GUI Map Converter Ready for public poundage! [v.RC2] - Page 4

GUI Map Converter Ready for public poundage! [v.RC2]

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

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mongus
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Joined: 15 Apr 2005, 18:52

Post by mongus »

You could save the bmps in ... 1/8 the size (read low q version), and run the sharpmap over it to get a preview..
maybe same bmps but with way lower quality will make program end quiker..
have no idea how close to full processing it can get.

(I dint ask about it)

i will try it someday...
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

Humm your equation for placing Geo's is out... you said you did X x 8 and Y x 8... but it should be (X x 8) -4.... etc... because otherwize you putting geos in the cornere of the now 8x8 pixle... i only say cause i noticed they arnt quite where i put them...

aGorm
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Buggi
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Post by Buggi »

You were able to notice a 4 pixel difference? :shock: Whoa.

-Buggi
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hrmph
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Joined: 12 May 2005, 20:08

.

Post by hrmph »

Just curious, are you going to be releasing the source for this? If not maybe a build that utilizes ram>processor
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Buggi
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Re: .

Post by Buggi »

hrmph wrote:Just curious, are you going to be releasing the source for this? If not maybe a build that utilizes ram>processor
Huh? It doesn't use ram or processor now? o.O;;

-Buggi
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Re: .

Post by [K.B.] Napalm Cobra »

Buggi wrote:
hrmph wrote:Just curious, are you going to be releasing the source for this? If not maybe a build that utilizes ram>processor
Huh? It doesn't use ram or processor now? o.O;;

-Buggi
ram (greater than) processor.
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Buggi
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Post by Buggi »

Well, if he can think of a way to process 200,000+ tiles without processor, lemme know.

The program is a work horse. Processing hundreds of thousands of tiles, millions of pixels, and thousands of features.

And all this BEFORE I add the main new features. (And update the format).

-Buggi
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Neuralize
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Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Can we get this stickied?
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smartie
NOTA Developer
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Joined: 23 Jun 2005, 19:29

Post by smartie »

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?
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aGorm
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Post by aGorm »

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
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Buggi
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Post by Buggi »

It's the space in his path that's causing the issue.

I've said this at least 12 times now.

-Buggi
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smartie
NOTA Developer
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Post by smartie »

Alright it worked! Thank you for your help. The map is pretty hedious, but it runs.
mongus
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Post by mongus »

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?
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.
this gives higher metalmap resolution...
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.
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genblood
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Post by genblood »

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.
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hrmph
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Post by hrmph »

Buggi wrote: While the old version relied heavily on ram amount, my converter really benefits from processor speed.
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.
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Buggi
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Post by Buggi »

Then it would render the creation of larger maps impossible.

Which would be the choice between larger maps and "out of memory" errors?

-Buggi
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hrmph
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...

Post by hrmph »

I was thinking more along the lines of a combination of both, where the ram is utilized first. Or maybe an option for this. Certainly this is not impossible, no?
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