Map design software? - Page 8

Map design software?

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

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mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Still get the same error


=======================================================================

Unfortunately, MapDesigner experienced a critical error
Here is the error report. It's very technical, but it will mean something
to the developer.
Can you email this to hughperkins@gmail.com please, and we'll have a look at it.

=======================================================================
23/12/2006 13:50:13
2.0.50727.42 2 Microsoft Windows NT 5.1.2600 Service Pack 2
22/12/2006 22:03:16
System.TypeInitializationException: The type initializer for 'MapDesigner.MainUI' threw an exception. ---> System.DllNotFoundException: Unable to load DLL 'glibsharpglue-2': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
at GLib.ObjectManager.gtksharp_get_type_id(IntPtr raw)
at GLib.ObjectManager.GetTypeOrParent(IntPtr obj)
at GLib.ObjectManager.CreateObject(IntPtr raw)
at GLib.Object.GetObject(IntPtr o, Boolean owned_ref)
at GLib.Object.GetObject(IntPtr o)
at Glade.XML.GetWidget(String name)
at Glade.XML.BindFields(Object target, Type type)
at Glade.XML.Autoconnect(Object handler)
at MapDesigner.MainUIWindow..ctor() in H:\bin\games\taspring\src_svn\tools\MapDesigner\UI\Dialogs\MainUIWindow.cs:line 85
at MapDesigner.MainUI..ctor() in H:\bin\games\taspring\src_svn\tools\MapDesigner\UI\MainUI.cs:line 47
at MapDesigner.MainUI..cctor() in H:\bin\games\taspring\src_svn\tools\MapDesigner\UI\MainUI.cs:line 38
--- End of inner exception stack trace ---
at MapDesigner.MainUI.GetInstance()
at MapDesigner.BrushShapeController.Register(IBrushShape brushshape) in H:\bin\games\taspring\src_svn\tools\MapDesigner\MovementAndEditing\BrushShapes\BrushShapeController.cs:line 76
at MapDesigner.PluginsLoader.GetInstance() in H:\bin\games\taspring\src_svn\tools\MapDesigner\PluginsLoader.cs:line 53
at MapDesigner.MapDesigner.Go() in H:\bin\games\taspring\src_svn\tools\MapDesigner\MapDesigner.cs:line 44
at MapDesigner.EntryPoint.Main() in H:\bin\games\taspring\src_svn\tools\MapDesigner\EntryPoint.cs:line 48

logfile:
MapDesigner starting 23/12/2006 13:50:07
requested window width/height: 1024 768
GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ARB_draw_buffers GL_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
max texel units: 8
2.0.6012 WinXP Release
_ScreenDistanceScreenCoords: 665
721742
0 768 1024 0
inner window height: 768
* Renderer initialization finished *
HeightMap() 1025 1025
CreateBlankTexture()
loading texture width: 1 height: 1
loading texture width: 512 height: 512
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hughperkins
AI Developer
Posts: 836
Joined: 17 Oct 2006, 04:14

Post by hughperkins »

The current distribution has a dll versioning issue. New distribution available soon.
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hughperkins
AI Developer
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Joined: 17 Oct 2006, 04:14

Post by hughperkins »

mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

That version worked,, YAY 8)
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hughperkins
AI Developer
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Joined: 17 Oct 2006, 04:14

Post by hughperkins »

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Three issues:

1. I'm apparently stupid. How do I get the camera's angle to go straight up? I do not like the default angle.

2. The view seems to cut off at a very short distance.

3. The camera needs to be allowed to travel outside the boundaries of the map by at least 25%, so that we can work on corners and side edges easily.
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

When i edit an rectangular map, i can only edit half of it: Image
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

That bug is irrelevant as SM3 doesnt support rectangular maps, just square ones. So even if you got mapdesigner working you'd never be able to playtest
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

AF wrote:That bug is irrelevant as SM3 doesnt support rectangular maps, just square ones. So even if you got mapdesigner working you'd never be able to playtest
Why not remove support for nonsquare maps then?
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

- The clip distance is a bit short, you can hardly see your map at 32x32
- At 32x32, the water plane is smaller than the map
- I think it is saving the heightmap without prescaling to the 0-255 range, this means your mountains are clipped away when they are higher than 255
own3d
Posts: 129
Joined: 25 Aug 2006, 16:31

Post by own3d »

Any news on this?
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Could SM3 technically support illregularly sized maps?
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Relinquished
Posts: 126
Joined: 22 Jun 2006, 22:08

Post by Relinquished »

What happened to this project? It seems to have died... And it was looking so promising :(
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

The Real Life Monster ate him. Or somebody recognized where this was going, and offered to pay him for it ;)
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Well the application is similar to an unofficial map editor for supreme commander

link
http://forums.gaspowered.com/viewtopic.php?t=697
jnnnnn
Posts: 16
Joined: 25 Oct 2006, 11:14

open/save maps

Post by jnnnnn »

It looks like this project can open and save SM3 maps directly... but I can't find a SM3 map it can open.

I also assume that you can't save a SM3 map until you open one...

Is there an SM3 map I can start with?
Rakentaja
Posts: 21
Joined: 06 May 2007, 15:39

Post by Rakentaja »

Hey, has someone emailed the guy to return to the project? There's still stuff to iron out and having tried this thing I can tell there's something promising under the hood here.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

This is a great utility, the problem is more that the SM3 mapping format has stalled since JC stopped working on it. It's incredibly frustrating too... because the format works, it just needs some rather extensive bug fixing.

IIRC hugh is still around, he's put this aside since there's no point in building a map editor for a mapping format that no one will use.
Rakentaja
Posts: 21
Joined: 06 May 2007, 15:39

Post by Rakentaja »

Well, I've made a few "maps" of my own with this thing, and didn't actually even consider saving them in sm3. The software's obviously much better at just pure heightfield editing and it suits Spring much better with it's heightfield transformation tools than any other program out there right now. Also, seeing and editing your map in real-time 3D is a vital part that is lacking from most of the other tools (yeah, L3DT for example has Sapphire, but it's nothing compared to MapDesigner.exe) and by being able to place and see features does wonders when you want to put something in a specific scale.

If I may, I would suggest completely disabling support for sm3 for now and instead focus on fixing and improving the current features. That would allow rectangular maps, for example. The program really is a rough diamond that has so much promise but is being gimped by sm3 and some bugs.
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

It would be a shame to see sm3 dropped completely, its a far superior format to the existing one, and holds the only real hope of bringing spring map quality up to par with other games.
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