GUI Map Converter Ready for public poundage! [v.RC2]
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I don't *NEED* anything, and spring works without it, what's the problem ? why can't you use some other .h's ? what's up with you people and .net ? isn't winblows is enough to suffer now we have to suffer this too ? bill has taken over our systems *ENOUGH* already, I won't submit to this, feedback ? here is some feedback : BILL MUST DIE !!!
Right now I kept with 40x40.[K.B.] Napalm Cobra wrote:What is its max size?
And if you use photoshop the max size can be extended to 58x58.
And with a little (a lot actually) magical programming on my part, I can extend that to Anything x Anything. (Where Spring becomes the limit.)
And I'm pondering even responding to monohouse. Naive little brats like him do not deserve too much attention.
I work 80 hours (in 5 days) on a program and all you have to respond is whining? Sorry, no cool points. Not even fractional cool points.
-Buggi
Thanks...
There's a new version out again. This time I think tiles were the wrong orientation.
See the problem with bitmaps, is they're stored upside down. So the last pixel you see when viewing it, is the first set if bytes in the image on disk. So when processing files I have to keep straight what's being flipped and what isn't.
That's why the "inverse heightmap" option just flips it vertically, that's it. no rotation is needed. I use it because it's very fast and I'd rather have my program do it than me do it and be confused in Photoshop. :)
This new version simply flips the tile before using it.
-Buggi

There's a new version out again. This time I think tiles were the wrong orientation.



See the problem with bitmaps, is they're stored upside down. So the last pixel you see when viewing it, is the first set if bytes in the image on disk. So when processing files I have to keep straight what's being flipped and what isn't.
That's why the "inverse heightmap" option just flips it vertically, that's it. no rotation is needed. I use it because it's very fast and I'd rather have my program do it than me do it and be confused in Photoshop. :)
This new version simply flips the tile before using it.
-Buggi
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- Posts: 111
- Joined: 23 Jan 2005, 00:09
very cool appl!
the only problem now is creating texture maps that cover larger maps bigger than 58x58 or in paint shop pros case 64x64.
tiling the surface texture would solve that problem
eg, 1234 then underneath those go 5678 = 128x64
8 tiles of 16384x16384 images (32x32) create a 128x64 map in the above example

the only problem now is creating texture maps that cover larger maps bigger than 58x58 or in paint shop pros case 64x64.
tiling the surface texture would solve that problem
eg, 1234 then underneath those go 5678 = 128x64
8 tiles of 16384x16384 images (32x32) create a 128x64 map in the above example
Okay, the LAST beta of RC2 is available. It's been available but when I finished it the site was down. @.@;
http://www.epicedit.com/maps/SharpMap.zip

This will be the last beta of RC2 pending no catastrophic bugs are found.
I generated a 32x32 maps with this and it turned out perfectly. I'll post the map later. :D
-Buggi
http://www.epicedit.com/maps/SharpMap.zip

This will be the last beta of RC2 pending no catastrophic bugs are found.

I generated a 32x32 maps with this and it turned out perfectly. I'll post the map later. :D
-Buggi
well, dude the program could be fine, but how you programmed it maybe not - I can't see/use it, so I blame whoever is responsible for this, that was nothing to do with you, instead of complaining about me "whining" and "brat", consider what to do with the people that can't run your program because of him, you can call me whatever you want, naive whatever, but that will not make me forgive him for what he have done.
here is the new feedback dude : this could have been programmed in another language, too bad you chose the wrong one
and since I can't run it, there is nothing I can say about the program itself except that you made good efforts for nothing (as in : wasted time on nothing for some people).
here is the new feedback dude : this could have been programmed in another language, too bad you chose the wrong one

*rant* I find it weird that you instead of trying to explain the problem and asking for help trys to blame it on ''whoever is responsible for this'' and say that you ''you can call me whatever you want, naive whatever, but that will not make me forgive him for what he have done.'' WHO DONE WHAT WHEN??? YOU CONFUSE ME, STOP NOW*rant over*well, dude the program could be fine, but how you programmed it maybe not - I can't see/use it, so I blame whoever is responsible for this, that was nothing to do with you, instead of complaining about me "whining" and "brat", consider what to do with the people that can't run your program because of him, you can call me whatever you want, naive whatever, but that will not make me forgive him for what he have done.
here is the new feedback dude : this could have been programmed in another language, too bad you chose the wrong one and since I can't run it, there is nothing I can say about the program itself except that you made good efforts for nothing (as in : wasted time on nothing for some people).
Anyway, great program, much esayer now. The only problem i have now is whit getting a exported heigtmap.raw to a bmp using paint shop pro. (i dont know the settings.) the result always becomes static like, and when i try the map looks like it been tranformed into 300 buggy spikes. a fueture to use raw files would be nice.
The problem with .RAW files is that it's just what the format says: It's raw flat image data! There's no information in there to determine the dimensions / specifications of the image. To load a .RAW file you need to know EXACTLY it's dimensions, color format, interleaving options, and other formats. Even if the program could load .RAW files, you'd have the same problems of trying to open it in Photoshop.
EDIT: And to the person complaining about the program being in .NET - You can't say that Buggi is reponsible for anything. He made the program and if you can't run it and aren't looking for any help on how to get it working - STFU and stop whining about it. The only person stopping you from using this program is yourself at the moment. Oh, and if Buggi was making this program in C++ like you would want him to it would probably take him two months, instead of the 4 days he was able to make this in.
EDIT: And to the person complaining about the program being in .NET - You can't say that Buggi is reponsible for anything. He made the program and if you can't run it and aren't looking for any help on how to get it working - STFU and stop whining about it. The only person stopping you from using this program is yourself at the moment. Oh, and if Buggi was making this program in C++ like you would want him to it would probably take him two months, instead of the 4 days he was able to make this in.
Monohouse, you are the one responsible for it not working. You're blaming yourself! We have told you twice that you need the .NET framework to run the program. Of course it won't work if you don't have it! It's like trying to run a VB app without the VB runtimes! If you're too much of a fucking fanboy to just go download what you need to run the application, then just shut the fuck up and go troll another forum while you take it on the chin from Linus, or program your own application and shut the fuck up. In fact, as you can see, either way you need to shut the fuck up. Don't flame Buggi for providing a service for free on his own time just because you're too much of a stubborn fucking brat to download the backend necessary to run it.
I'd like to have more information on the files you're trying to convert. What dimensions are they, pixel depth, that sort of thing.
You must use 24bpp bitmaps. Please tell me you read the very first post thoroughly.
Like I said, I created a 32x32 map, sure it took awhile but that's part of creating a 32x32 map, they're HUGE. Just let the program run.
It has to use a lot of memory with big file because it saves all the tiles to memory before dumping them out to disk as Tempxxx.bmp.
However, I can assure you, my program uses a fraction of the memory the original mapconv uses.
Maybe I should compile and let some of you try the debug version of the program, it runs slightly slower but dumps out more information when something goes wrong.
-Buggi
You must use 24bpp bitmaps. Please tell me you read the very first post thoroughly.
Like I said, I created a 32x32 map, sure it took awhile but that's part of creating a 32x32 map, they're HUGE. Just let the program run.
It has to use a lot of memory with big file because it saves all the tiles to memory before dumping them out to disk as Tempxxx.bmp.
However, I can assure you, my program uses a fraction of the memory the original mapconv uses.
Maybe I should compile and let some of you try the debug version of the program, it runs slightly slower but dumps out more information when something goes wrong.

-Buggi
I have some info on what sort of image files I was trying to compile into a map. FYI, my system has 654mb.
All images are 24bpp .bmp, the terrain image is 8192 x 8192, 192mb file
metal.bmp is 1025 x 1025 3.0mb file
height.bmp is 1025 x 1025 3.0mb file
Sharp map-2 runs ok but after about 1.5 hours I get a program error in "nvdxt.exe" and sharp map says the folowing, "I edited out the exact paths"
Processing Heightmap...DONE!
Processing Features...DONE!
Saving Map...
Creating Minimap...
System.IO.FileNotFoundException: Could not find file "C:\edit\edit\edit\SharpMap-2\strips\mini.dds".
File name: "C:\edit\edit\edit\SharpMap-2\strips\mini.dds"
at System.IO.__Error.WinIOError(Int32 errorCode, String str)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean useAsync, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
at SharpMap.MapMaker.SaveMap()
Saving map bad!!
Mapconv takes just under 30 minutes to compile the same source files.
I hope this info helps Buggi, I would much prefer your gui version as opposed to the command line option.
All images are 24bpp .bmp, the terrain image is 8192 x 8192, 192mb file
metal.bmp is 1025 x 1025 3.0mb file
height.bmp is 1025 x 1025 3.0mb file
Sharp map-2 runs ok but after about 1.5 hours I get a program error in "nvdxt.exe" and sharp map says the folowing, "I edited out the exact paths"
Processing Heightmap...DONE!
Processing Features...DONE!
Saving Map...
Creating Minimap...
System.IO.FileNotFoundException: Could not find file "C:\edit\edit\edit\SharpMap-2\strips\mini.dds".
File name: "C:\edit\edit\edit\SharpMap-2\strips\mini.dds"
at System.IO.__Error.WinIOError(Int32 errorCode, String str)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean useAsync, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
at SharpMap.MapMaker.SaveMap()
Saving map bad!!
Mapconv takes just under 30 minutes to compile the same source files.
I hope this info helps Buggi, I would much prefer your gui version as opposed to the command line option.

Well the edits are quite important here. What it's telling you is nvdxt didn't run properly and didn't compress mini.bmp.mufdvr222 wrote: System.IO.FileNotFoundException: Could not find file "C:\edit\edit\edit\SharpMap-2\strips\mini.dds".
File name: "C:\edit\edit\edit\SharpMap-2\strips\mini.dds"
If any of your "edit" directories have spaces in them, that'd be why. nvdxt.exe doesn't like spaces in directory paths. That'd also be why the command line version worked, the command line gives it a directory path that's based on the run location, not a global path.
Take your files and put them in C:\mymaps\mapname\stuff.bmp (etc.)
Or whatever drive letter you want

Also, for your safety and enjoyment, use RC2-beta3, it's most excellent and exceptionally faster over about every aspect of the process.
Oh, and metal map size can be the same as heightmap, it resizes the map anyway before saving the byte array to the file. It uses the smaller version to place the geos, then enlarges it for the metal.
I know so much about the Spring map format it's scary.

-Buggi
Just quickly...
I was making a redo of my two hills map, its 16x16.
Texture is 8192x8192, as is the metal map, and the heightmap is 1025x1025.
I admit its actully in the program files line but... it never got past putting the bmp into strips... it made 15 out of 16 the first time and the second time even less of them...
aGorm
I was making a redo of my two hills map, its 16x16.
Texture is 8192x8192, as is the metal map, and the heightmap is 1025x1025.
I admit its actully in the program files line but... it never got past putting the bmp into strips... it made 15 out of 16 the first time and the second time even less of them...
aGorm