Map design software? - Page 7

Map design software?

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

Moderator: Moderators

User avatar
Relinquished
Posts: 126
Joined: 22 Jun 2006, 22:08

Post by Relinquished »

Just a few ideas. I know you're doing this on your free time but you know, just suggestions :).

- Snap to grid for more "blocky" maps.
- Another brush that sets terrain to a certain height instead of raising or lowering. You could do this in percentage of max height, that way it could work with texturing too, 50% = middle of max and min height or 50% opacity for the texture.
- Possibly a setting to choose how wide the area is that it pulls. As in, if it's set to 100% it'll raise all the ground in the radius evenly instead of how it sorta stretches now, and at 0% it'll be like it is now.
- A circle showing how wide the brush is currently. And maybe have the blue ball a tad higher (as in, have the bottom of it sit at ground level), currently at times it goes underground.
- Wireframe option? like how it's seen from underneath.

Like I said, just suggestions for the future, I think it's amazing how it is already. Keep up the great work!
User avatar
hughperkins
AI Developer
Posts: 836
Joined: 17 Oct 2006, 04:14

Post by hughperkins »

Turns out that MapDesigner didnt build in Mono, because DevIl.Net is incompatible with Mono.

Replaced DevIl.Net with Tao.DevIl and MapDesigner builds and runs in Mono now.

There's a chance that MapDesigner will run in Linux, although the minimap will be displayed incorrectly.

Other changes in SVN:
- added Libraries directory with required libraries
- added build/nant directory with nant build file, works with net-2.0 and mono-2.0
- build outputs are now located in build-out/MapDesigner-mono-2.0 and build-out/MapDesigner-net-2.0
- created DisplayGeometryX11.cs as a placeholder, which simply returns size of outer window, including frame, so should build correctly in linux

SVN directory is: tools/MapDesigner
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I am really looking forwards to getting my hand on the next version.

Two minor requests:

1. Can we have a square tool for raising height?

2. Can we have a line-drawing tool- i.e., shift-click to do a line between points?

Both things would be extremely useful.
User avatar
hughperkins
AI Developer
Posts: 836
Joined: 17 Oct 2006, 04:14

Post by hughperkins »

Relinquished wrote:- Another brush that sets terrain to a certain height instead of raising or lowering.
Good idea. Done
A circle showing how wide the brush is currently. And maybe have the blue ball a tad higher (as in, have the bottom of it sit at ground level), currently at times it goes underground.
Raised the ball slightly. It will still go underground sometimes because of LoD effects.
- Possibly a setting to choose how wide the area is that it pulls. As in, if it's set to 100% it'll raise all the ground in the radius evenly instead of how it sorta stretches now, and at 0% it'll be like it is now.
Done.
User avatar
hughperkins
AI Developer
Posts: 836
Joined: 17 Oct 2006, 04:14

Post by hughperkins »

Argh wrote:I am really looking forwards to getting my hand on the next version.
Well, it's pretty much frozen/stable really. If you can think of something useful to do with networking, pathing or animation that could be fun.
1. Can we have a square tool for raising height?
Done
2. Can we have a line-drawing tool- i.e., shift-click to do a line between points?
Can you describe this a little?
User avatar
hughperkins
AI Developer
Posts: 836
Joined: 17 Oct 2006, 04:14

Post by hughperkins »

New release 0.7. File at http://manageddreams.com/csai/MapDesigner.zip has been updated.

Changes:
- replaced DevIl.Net with Tao.DevIl. Mono builds correctly now
- added placeholder DisplayGeometryX11 so may build on linux
- buildtree directory layout modified
- added custom BrushEffect architecture
- added custom BrushShape architecture
- added square brush
- added fixed-height brush
- round and square brushes now render themselves over map
- added core-size to round brush

Notes on brusheffect architecture

To make a new brush effect, create an IBrushEffect implementation, then call BrushEffectController.GetInstance().Register( new MyNewBrushEffect() );

Notes on brushshape architecture

To make a new brush shape, create an IBrushShape implementation, then call BrushShapeController.GetInstance().Register( new MyNewBrushShape() );

You can add new widgets to the UI in the ShowControlBox method. Just add labels to the labels widget, widgets to the widgets widget, then call ShowAll.

Example brushshape: MovementAndEditing/BrushShapes/RoundBrush.cs
Example brusheffect: MovementAndEditing/BrushEffects/FixedHeight.cs

You can implement new brushshapes/brusheffects as a plugin. See notes on plugin architecture earlier in this thread.

Edit: upload finished.
own3d
Posts: 129
Joined: 25 Aug 2006, 16:31

Post by own3d »

I managed to compile it from SVN using Linux & mono, I also tried using the archive you provided upon running both give the same error:

Code: Select all

mono MapDesigner.exe 
MapDesigner starting 19/12/2006 11:51:46
System.DllNotFoundException: devil.dll
  at (wrapper managed-to-native) Tao.DevIl.Il:ilInit ()
  at MapDesigner.MapDesigner.Go () [0x00000] 
  at MapDesigner.EntryPoint.Main () [0x00000] 

Unhandled Exception: System.NotImplementedException: The requested feature is not implemented.
  at System.Environment.get_ProcessorCount () [0x00000] 
  at MapDesigner.EntryPoint.Main () [0x00000] 

The compile output for the svn as compiled at ~12pm 19/12/06

http://pastebin.ca/284893
User avatar
hughperkins
AI Developer
Posts: 836
Joined: 17 Oct 2006, 04:14

Post by hughperkins »

own3d,

Ok, it's good news that it builds on linux.

Wrt DevIl, you almost certainly need a platform-specific copy of DevIl. You can get one from:

- http://openil.sourceforge.net/download.php , or
- http://prdownloads.sourceforge.net/open ... rc2.tar.gz

I dont know how Tao.DevIl will go about locating the DevIl native .so/.dll , but Tao.DevIl almost certainly runs on linux, eg http://www.taoframework.com/DevIL mentions Linux gcc.

There is a configuration file in Libraries called "Tao.DevIl.dll.config.debian" which appears to control mapping of devil.dll to libIL.so.1 .
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

You seem to have a nack for not including critical dlls
System.DllNotFoundException: Unable to load DLL 'ilut.dll': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
It isnt included and I cant do anything with it. XP sp2 .Net 3
User avatar
hughperkins
AI Developer
Posts: 836
Joined: 17 Oct 2006, 04:14

Post by hughperkins »

Hmmm, seems a bunch of SDL dlls were in my system32 so I didnt notice their missing from the output.

Release 0.7b. File at http://manageddreams.com/csai/MapDesigner.zip has been updated. SVN has been updated.
- win32 dependencies added for Tao
- DisplayGeometryWindows falls back to using outer window dimensions when fails

Note that on Mono, the minimap will appear slightly higher than it should do, both on Windows and Linux.
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

This version won`t run on my machine, here is the error log.

http://muf.222clan.com/Error.zip
User avatar
hughperkins
AI Developer
Posts: 836
Joined: 17 Oct 2006, 04:14

Post by hughperkins »

mufdvr222, just uploaded a new version which may workaround the issue in the error report.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I redownloaded, and if I run it without modification or any extra files, this is what I get:
=======================================================================
22/12/2006 13:38:21
2.0.50727.42 2 Microsoft Windows NT 5.1.2600 Service Pack 2
21/12/2006 21:08:36
System.TypeInitializationException: The type initializer for 'MapDesigner.MainUI' threw an exception. ---> System.IO.FileLoadException: Could not load file or assembly 'gtk-sharp, Version=2.8.0.0, Culture=neutral, PublicKeyToken=35e10195dab3c99f' or one of its dependencies. The located assembly's manifest definition does not match the assembly reference. (Exception from HRESULT: 0x80131040)
File name: 'gtk-sharp, Version=2.8.0.0, Culture=neutral, PublicKeyToken=35e10195dab3c99f'
at MapDesigner.MainUI..ctor()
at MapDesigner.MainUI..cctor() in H:\bin\games\taspring\src_svn\tools\MapDesigner\UI\MainUI.cs:line 38

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].

--- 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 22/12/2006 13:38:13
requested window width/height: 1024 768
GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 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_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add 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_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap 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 GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
max texel units: 4
2.0.3
_ScreenDistanceScreenCoords: 665
131678
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
User avatar
hughperkins
AI Developer
Posts: 836
Joined: 17 Oct 2006, 04:14

Post by hughperkins »

AF,

Could you try this version please? : http://manageddreams.com/csai/MapDesigner07d.zip
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

When I got the previous error it showed the window and the cursor changed but nothing was displayed.

This time it showed a dialog, or at leats started to and then it all dissapeared again and got this:
=======================================================================
22/12/2006 14:40:25
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 22/12/2006 14:40:13
requested window width/height: 1024 768
GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 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_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add 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_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap 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 GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
max texel units: 4
2.0.3
_ScreenDistanceScreenCoords: 665
459146
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
User avatar
hughperkins
AI Developer
Posts: 836
Joined: 17 Oct 2006, 04:14

Post by hughperkins »

AF,

Added gladesharpglue-2.dll and glibsharpglue-2.dll to spring svn at tools\MapDesigner\Libraries\gtk-net-2.0 . If you get a moment, could you run svn updates on this directory, then copy these two dlls over to the unzipped MapDesigner07d.zip and try again?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

22/12/2006 16:20:44
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.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: The type initializer for 'Gtk.Widget' threw an exception. ---> System.DllNotFoundException: Unable to load DLL 'gtksharpglue-2': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
at Gtk.Widget.gtksharp_gtk_widget_get_requisition_offset()
at Gtk.Widget..cctor()
--- End of inner exception stack trace ---
at Gtk.Widget..ctor(IntPtr raw)
at Gtk.HScale..ctor(IntPtr raw)
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle._InvokeConstructor(Object[] args, SignatureStruct& signature, IntPtr declaringType)
at System.RuntimeMethodHandle.InvokeConstructor(Object[] args, SignatureStruct signature, RuntimeTypeHandle declaringType)
at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
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 22/12/2006 16:20:39
requested window width/height: 1024 768
GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 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_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add 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_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap 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 GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
max texel units: 4
2.0.3
_ScreenDistanceScreenCoords: 665
2558020
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
User avatar
hughperkins
AI Developer
Posts: 836
Joined: 17 Oct 2006, 04:14

Post by hughperkins »

Thanks.

Added gtk-sharpglue2.dll to Libraries/gtk-net-2.0 in svn.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Image

You should give an option to voerlay a blue colour over water in the minimap.

There's those lines of texture blocks too.

Otherwise pretty, slightly slow.

Also, how do you add features? I clicked the commander but when I tried to place it on the map I just raised terrain...
User avatar
hughperkins
AI Developer
Posts: 836
Joined: 17 Oct 2006, 04:14

Post by hughperkins »

Yay!
Post Reply

Return to “Map Creation”