Latest mapconv, download here. - Page 3

Latest mapconv, download here.

Tutorials & Resources For Mappers

Moderator: Moderators

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

Re: Latest mapconv, download here.

Post by Beherith »

I wouldnt worry about adding preview support for non bmp images, since anyone using those probably knows what they are doing.

Also, if anyone has any feature requests for mapconv, feel free to tell me.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Latest mapconv, download here.

Post by Das Bruce »

/edit/ too late/edit/
Well that was easier than expected. It can now preview the texture in bmp, jpg, png and possibly tga, although I don't have one to try.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Latest mapconv, download here.

Post by Beherith »

Tga would only be required for the texture in _extremely_ rare circumstances when you want an alpha channel on the texture.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Latest mapconv, download here.

Post by Das Bruce »

Ok. What else does it need?
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Latest mapconv, download here.

Post by Beherith »

Maybe a warning that -q parameter requires nvidia 8 series or higher gpu.

And maybe an option thats "-r <integer>"
This specifies that the first <integer> features listed in featureset.txt will be randomly rotated.

Thanks!
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Latest mapconv, download here.

Post by Das Bruce »

If -r 0 is passed would that mean no features are rotated?
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Latest mapconv, download here.

Post by Beherith »

/me checks sauce.

Yes, if -r 0 is passed then no features will be rotated.
If -r 1 is passed and fs.txt looks like this:

Code: Select all

tree1
building
then all occurrences of tree1 will be rotated and none of building will be rotated.

Further example, with no -r parameter:

fs.txt:

Code: Select all

tree1 -1
buildingB
tree2 -1
pipe1 16000
pipe1 32000
pipe2 -16000
tree1 will be randomly rotated
buildingB will be original orientation
tree2 will be randomly rotated
pipe1 will be rotated 16000/32768 *360 degrees counterclockwise (like 90 degrees)
pipe1 will be rotated ~180 degrees. (you can specify the same feature multiple times with different rotations)
pipe2 will be rotated ~-90 degrees.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Latest mapconv, download here.

Post by Das Bruce »

Ok, so why have a value for the r tag? Why not just put 0 by the feature name in fs.txt. Seems overcomplicated.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Latest mapconv, download here.

Post by Beherith »

r tag is optional and deprecated. use of -1 in fs.txt is encouraged.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Latest mapconv, download here.

Post by Das Bruce »

How does this look?

Image
Image
Image
Image

Have I missed anything critical?
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Latest mapconv, download here.

Post by TradeMark »

Beherith wrote:-nmips 5 -file"
Notice that the map format doesnt support 5 miplevels, so you are wasting time generating that many mip levels. 4 is the maximum.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Latest mapconv, download here.

Post by Argh »

@Das Bruce: Visually show the light angle, so that mappers can see immediately whether it's what they want or not.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Latest mapconv, download here.

Post by TradeMark »

@das bruce, nice, you should add startposition editor too, so i can just click/drag them on the minimap image of the map, might need zoom too if you want to be precise.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Latest mapconv, download here.

Post by smoth »

why sliders over a color-picker?
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Latest mapconv, download here.

Post by Beherith »

I love you bruce! This really great stuff :)
Just a few suggestions though: spring default gravity is ~120.
And color pickers would be extremely nice <3
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Latest mapconv, download here.

Post by Jazcash »

What would be even more awesome would be a real time preview which updates according to the SMD settings as well as the loaded maps.
Last edited by Jazcash on 26 Jan 2010, 18:29, edited 1 time in total.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Latest mapconv, download here.

Post by Beherith »

Jaz please explain what you meant, I have no idea what you said.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Latest mapconv, download here.

Post by Jazcash »

Beherith wrote:Jaz please explain what you meant, I have no idea what you said.
What I meant was a preview of what the map would look like after the SMD has been applied would be nice if possible. For example, a preview which would show the lighting, water levels, possibly mex radius among other things.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Latest mapconv, download here.

Post by Beherith »

Not really possible, or at least WAY too much work compared to the benefit.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Latest mapconv, download here.

Post by Jazcash »

Beherith wrote:Not really possible, or at least WAY too much work compared to the benefit.
Depends how new users are to mapping. I've found when I made my first map that it took at least 5 compiles to get it how I wanted. That took probably about half an hour more time than if I could have seen at least a 2D Aerial preview...

Maybe Satirik's Map Preview function in TAS Client could be of some use here?
Post Reply

Return to “Map Tutorials & Resources”