GUI Map Converter Ready for public poundage! [v.RC2]
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- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
Re: .
ram (greater than) processor.Buggi wrote:Huh? It doesn't use ram or processor now? o.O;;hrmph wrote:Just curious, are you going to be releasing the source for this? If not maybe a build that utilizes ram>processor
-Buggi
Ok, I'm having a problem with the test map I'm trying to make.
The texture is a 512 x512 x24bit bitmap image
The height map is a 65 x65 x24 bitmap
metal map is also 65x65x24
when I tried to compile it though i keep getting this error.
Saving Map...
Creating Minimap...
System.IO.FileNotFoundException: Could not find file "C:\Program Files\TASpring\convert\strips\mini.dds".
I've tried switching the height and metal maps to 8 bit and a few other things, but every time I get this error. Do you know what I might be doing wrong?
The texture is a 512 x512 x24bit bitmap image
The height map is a 65 x65 x24 bitmap
metal map is also 65x65x24
when I tried to compile it though i keep getting this error.
Saving Map...
Creating Minimap...
System.IO.FileNotFoundException: Could not find file "C:\Program Files\TASpring\convert\strips\mini.dds".
I've tried switching the height and metal maps to 8 bit and a few other things, but every time I get this error. Do you know what I might be doing wrong?
Please Read the Map Makers Guild. Carfully. It explanes all. Its there to stop these sorts of questions.
http://taspring.clan-sy.com/wiki/Create_maps
Goto: Prepering your map ... 7 lines down.
aGorm
http://taspring.clan-sy.com/wiki/Create_maps
Goto: Prepering your map ... 7 lines down.
aGorm
ok i making a map to torture my pc my brain and all of you if i get anything horrible enough.
now read trough all the thread and...
have a dubt, in the mmguide its stated that the texture file (maps size) must be a 1024 multiple in pixel size.
but Buggi says in here that it can be a 512 multiple...
did i get it wrong?
is it possible then to make a 512*1024 or 1024*1536 map?
only 2 possible sizes for the metalmap?,
1/8+1 texture dimensions
and = texture dimensions
about the use of the adv. features,
tiles and strips processing are just related to texture file?
if this file doesnt change, then its safe to turn that off?
e: this works fine, im playing with tree density only. not sure if that works if you play with heigths.
thanks in advance.
pd: RC2 Beta3 is still the last version rigth?
e: thanks genblood. Ive read through the guide too, and had the map working allrigth already.(with the definitions in the guide).
I just wondered if 512 was the unit size.. not much usefull though, its a small map portion, i realize now.
ah! any idea on water color change? (as in core prime ind.)
now read trough all the thread and...
have a dubt, in the mmguide its stated that the texture file (maps size) must be a 1024 multiple in pixel size.
but Buggi says in here that it can be a 512 multiple...
did i get it wrong?
is it possible then to make a 512*1024 or 1024*1536 map?
this gives higher metalmap resolution...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.
only 2 possible sizes for the metalmap?,
1/8+1 texture dimensions
and = texture dimensions
about the use of the adv. features,
tiles and strips processing are just related to texture file?
if this file doesnt change, then its safe to turn that off?
e: this works fine, im playing with tree density only. not sure if that works if you play with heigths.
thanks in advance.
pd: RC2 Beta3 is still the last version rigth?
e: thanks genblood. Ive read through the guide too, and had the map working allrigth already.(with the definitions in the guide).
I just wondered if 512 was the unit size.. not much usefull though, its a small map portion, i realize now.
ah! any idea on water color change? (as in core prime ind.)
Last edited by mongus on 06 Jul 2005, 18:07, edited 2 times in total.
Mongus ..
Here is what I do to get the 3 types correct ...
* The texture maps are in amounts of 1024 pixels. Also, texture
maps should be 24 bit in color.
[Example] a 7 x 7 map. 1024 * 7 = 7168 pixels x 7168 pixels
*To get the the height map divide by 8 and add 1 pixel to over
all size. Also, the height map is 4 bit or grayscale
[Example] 7168 pixels x 7168 pixels = 897 pixels x 897 pixels
*The metal map is the same size as the height map, but its
a 24 bit format.
[ Example] If your height map is 897 pixels x 897 pixels. Your
metal map will be 897 pixels x 897 pixels.
For more details the WiKi was a section on building TA
Spring maps.
Here is what I do to get the 3 types correct ...
* The texture maps are in amounts of 1024 pixels. Also, texture
maps should be 24 bit in color.
[Example] a 7 x 7 map. 1024 * 7 = 7168 pixels x 7168 pixels
*To get the the height map divide by 8 and add 1 pixel to over
all size. Also, the height map is 4 bit or grayscale
[Example] 7168 pixels x 7168 pixels = 897 pixels x 897 pixels
*The metal map is the same size as the height map, but its
a 24 bit format.
[ Example] If your height map is 897 pixels x 897 pixels. Your
metal map will be 897 pixels x 897 pixels.
For more details the WiKi was a section on building TA
Spring maps.
This is what im referring to in my previous post(s). Since the old version is _much_ faster on my computer (and its all I use) I was wondering if you could make a version that relies more heavily on ram.Buggi wrote: While the old version relied heavily on ram amount, my converter really benefits from processor speed.