GUI Map Converter Ready for public poundage! [v.RC2]

GUI Map Converter Ready for public poundage! [v.RC2]

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

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Buggi
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GUI Map Converter Ready for public poundage! [v.RC2]

Post by Buggi »

(READ THIS WHOLE PAGE FIRST!!)
Consider this the readme.txt :P

After an unheard of amount of work I've completed an RC of the COMPLETELY redone map conversion system. I never did get an Icon for it. :cry:

With this system you get a ton of new features and bug fixes.

For one, this sucker will handle maps of crazy size. Sure it might take awhile, but it'll handle bitmaps of over a gig. Just let it sit overnight. :D

It allows you to set the tree and grass density on sliding scales from "Jungle" to "Barren" (as shown below, but keep reading :P).

It WILL NOT generate trees in water, regardless of texture color. Same for grass.

Generating Geovents completely overhauled. For some very odd reason, it only randomly choose which geo's to place, so not all your green dots were being made into geos, that has been fixed.
But this raises one of the bugs. I do NOT put the geo texture on the map yet. (YET!!) That's going to require some major coding and I want to save that for after the inital debut of the program.

This also puts geo's under water, so it would be sweet if SY was able to make these spit out bubbles instead of smoke :) Maybe a new type of geo, current geo type +1 for bubbley geos. :D

Compression can be set from 0.01 to 3.00. And yes, my compression and the original compression match perfectly with number of tiles used.

You can still invert heightmap, but I removed the lowpass system (or rather, didn't program it) as I figure no one is using it anyway. :-)

Max height and max depth can be set as usual, but in a great effort of math I display the estimated greyscale to depth range. So, for example, the max height you set at 260 and the depth you set at -50, the shoreline is somewhere between grey 41 and 42. Color coded even. Or, given the other way around, you can tweak your height and depth to corrispond to what you made your height map with.

One of the things I do not do is clean up the temp files it uses to generate the map. If a bug is found I want to replicate it PERFECTLY. So I'll need the information regarding everything you did to create the map. I have tested it thoroughly, but no software is without bugs. The program tries to use the least amount of memory at any given time, so if you're converting a 30x20 map the program will be using around 23 to roughly 300 megs of memory for the conversion. More optimization is planned for RC3 and it will be faster and require less memory. (Getting it working was priority one this time around.) So now even you low memory people can convert maps!! :D When compared to the old system it uses well over a gig of memory for even moderate sizes.

With the conversion model I put together the size of the maps can be virtually unlimited, I can even bypass Photoshops 30,000 pixel limit if I wanted to.

And finally color depth. Use 24bpp when saving your BMP's ALWAYS. Sure you can greyscale and save your heightmap at 8bpp, but I've found this ruins the quality of the pixels, so saving it as 24bpp is best. Image dimension requirements do not change.

And I try my best to print out progress, but with EXTREMELY large maps the processing tiles stage is quite extensive (it looks at 32x32 pixel tiles at a time). Trust me, leave the program alone and it'll do it's job.

Now onto the screenshots!!
The program showing off all its glory!!
Image

You want a jungle!? I'll give you a jungle!
Image
Image

Now, the SAME map, with just a more barren setting.
Image

See, it works :-)

Do you want it?
http://www.epicedit.com/maps/SharpMap.zip

Keep me updated!

-Buggi

ps. The first person to ask for a "preview mode" will lose all cool points until the end of time.

RC3 will also have the option for METAL ground stamps (for you hardcore TA converters). I may even pull geo's out of the metal file. Or, better yet, pull geos out of the metal file and put IN metal stamp locations into the metal file. Geo's can be in a new "enhanced features" file. Still don't know how to add a feature to the game though... :shock:

I also want to multithread it... but that's a whole different monster.
interrupt
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Joined: 10 May 2005, 06:13

Post by interrupt »

Looks awesome, but why doesn't it show you a preview at the end? I'm not touching that until it does. Oh, and why doesn't it do spherical terrain? Or random terrain? Could you throw a fractal converter in there for me? I'd love that. Oh, how about moving platforms? Those would ROCK! Oh - but in all seriousness: good job! Looks like something did come of those 7am nights! :)
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Buggi
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Post by Buggi »

heheh.. :P

I'm already working on the next version with faster processing of tiles. That's the real doosy right now. Processing my 32x32 map took over 2.5 hours just for the tiles. :shock:

The System.Graphics.Bitmap object SUCKS! (for the record)

Processing features is pretty intense as well, they almost look at every pixel twice.

Also working on it saving the tilemapping as a dat file so it doesn't have to be re-created every time you generate the map (although you will have to reprocess if you change the compression).

-Buggi
Gnomre
Imperial Winter Developer
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Post by Gnomre »

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Buggi
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Post by Buggi »

8)
Last edited by Buggi on 04 Jun 2005, 09:05, edited 1 time in total.
Gnomre
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Post by Gnomre »

Whooooops, habit from uploading aGorm's maps, my sincerest apologies :)
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

Nice work.
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Buggi
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Post by Buggi »

I have a new version available. Processing tiles was completely rewritten as was processing features. Processing features is about 1000% faster now. (Processing 23000 features in roughly a second on this machine).

With this new build I was able to convert a 20x10 map in 11 minutes.

http://www.epicedit.com/maps/SharpMap.zip

Consider it a BETA to RC3, I should have called the first one Beta 2... :-/ Oh well.

I also added saving of the tileUse array for future reference. :) (as well for the total geek factor :D)

All this in addition to a handful of other little tweaks and quirks.

NOTE
Do NOT try to process maps that are in a directory tree that contains a space ("Program Files" for example). the nvdxt.exe WILL fail as it won't be able to find the file. I find this out only AFTER waiting for a huge map to convert. :evil: So be warned.

Also, enjoy! ^_^

-Buggi
Last edited by Buggi on 04 Jun 2005, 09:32, edited 1 time in total.
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aGorm
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Post by aGorm »

He He He... yes I definatly did all the work on this...

That had me ROFL.
I never did get an Icon for it.
Want me to knock one up? what size does it need to be? Seeng as i'll be using this id love to help by making an icon.

Also, Am i right in assuming it doesn't acctully put a geo vent splat down? Or is it just the way you worded it? Cause you have it in the interface...

Thanks

aGorm
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Buggi
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Post by Buggi »

Yeah, it's in the interface.

What it does is actually copy the geovent image pixel-by-pixel onto the texture map before it tiles it up. I did not know this when initially designing the interface.

Don't worry, I'll get them on there.

What I have planned is a couple neat things (neat to me!).

One, you'll be able to choose X number of geovent images and it'll choose random ones to place on the ground.

Same for metal blotches, if you have 5 you like, it'll place them on whatever pixel-ness parsing I choose is best.

Also planned is a massive XML configuration system. This will match up with the XML system already planned for the Spring Construction Set.

Consider this the first major piece of that construction set :)

-Buggi
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Storm
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Post by Storm »

Nice shot!!

but I can't download (and therefore mirror) your last version.
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aGorm
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Post by aGorm »

Cool, sounds fantastic! All the features I wanted!

About that Icon, you wanna 32x32 or a 48x48 icon?

aGorm
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

Bad link?
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Buggi
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Post by Buggi »

LOL, yeah, all is fixed now. I had the dir name in there instead of the domain @.@;;

It's 2:30 am ^_^

For the icon, I'm going to be verrrrrrry picky. I'd like something that looks like the spring logo, only "tileized" making it look like it went through the tileing process.

Under the "sunburst" of their logo have the Sharp symbol "#" also tileized.

^_^

-Buggi
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aGorm
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Post by aGorm »

YES... BUT WHAT SIZE?!?!? 32x32 or 48x48 or what?? 100x100? what size!

Do u mean like this??

Image

aGorm
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Buggi
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Post by Buggi »

EXCELLENT!!! *downloads*

Expect a new release, I just found a very, very nasty and oh so obvious bug that I can't show my face until I get it fixed.
monohouse

Post by monohouse »

hmmmmm, the file won't run :(
I try to start it but it won't, what's up ?
is there something you forgot to mention ?
Gnomre
Imperial Winter Developer
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Post by Gnomre »

I think he said he used C# for this, which would imply you need the .NET files from windows update, no? Though Spring itself also required those...
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Buggi
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Post by Buggi »

You do require the .NET framework on your machine to run SharpMap (as well as the battle hosting system from SY.)

The (hopefully) fixed version of the program can be found in it's usual home.

http://www.epicedit.com/maps/SharpMap.zip

Some feedback would be nice. Screenshots of maps you've converted. Even converting existing maps using this software and feedback would be awesome!

-Buggi
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

What is its max size?
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