticed that trying to put tree too close to the edge of the map will crash Spring when the map loads.. dunno what's going on there!!
Make sure all your trees are away from the edge.
0 x

User avatar
hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

same problem

Post by hrmph » 27 May 2005, 17:42

It is the program. I'm having the same exact problem. Maps under 8192x8192 work fine when I add trees. For some reason on my 8192x8192 map I cannot add one tree without it producing the same error. Note: The mapconv program itself does not error it produces the map as it would normally, but when the map is loaded into spring the program hangs on the creating tree texture announcement. Also I tried any number of things regarding the bitmaps before coming to this conclusion.
0 x

User avatar
Ace07
Posts: 348
Joined: 21 Apr 2005, 20:46

Post by Ace07 » 30 May 2005, 19:24

nitrus wrote:The main problem (as far as I can see) with the current format is that each map contains its own tileset which accounts for about 75%(guess) of its size . If we move that to a seperate file then multiple maps could use the same tileset (with maybe a smaller internal tileset for unique features).

Only problem with using tilesets is that maps sharing a particular tileset will look similar - obvious I suppose.
That would be the best idea. Having similar tilesets that all of the maps can use for different elevations and environments. It would make the maps much smaller.
0 x

adeveloper.clan-sy
Posts: 24
Joined: 28 Apr 2005, 00:26

Post by adeveloper.clan-sy » 02 Jun 2005, 16:09

Nitrus,

Thanks for doing a good job with modifying the Map Converter code and providing extra features. I am sure many map makers will be very happy.

The Map Converter is licensed under the GNU GPL ( refer to http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1344 )

Nitrus, send in your code changes to SJ, if you have not already, so that it may be tested and included into the main distribution.

As a reminder, if you distribute the MapConverter binary (or any modified Map Converter binary) you will also have to provide a link to the source code and to the source which contains your modifications.
0 x

User avatar
mother
Posts: 379
Joined: 04 May 2005, 05:43

Trees crashing spring...

Post by mother » 02 Jun 2005, 23:50

Well they most definitely do.

I tried about 50 differnt permutations and came to the following:
a)one green pixel of value 200-215, on a field of black, in a 24bit bmp, created by The GIMP, crashes
b)same made from mspaint works
c)big complex metalmap saved as a png and loaded into mspaint and then saved as a 24-bit bmp, crashes.
d)Ive identified one difference between MSpuke BMP's and the BMPs coming out of The Gimp: the 'scale ratio'
*edit: ignore d), total brain-fart on my part*

OTOH the two bitmaps do differ (if anyone wants to try to figure out what is going on)


:evil:

Any ideas people? Nitrous?

Yargg me wants me bloody trees!
0 x

User avatar
mother
Posts: 379
Joined: 04 May 2005, 05:43

Post by mother » 03 Jun 2005, 00:22

The 2 bmps:
From
MS and The Gimp
0 x

nitrus
Posts: 32
Joined: 12 May 2005, 23:28

Post by nitrus » 03 Jun 2005, 13:14

It might be the CBitmap class having some problems with different formats. I use Paint Shop Pro for all my bitmaps and works ok.

I'll investigate..

err.. those two bitmaps are the same file. :?

update: I've just tried it with that bmp and works ok for me, sm2 built:
test:
Metal map: 256x256 - the file here: http://www.acsu.buffalo.edu/~asa5/tehgimp.bmp
height map: 257x257
colour map: 2048x2048
0 x

User avatar
mother
Posts: 379
Joined: 04 May 2005, 05:43

Post by mother » 03 Jun 2005, 21:37

Gah. Don't make fun of me just because Im stupid!

Heh, sorry about the wonderful linkage...

Turns out that I've been able to explain about 90% of the tree-crash problem.

Ready?

1)Spring doesn't like 1kx1k maps, or at least the simple ones I was trying to use for testing.
2)Spring will barf if you use uber-mapconv with a metal map containing trees which is at full texture resolution

Why that is I do not know, nor do I care. I successfully redid my metalmap at 512x512 (for a 4kx4k map), and it worked.

I had avoided sub-texture metalmaps because of the initial geovents-o-plenty problems.

So to all those still going INSANE over the trees: try a metalmap at 1/4 res.

Now that we know this it is a feature not a bug 8)
0 x

User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi » 03 Jun 2005, 21:50

mother, just wait for my new map conversion utility.

Image

Due out tonight.

-Buggi
0 x

User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm » 03 Jun 2005, 21:56

Looking sweet cool there.... good thing as im workin on a large 32 x 32 map and i need all the options i can get

aGorm
0 x

Hannes
Posts: 7
Joined: 02 Jul 2006, 21:07

Thanks Nitrus!

Post by Hannes » 30 Dec 2006, 15:09

Nice job man 8) . I couldnt get uber mapconv to work but yours works fine. Im still map-newbie and just wanted to create a simple 2x2 map, but i have alot of cool ideas now that i have the right tools.
0 x

User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen » 30 Dec 2006, 15:22

this thread is ancient
0 x

Locked

Return to “Map Creation”