New Map Tool Idea/Request

New Map Tool Idea/Request

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

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Slamoid
Posts: 237
Joined: 25 Jan 2005, 19:23

New Map Tool Idea/Request

Post by Slamoid »

Scince the current (SM2) map format allows for tiling, and SM3 isn't done yet, I would really love to request a new compiler made specifically for tiled textures. The current problem with making maps is that the larger maps are nearly impossible without either paying for L3dt (Only up to 32x32 still), or thousands of $$$$ for a new computer and make one by hand.

How about a map converter that takes a colored heightmap and applies a different texture for each color? This will allow for some highly detailed maps, considering there's millions of possible colors. Any ideas?
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Post by TheFatController »

I had good results with photoshop 7, colour in the areas for each texture then define each texture as a pattern and use the fill tool with that pattern (you can use layers and expand the selection fill then inverse it, use feather and delete to make them blend into each other too).

Some of the commands took up to a minute which isn't terrible since my computer is over 4 years old :p
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

l3dt is only 25 bucks... Buy it, once you have it you'll wonder how you ever truly lived without it :lol:
Atorpy
Posts: 41
Joined: 11 May 2006, 08:57

Re: New Map Tool Idea/Request

Post by Atorpy »

Hi Slamoid,
Slamoid wrote:Only up to 32x32 still...
In L3DT Professional, the size limit for the heightfield is 131072 x 131072 pixels, and the texture limit is 2097152 x 2097152 pixels (both tiled). I'd be happy to provide you with a free trial if you like. If you're interested, please send an e-mail to aaron@bundysoft.com with your name, company (if applicable), and contact e-mail address (if different to the reply address).

Cheers,
Aaron.
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Forboding Angel wrote:l3dt is only 25 bucks... Buy it, once you have it you'll wonder how you ever truly lived without it :lol:
True, I purchased a lisence a few weeks ago.

@Aaron, Are you aware of any bugs that might prevent l3dt from exporting a set of blendmaps for large maps, with a heightfield resolution of 8192 x 8192 It goes through the motions but won`t actually save anything.
Version info.
Release no: 2.4b Rev. 2
Build date: 17-Oct-06
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LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Re: New Map Tool Idea/Request

Post by LOrDo »

Atorpy wrote:Hi Slamoid,
Slamoid wrote:Only up to 32x32 still...
In L3DT Professional, the size limit for the heightfield is 131072 x 131072 pixels, and the texture limit is 2097152 x 2097152 pixels (both tiled). I'd be happy to provide you with a free trial if you like. If you're interested, please send an e-mail to aaron@bundysoft.com with your name, company (if applicable), and contact e-mail address (if different to the reply address).

Cheers,
Aaron.
Seems to be a lot less for me...
Whenever I import anything beyond 2048x2048, L3DT goes crazy. (v2.4b SE)

EDIT: I assume this is also why all my renders with L3DT look extremely cubey.
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

i dont know what package you use. i use photoshop and a few other programs for making tiles etc...

but my point is. you can use most computers to make a decent map. i call it virtual ram others virtual memory.. photoshop calls it scratch disk.

that is using a portion of your hard drive to process images. takes hellish amount of time. but by practicing on smaller images you get some really good results.

so long as you have some free space on your hard drive then its not a problem.

(the idea is. you do a process... maybe fill the image with black. the computer processes a little bit and then stores what its done on the hard drive rather then on your RAM. HD is slower (unless you paid alot of money when you bought it) but it gets the same job done..)

D.R
Atorpy
Posts: 41
Joined: 11 May 2006, 08:57

Re: New Map Tool Idea/Request

Post by Atorpy »

Hello again,
LOrDo wrote: Seems to be a lot less for me...
Whenever I import anything beyond 2048x2048, L3DT goes crazy. (v2.4b SE)
The (free) Standard Edition is capped at maximum size of 2048x2048. The big maps are reserved for L3DT Professional.
LOrDo wrote: EDIT: I assume this is also why all my renders with L3DT look extremely cubey.
Yes. The texture algorithm in L3DT SE is not as good as that in L3DT Pro, which also has high-res light-mapping, bump-maps, etc. These are some of the tricks that Forboding, Hunterw and others use to make their awesome maps.
mufdvr222 wrote: Are you aware of any bugs that might prevent l3dt from exporting a set of blendmaps for large maps, with a heightfield resolution of 8192 x 8192 It goes through the motions but won`t actually save anything.
I've not heard of this bug previously. I'll run some tests and get back to you.

Best regards,
Aaron.
Atorpy
Posts: 41
Joined: 11 May 2006, 08:57

Re: New Map Tool Idea/Request

Post by Atorpy »

Hi mufdvr222,
I wrote:
you wrote: Are you aware of any bugs that might prevent l3dt from exporting a set of blendmaps for large maps, with a heightfield resolution of 8192 x 8192 It goes through the motions but won`t actually save anything.
I've not heard of this bug previously. I'll run some tests and get back to you.
Well, it worked for me (developers always say that). Can you tell me which file formats you used for the alphas, how many layers/image, whether you used the mosaic option, and if so, which tile size? Alternatively, would you like to download the latest dev build, on the chance that I've fixed this bug and since forgotten about it? If so, please consult your purchase e-mail for download instructions.

Best regards,
Aaron.
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Ok, thanks Aaron, off the top of my head the map originated via heightmap import 8192 x 8192 "it would be very handy if we could be given an option to mozaic the map at this point" wherever prompted I chose to mozaic that stage ie: terrain normals etc @ 4096 2 x 2 mozaic.
I specified the alphas as follows, default resolution, 1 layer/image .png format. L3DT seems to be going through the motions and saving each alpha but there is no hdd activity and nothing gets saved with the exception of the header file.
Hope this helps. 8)
I will go and grab that new build of L3DT and have another go in the meantime, thanks for the help. :wink:
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