Height map size

Height map size

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

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hkwh
Posts: 35
Joined: 13 May 2008, 21:49

Height map size

Post by hkwh »

The map conv said the height map
"must be xsize*128+1 x ysize*128+1"

but i dont know what it means...
but i tested
1*128+1=129 x 1*128+1=129 Able to works
2*128+1=257 x 2*128+1=257 Not works
3*128+1=385 x 3*128+1=385 Not works

it means cant output the smf.. weird awwww cant figure it out, please help.

well if it can only be 129x129 , the one i exported from the map designer is 512x512 so i need to resize it to 129x129?
If the height map must be 129x129 , so how to define the map size!?

i read a tutorial it said' Height map size = (Texture size / 8 ) +1"
but isnt the texture.bmp is limited to 1024x1024? it cant be change!
so it must be 129 = (1024/ 8 ) +1.


is there a simpliest mapping tutorial that is step by step ?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Re: Height map size

Post by Gnomre »

No, the texture map can be any size divisible by 512. See this wiki page: Map Sizes.

If you wanted to make a 16x16 map for example, the texture map would be 8192x8192 pixels and the heightmap would be 1025x1025 pixels.

If your map is larger than roughly 16x16, save the texture map as a very high quality jpg file rather than a bitmap, otherwise mapconv will complain about not having enough RAM (sometimes, even if you actually do).

And finally, you probably shouldn't bother with maps larger than around 32x32 in this map format. Most people have problems with them, and even if they run fine they're probably going to lag once players build a lot of units.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Height map size

Post by Forboding Angel »

^^
And, epic size maps never play anywhere near as well as our imaginations think that they should.
hkwh
Posts: 35
Joined: 13 May 2008, 21:49

Re: Height map size

Post by hkwh »

is making a height map use the software : MapDesigner-net-2.0?
I exported a jpg
http://i31.tinypic.com/29zdhfn.jpg

but after finish and test the game, the terrain is a plain flat land, no mountains at all but some weird color . why is that?

also , how can i use a different texture in a specific area, such as a road or river? is it able to do it in the height map?
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Height map size

Post by SirArtturi »

hkwh wrote:is making a height map use the software : MapDesigner-net-2.0?
I exported a jpg
http://i31.tinypic.com/29zdhfn.jpg

but after finish and test the game, the terrain is a plain flat land, no mountains at all but some weird color . why is that?

also , how can i use a different texture in a specific area, such as a road or river? is it able to do it in the height map?
I think MapDesigner2.0 is designed to make sm3 format maps. You better make greyscale heightmap with photoshop or paint or whatever.

You better read wiki's from http://spring.clan-sy.com/wiki/Map_development
before trying anything fancy.
ForbodinAngel for instance has made good map making guide. ;>
Read that and you will know more what to do...
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Height map size

Post by Forboding Angel »

That is a slopemap, heightmaps are in greyscale, and as atturi said, map designer was designed to make sm3 maps which unfortunately do not work very well for the majority of spring users. If you want to see an example of an sm3 map, check out Narrow Passage or Block Wars. Argh made an sm3 map as well, but I apologize unfortunately I can't remember the name.

You might wanna take a look a this
viewtopic.php?f=13&t=3941

Even if you aren't using l3dt, it will give you a decent idea of what and how to do, plus you can always ask questions in here :P
hkwh
Posts: 35
Joined: 13 May 2008, 21:49

Re: Height map size

Post by hkwh »

I don't know why my map becomming so weird, fill of trees , red ground texture and no metal.
Result: http://i31.tinypic.com/2lazrtl.jpg


here are my original sources:
I just use flash to draw my height maps and download texture from the web and resize it using ifran view, and my metal is made by paint.

My Height map: http://i31.tinypic.com/s3oj1u.jpg
My Texture: http://i25.tinypic.com/f2ijxl.jpg
My Metal: http://i31.tinypic.com/xnbtok.jpg
inputted to the mapconv
whats wrong here?and l3dt is a free mapping program able to download?where can I get it?
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Height map size

Post by SirArtturi »

What parametres you are using in mapconv ?

You could try add featuremap to your set also. You dont have to place any features if you dont want. Just leave it blank black...
hkwh
Posts: 35
Joined: 13 May 2008, 21:49

Re: Height map size

Post by hkwh »

mapconv.exe -l -x 255 -n 0 -m Metal.bmp -a Height.bmp -t Texture.bmp -o maps\Mapname.smf -c .3

that should be the default map conv setting
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Height map size

Post by SirArtturi »

what compiler are you using ? user's compiler is unstable. Try mothers mapconv

and make a bat file and add compile command line there

like this:

mapconv -c 0.3 -x 255 -n 0 -l -o Mapname.smf -a heigh.bmp -m metal.bmp -t texture.bmp -f -feature.bmp - and so on so on....
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Height map size

Post by Pxtl »

Is there any page with an actual spec for the map binary format in the event that I want to do my own map compilation?
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: Height map size

Post by Peet »

This is the only documentation AFAIK.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Height map size

Post by Forboding Angel »

THe reason your terrain is showing up like that is because you renamed the smt file after compiling.

You can rename the smf and smd files to whatever you want (this will change the visible map name) as long as those two match, but NEVER rename the smt.
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