Direction of Map Converter... - Page 2

Direction of Map Converter...

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

Moderator: Moderators

Which would you most like to see...

Poll ended at 24 Jun 2005, 22:48

Ability to Add Features
29
74%
Super Large Maps
4
10%
3D "Preview" mode
3
8%
None, I want a unit editor now.
3
8%
 
Total votes: 39

User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Sorry, but I know my program and I know it wouldn't be so drastic if you just changed it by 1%.

Zip all your files and get them to me somehow. I'll check it out.

-Buggi
Jonny C
Posts: 94
Joined: 31 May 2005, 18:06

Post by Jonny C »

ok, my server is broken so i'm gonna have to do this (its a bit messy but who cares, it works :))

ok i created a hotmail accounts called - please_spam_me@hotmail.co.uk

the password is - glittering

go sign in on hotmail and the file is attached to the email in there (bare in mind the account is full of spam, lol)

Jonny C.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Buggi... Are u on steroids or massive amounts of jolt or something?

Anyway, NICE^^.

Couple qwestion tho, u are able to place 3d objects inside maps right?( sry im tired, it's 02:05 Or only flat ones like geowents? and when will it be relesed?
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

^_^

Just upload to FUniv. JC I'm not going to log in to see spam!! :)

And with this style of placing features you are specifying which feature goes where. Future revisions will include a randomizing ability so if you have a bunch of different rocks (hence "group") and want to randomly place them by group that will be possible.

Not sure about geowents... geovents are built into the game and won't be modified, that's why it's in the MainFeatures.xml file. ^_^

Trees and grass, as stated, will still be generated as I totally don't want to make someone click hundreds of times to place trees. Oy!

-Buggi
Jonny C
Posts: 94
Joined: 31 May 2005, 18:06

Post by Jonny C »

aw, there wasn't really any spam in there! (no more than an ordinary msn account)

i spent 30 mins aranging that :(

i've put it on my server....

http://www.megapyxel.ath.cx/BionicaFiles.rar

Jonny C
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

@Buggi :

What about your new HPI format? Is it ready to be implemented?
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Jonny C wrote:aw, there wasn't really any spam in there! (no more than an ordinary msn account)

i spent 30 mins aranging that :(

i've put it on my server....

Jonny C
Okay, a couple things, one, if you had a server why would you make me jump through a bunch of hoops to get the file?

Two, it helps when you use the MOST RECENT version of the software. OY! *pokes storm* What version is mirrored!? I thought you had a total handle on that ¬_¬

Three I compiled what you gave me and used a tree value of about 71% (I tried 50% and got no trees) and I got the following results:

http://www.epicedit.com/maps/testbio.jpg

Here's the file:
http://www.epicedit.com/maps/TestBio.zip

@ Torrasque:
The new HPI format will be fully implimented in the Unit Construction Set when it's ready. It is not ready yet. I do know that Zip archives are planned to be supported in Spring, but I've got no timetable on that at all. Once that is done, my software will be useful as I'm not going to save out regular HPIv1 files. I'm unsure if 7zip will be implimented at time of launch however. Zip's good for now though.

My main focus of late has been the map converter and now features, once that is complete my focus will then again turn to units. I have someone working on the 3d portion of units already. He is a member of the forums but chooses to not be so active in posting.

I also have to make sure I sync with SY on the new map format. I've spoken with SJ about it a few times already have have some tentative specs on the new format.

If ANYONE has a feature waiting to be implimented please PM me!! I need stuff to test with, badly. And by feature I mean a 3do file, textured, and the TDF definition of the feature ready to go.

The more test material I receive the more bugs can be caught before release.

-Buggi
Jonny C
Posts: 94
Joined: 31 May 2005, 18:06

Post by Jonny C »

thanks a lot mate :)

I was trying to get u to go through all those hoops because my server wasn't working (i managed to fix it afterwards though). sorry.

Where can i get the latest version from then?

Jonny C.
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Buggi wrote: If ANYONE has a feature waiting to be implimented please PM me!! I need stuff to test with, badly. And by feature I mean a 3do file, textured, and the TDF definition of the feature ready to go.
I guess no one wants this feature because I have yet to receive anything. Which is kinda sad.

-Buggi
User avatar
RightField
Posts: 110
Joined: 11 Nov 2004, 21:29

Post by RightField »

Does it have to be 3do? I could always do some, but my max 4 isn't working and thus I don't believe the TA 3do exporter is either. I only got max 5 and 6 running. Gimme some specs on format etc etc and I can fix some quick features.
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

soz i didn't see the post... ill send one asap if i can


aGorm
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

RightField wrote:Does it have to be 3do? I could always do some, but my max 4 isn't working and thus I don't believe the TA 3do exporter is either. I only got max 5 and 6 running. Gimme some specs on format etc etc and I can fix some quick features.
The exporter works for Max 5, I just tested it. But I'm not a 3d modeler, of that I am sure.

Specs?

--\features\corpses\object.tdf
--\objects3d\object.3do
--\info\features\object.png/bmp/jpg <-- for use with my software
--\unittextures\tatex\.... <-- unique textures used for your features in here

"object" is the name of the feature, or if you have one TDF for all your features that's fine, but they all need 3do files matching their name in the TDF file.

I can use the preview image to show what the features is when selecting it in the drop down menu. ^_^

-Buggi
User avatar
RightField
Posts: 110
Joined: 11 Nov 2004, 21:29

Post by RightField »

It's not much, but do try it anyways. Should give you a start.
http://race.wc3campaigns.com/newfeatues1.zip


btw, someone should make a 3dobuilder that supports non-palleted textures. :P
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

RightField wrote: btw, someone should make a 3dobuilder that supports non-palleted textures. :P
Already started.

-Buggi
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

I love how the %'s at the top add up to 98%

I guess 2% is lost to the black hole vortex...

-Buggi
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

nah u know as well as i it is due to it being auto-rounded up or down by PC...that black hole vortex thingey sounds interestying though! *retires to secret laboratory*
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