Problem in starting a map

Problem in starting a map

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ismo
Posts: 33
Joined: 27 Dec 2009, 13:52

Problem in starting a map

Post by ismo »

First of all, merry christmas to all. However, then to my problem:

I tried to make a IcyMountain3_V1.sd7 named (7-zipped non-solid archive). However spring won't start it. When I try to start the map I get error:
"Missing/invalid content"
(this is shown at messagebox's headline its content area is empty - has only the warning/error icon)

Infolog.txt does not display anything useful only following (in the last lines):
...
[ 0] Starting GameServer: 340 ms
[ 0] Content error:

I know usually some kind of proper error message should come after that last line (Content error:). But here nothing is displayed.

DETAILS:
======
I made a
- 4096x4096 texture map, 513x513 heightmap, and 513x513 featuremap and metalmap 513x513.
The featuremap is completely black (filled with RGB 0,0,0 triplets). Metalmap contains green and red dots here and there (about 20 in total). The bmp formats I use are 24-bit bmp.

.sd7 is non-solid 7-zipped archive, first it was solid but I was told that it must not be - however that did not make the game to start the map.

I ran the mapconv with the following options:
mapconv.exe -l -i -f featuremap.bmp -x 300 -n 50 -m metalmap.bmp -a heightmap.bmp -t texturemap.bmp -o IcyMountain3_V1.smf


Is my mapfile referring to some external resource file, texture, etc which is not present? (this is my "guess"). However I have no idea how to find out (without debug running the whole spring) what is problem.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Problem in starting a map

Post by Beherith »

You seem to be missing an .smd file. Get one from a different map by opening the archive with 7zip. Then you can rename it IcyMountain_V3.smd. Also, smd files are text files; edit it with notepad to your liking.
ismo
Posts: 33
Joined: 27 Dec 2009, 13:52

Re: Problem in starting a map

Post by ismo »

Ah I forgot to mention some details. So I have following structure in the .sd7 file (when it is decompressed)

maps\IcyMountain3_V1.smd
maps\IcyMountain3_V1.smf
maps\IcyMountain3_V1.smt

So I do have smd file.

Hmm thanks anyway for pointing towards .smd direction. I copied that file from another map and now I noticed that my smd file refers to water.jpg (which is a missing "external" resource).

UPDATE:
Now I added maps\water.jpg (as in verdant v4) to the .sd7 file. However it did not fix the problem. Same missing/invalid content still happens without further details.

And now I am even more lost as the .smd does not refer to any external resource file than water.jpg

Here are the contents of the .smd file (so far it is ripped from verdantv4, I will change it later when I first get it working :)).
Can you see if there is something wrong?


[MAP]
{
Description=4v4, top left vs bottom right. By ismo;
TidalStrength=18;
Gravity=100;
MaxMetal=0.72;
ExtractorRadius=90;
MapHardness=175;
[ATMOSPHERE]
{
FogColor=0.9 0.9 0.9;
FogStart=0.5;
CloudColor=0.85 0.7 0.7;
SkyColor=0.1 0.2 0.9;
SunColor=1 0.8 0.4;
CloudDensity=0.2;
MinWind=4;
MaxWind=16;
}
[WATER]
{
WaterSurfaceColor=0.3 0.4 0.24;
WaterPlaneColor=0.04 0.16 0.25;
WaterBaseColor=0.80 1 1;
WaterAbsorb=0.012 0.0060 0.0045;
WaterMinColor=0 0 0.05;
WaterTexture=water.jpg;
}
[LIGHT]
{
SunDir=1 0.6 1; //direction of sun (spring will normalize it later)(y component is upward)

GroundAmbientColor=0.8 .8 .85; //ambient (non sun lit) color of ground (and grass etc)
GroundSunColor=1.0 1.0 .9; //color of ground where fully sun lit (added to ambient)
GroundShadowDensity=1.95; //how far from the non shadowed to the ambient color stuff in shadow will go

UnitAmbientColor=0.42 0.41 0.52; //ambient (non sun lit) color of units (and wreckage etc)
UnitSunColor=0.72 0.70 0.53; //color of units where fully sun lit (added to ambient)
UnitShadowDensity=.81;
}
[TERRAINTYPE0]
{
name=Default;
hardness=1;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}
[MAP]
{
Description=4v4, top left vs bottom right. By ismo;
TidalStrength=18;
Gravity=100;
MaxMetal=0.54;
ExtractorRadius=90;
MapHardness=175;
[ATMOSPHERE]
{
FogColor=0.9 0.9 0.9;
FogStart=0.5;
CloudColor=0.85 0.7 0.7;
SkyColor=0.1 0.2 0.9;
SunColor=1 0.8 0.4;
CloudDensity=0.2;
MinWind=4;
MaxWind=16;
}
[WATER]
{
WaterSurfaceColor=0.3 0.4 0.24;
WaterPlaneColor=0.04 0.16 0.25;
WaterBaseColor=0.80 1 1;
WaterAbsorb=0.012 0.0060 0.0045;
WaterMinColor=0 0 0.05;
WaterTexture=water.jpg;
}
[LIGHT]
{
SunDir=1 0.6 1; //direction of sun (spring will normalize it later)(y component is upward)

GroundAmbientColor=0.8 .8 .85; //ambient (non sun lit) color of ground (and grass etc)
GroundSunColor=1.0 1.0 .9; //color of ground where fully sun lit (added to ambient)
GroundShadowDensity=1.95; //how far from the non shadowed to the ambient color stuff in shadow will go

UnitAmbientColor=0.42 0.41 0.52; //ambient (non sun lit) color of units (and wreckage etc)
UnitSunColor=0.72 0.70 0.53; //color of units where fully sun lit (added to ambient)
UnitShadowDensity=.81;
}
[TERRAINTYPE0]
{
name=Default;
hardness=1;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}
[TEAM0]
{
StartPosX=393;
StartPosZ=664;
}
[TEAM1]
{
StartPosX=5222;
StartPosZ=5825;
}
[TEAM2]
{
StartPosX=1130;
StartPosZ=258;
}
[TEAM3]
{
StartPosX=5886;
StartPosZ=5345;
}
[TEAM4]
{
StartPosX=651;
StartPosZ=1180;
}
[TEAM5]
{
StartPosX=5333;
StartPosZ=4719;
}
[TEAM6]
{
StartPosX=1647;
StartPosZ=553;
}
[TEAM7]
{
StartPosX=4596;
StartPosZ=5308;
}
}


}
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Problem in starting a map

Post by Beherith »

remove double defs, and remove WaterTexture=water.jpg;

Code: Select all

[MAP]
{
Description=4v4, top left vs bottom right. By ismo;
TidalStrength=18;
Gravity=100;
MaxMetal=0.54;
ExtractorRadius=90;
MapHardness=175;
[ATMOSPHERE]
{
FogColor=0.9 0.9 0.9;
FogStart=0.5;
CloudColor=0.85 0.7 0.7;
SkyColor=0.1 0.2 0.9;
SunColor=1 0.8 0.4;
CloudDensity=0.2;
MinWind=4;
MaxWind=16;
}
[WATER]
{
WaterSurfaceColor=0.3 0.4 0.24;
WaterPlaneColor=0.04 0.16 0.25;
WaterBaseColor=0.80 1 1;
WaterAbsorb=0.012 0.0060 0.0045;
WaterMinColor=0 0 0.05;
}
[LIGHT]
{
SunDir=1 0.6 1; //direction of sun (spring will normalize it later)(y component is upward)

GroundAmbientColor=0.8 .8 .85; //ambient (non sun lit) color of ground (and grass etc)
GroundSunColor=1.0 1.0 .9; //color of ground where fully sun lit (added to ambient)
GroundShadowDensity=1.95; //how far from the non shadowed to the ambient color stuff in shadow will go

UnitAmbientColor=0.42 0.41 0.52; //ambient (non sun lit) color of units (and wreckage etc)
UnitSunColor=0.72 0.70 0.53; //color of units where fully sun lit (added to ambient)
UnitShadowDensity=.81;
}
[TERRAINTYPE0]
{
name=Default;
hardness=1;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}
[TEAM0]
{
StartPosX=393;
StartPosZ=664;
}
[TEAM1]
{
StartPosX=5222;
StartPosZ=5825;
}
[TEAM2]
{
StartPosX=1130;
StartPosZ=258;
}
[TEAM3]
{
StartPosX=5886;
StartPosZ=5345;
}
[TEAM4]
{
StartPosX=651;
StartPosZ=1180;
}
[TEAM5]
{
StartPosX=5333;
StartPosZ=4719;
}
[TEAM6]
{
StartPosX=1647;
StartPosZ=553;
}
[TEAM7]
{
StartPosX=4596;
StartPosZ=5308;
}
}
ismo
Posts: 33
Joined: 27 Dec 2009, 13:52

Re: Problem in starting a map

Post by ismo »

Ok that helped, thanks. (verdantv4 had that smd block duplicated too)
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