Textures replaces by red

Textures replaces by red

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

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shedeki
Posts: 17
Joined: 05 Mar 2007, 13:53

Textures replaces by red

Post by shedeki »

Hey,

my very first tries to compile a map worked wonderfully, but at some point, any map I would compile suddenly started to turn all reddish.
Curiously the mini-map always works fine. The detail texture is also visible. Can all be seen on the screenshot.

hxxp://img141.imageshack.us/my.php?image=screen007jd9.jpg (change hxxp to http)

Any ideas? Am I making some horribly obvious noobish mistake? Did search the forum, couldn't find anything.

Thanks

oh, and of course the smd:

Code: Select all

[MAP]
{
	Description=test;
	TidalStrength=24;
	Gravity=128;
	MaxMetal=0.05;
	ExtractorRadius=128;
	MapHardness=256;
	AutoShowMetal=1;
	DetailTex=shedeki.bmp;
	
	[ATMOSPHERE]
	{

		FogColor=0.8 0.8 0.8;
		FogStart=0.9;
		CloudColor=0.9 0.9 0.9;
		SkyColor=0.1 0.15 0.5;
		SunColor=1.0 1.0 1.0;
		CloudDensity=0.55;
		MinWind=12;
		MaxWind=24;
	}
	[WATER]
	{
		WaterSurfaceColor=0.4 0.6 0.8;
		WaterPlaneColor=0.4 0.6 0.8;
		WaterBaseColor=0.4 0.6 0.8;
		WaterAbsorb=0.004 0.004 0.002;
		WaterMinColor=0.1 0.1 0.3;
		WaterDamage=20;
	}
	[LIGHT]
	{
		SunDir=0.37 0.21 1;
		GroundAmbientColor=0.8 0.8 0.8;
		GroundSunColor=1 1 1;
		GroundShadowDensity=0.8;
		UnitAmbientColor=0.3 0.3 0.3;
		UnitSunColor=0.8 0.8 0.8;
		UnitShadowDensity=0.8;
		SpecularSunColor=0.8 0.8 0.8;
	}
	[TEAM0]
	{
		StartPosX=1000;
		StartPosZ=1000;
	}
	[TEAM1]
	{
		StartPosX=7000;
		StartPosZ=7000;
	}
	[TEAM2]
	{
		StartPosX=7000;
		StartPosZ=1000;
	}
	[TEAM3]
	{
		StartPosX=1000;
		StartPosZ=7000;
	}
	[TERRAINTYPE0]
	{
		name=grass;
		hardness=1;
		tankmovespeed=0.8;
		kbotmovespeed=0.7;
		hovermovespeed=1;
		shipmovespeed=1;

	}
	[TERRAINTYPE1]
	{
		name=rock;
		hardness=2;
		tankmovespeed=1;
		kbotmovespeed=1;
		hovermovespeed=1;
		shipmovespeed=1;

	}
	[TERRAINTYPE2]
	{
		name=sand;
		hardness=0.6;
		tankmovespeed=0.5;
		kbotmovespeed=0.6;
		hovermovespeed=1;
		shipmovespeed=1;

	}
}
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

I had this issue as well making a map to run on 8MB of integrated video memory with a roommate, but I have no idea, sir.
User avatar
shedeki
Posts: 17
Joined: 05 Mar 2007, 13:53

Post by shedeki »

Mine has 256MB, it's a GeForce 7900 GT. Tested it on different machines as well, same problem.

No ideas? Anyone?
zorbawic
Posts: 107
Joined: 07 May 2006, 15:09

Post by zorbawic »

did You rename the files after the compilation ? IIRC that might be the problem.
User avatar
shedeki
Posts: 17
Joined: 05 Mar 2007, 13:53

Post by shedeki »

zorbawic wrote:did You rename the files after the compilation ? IIRC that might be the problem.
no
User avatar
Goolash_
Posts: 201
Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

i remember this happening to me too first time i made a map but i cant seem to recall why. Did you compile it under one name and then renamed the .smf file? i seem to remember that has something to do with renaming too...
If I'll remember I'll let you know.
User avatar
shedeki
Posts: 17
Joined: 05 Mar 2007, 13:53

Post by shedeki »

OK, so it does say "Couldnt find tile file maps/maps\SheEr.smt" in infolog.txt :oops: . Still, that doesn't really make sense to me, as the .sd7 looks perfectly fine. Creating a "maps" folder and copying the map files uncompressed into that folder, does the trick. Too bad that's no solution at all.
User avatar
shedeki
Posts: 17
Joined: 05 Mar 2007, 13:53

Post by shedeki »

... so obvious!

To answer my first question, why everything is turned red: apparently Spring paints everything red, if it can't find the .smt file.

So now, the real problem: If one is trying to be smart and uses a batch file that looks like this:

Code: Select all

mapconv.exe  -i -l -x 250 -n -26 -m C:\_spring\sheer\_metal.bmp -a C:\_spring\sheer\_height.bmp -t C:\_spring\sheer\_terrain.bmp -f C:\_spring\sheer\_feature.bmp -y C:\_spring\sheer\_type.bmp -c .5 -o maps\SheEr.smf
it will not work, as there is one "maps\" too much. It should rather look like this:

Code: Select all

mapconv.exe  -i -l -x 250 -n -26 -m C:\_spring\sheer\_metal.bmp -a C:\_spring\sheer\_height.bmp -t C:\_spring\sheer\_terrain.bmp -f C:\_spring\sheer\_feature.bmp -y C:\_spring\sheer\_type.bmp -c .5 -o SheEr.smf
Thank you guys anyway.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

mapconv.exe -i -l -x 250 -n -26 -m metal.bmp -a height.bmp -t terrain.bmp -f feature.bmp -y type.bmp -c .5 -o SheEr.smf


Source files need to be in the same dir as mapconv, otherwise errors generally occur.

You can rename your smf and smd all you want, as long as they match, DO NOT RENAME THE SMT FILE!

Happy hunting.
User avatar
shedeki
Posts: 17
Joined: 05 Mar 2007, 13:53

Post by shedeki »

The source files not sharing the same directory as MapConv.exe does not seem to be a problem. Just compiled another map, works fine.

So, the .smd is the base file, the .smf is guessed by the .smds name, and the .smt is listed inside the .smf... kinda strange, isn't it? :p
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

THe smf is hardcoded to point to whatever filename the smt is compiled with. The smf filename can change to whatever it desires, so long as the name of the smd matches it.


Maybe, just maybe, you should try putting all the source files into the same dir as mapconv. Considering that your texture is pink, we can deduct that it did not compile fine...
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