mapconv - Page 16

mapconv

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

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Ifein
Posts: 56
Joined: 23 Mar 2006, 00:44

Re: mapconv

Post by Ifein »

The problem was the renaming. But the textures are still mess up like in viewtopic.php?p=264006#p264006 . :-(
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: mapconv

Post by user »

post here the size in kb of the smt, and the smf.
Ifein
Posts: 56
Joined: 23 Mar 2006, 00:44

Re: mapconv

Post by Ifein »

smt 47,8 kB
smf 1,37 MB

http://www.darkstars.co.uk/downloads/vi ... r/test.sd7
Ifein
Posts: 56
Joined: 23 Mar 2006, 00:44

Re: mapconv

Post by Ifein »

I tried out with the file from viewtopic.php?f=13&t=14598 and get basically the same problem. The height is correct but the texture look weird like the ones from my testmap.
I guess it must be something else, not the input files, but the settings or my settings etc.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: mapconv

Post by imbaczek »

how to get kernel panic maps to compile textures correctly? currently I'm getting things like this:

Image

with this set of options:

Code: Select all

-x 421 -n 100 -m "...png" -a "....tga" -t "...png" -f "...png"  -c 0 -o ....smf  -w special.txt
special.txt:

Code: Select all

ignoreheight;
keepminimap;
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: mapconv

Post by user »

i will upload the current build soon, because it looks like 1.2 has a lot problems.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: mapconv

Post by imbaczek »

oh and btw, heightmap is flipped around x and metal map isn't. didn't test any other maps.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: mapconv

Post by Beherith »

Bumping this thread because I hope user can release a new bugfix version soon.

I would like to make a gui for it too, because I feel that mapconv`s parameter space has now grown so large, that a gui would make it so much simpler.

I would also like to add an auto 7zipping feature, because it would make testing much less painful and quicker.
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: mapconv

Post by Peet »

Use .sdd
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: mapconv

Post by REVENGE »

V1.2 continues to suckass phailbad, as I have the same texture issues as Ifein and Imba. Any fixes on this issue? Or can I use an alternative mapconv that also has fixed the line problem?
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: mapconv

Post by Gota »

guiiiii....drool..
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: mapconv

Post by user »

User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: mapconv

Post by REVENGE »

Many thanks, will test immediately!
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: mapconv

Post by REVENGE »

Still can't get it to compress my texture properly, ends up with the spats of mismatched texture pieces. Tiling is failing. Is this a problem with nvdxt? Also, get get any of the other compressors to work.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: mapconv

Post by Argh »

Am I the only person who's gotten this to work right? I haven't had any of these problems, so do I need to release a tutorial or something?
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: mapconv

Post by user »

i never got those problems they have, so i am sure they are not using it correctly.

this last version has much less bugs than the old "mothers mapconv", and it is not a problem in nvdxt.
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: mapconv

Post by SirArtturi »

well im not able to do anything but mess with this compiler either...
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: mapconv

Post by Argh »

Well, that's what I was thinking- I think that me and user are the only ones. Rather disappointing, tbh, it's so easy once you have everything set up properly.

I'll try to find time tomorrow to deal with this, if I can.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: mapconv

Post by Beherith »

Argh, please post the exact file formats you used and the command line params and the options files, cause im having the same issues still.
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: mapconv

Post by user »

step by step how to make it work: (Also known as the mapconv guide to noobs)

1. Download;
2. Extract the files;
3. Open the new mapconv directory extracted from the zip file;
4. you will find these files:
[code] changelog.txt
DevIL.dll
example scripts <directory>
geovent.bmp
ILU.dll
line.txt
mapconv.exe
mapid.txt
nvcompress
nvdxt <directory>
old nvdxt <directory>
1options.txt
readme.txt
texcompress <directory>
texconv <directory>
todo.txt [/code]

5. Open the nvdxt directory;
6. Select the nvdxt executable;
7. Hit [CTRL + C];
8. go back to the mapconv directory;
9. Hit [CTRL + V];
10. Select the files "line.txt" and "options.txt";
11. Hit [SHIFT + DEL], and press [ENTER];
12. Open the "example scripts" directory;
13. Open the "example 1" directory;
14. select the .bat file, "compressor.txt", and "special.txt";
15. Hit [CTRL + C];
16. go back to the mapconv directory;
17. Hit [CTRL + V];
18. Done.

For your map you should do:

19. Open the bat file that you copied to the mapconv directory in any text editor;
20. Remove the lines:
[code]@ECHO OFF
ECHO
ECHO.
ECHO Edit this file in notepad.
ECHO.
ECHO Make sure all map bitmaps are present in the same directory as Mapconv.
ECHO.
ECHO Mapconv help will now display.
mapconv -help

ECHO MapConv will now run again with the parameters you have added. If you haven't touched this file yet, something bad will probably happen.
pause

ECHO *SOMETHING TO NOTE* When compiling with features it is best to use a max height of 101 and a min height of 100. This ensures that all of your features (especially GeoVents) will be placed correctly! When working with large heights ALWAYS use the Lowpass option ( -l )!
pause

REM Edit below.[/code]

21. then you will have just two lines, hit [CTRL + S], and close the text editor;
22. go to your your map image files directory (height map, metal map, feature map, texture, type map);
23. select them all;
24. Hit [CTRL + X];
25. Open your mapconv directory;
26. Hit [CTRL + V], now you will have your images on mapconv directory;
27. Open the .bat (batch file) in the text editor again;
28. If you don't know how to use the mapconv features, you will have problems at this point. To learn about them look in the readme, or in the first post;
29. Edit the parameters to fit your needs;
30. Hit [CTRL + S], and close the text editor;
31. Open "compressor.txt" in the text editor;
32. Assuming that you know how to use the nvdxt parameters, edit the line. (look at the nvdxt readme for more information);
33. Hit [CTRL + S], and close the text editor;
34. Open "special.txt" in the text editor;
35. This one is easy just write the options you want, and remove the ones you don't want;
36. Hit [CTRL + S], and close the text editor;
37. Probably everything is OK;
38. Run the batch file (.bat);
39. A black window will open, displaying the batch file content;
40. If the images are 100% OK, then you won't get any errors;
41. Wait;
42. Wait some more;
43. At the end of compilation you will get something like this:
Could Not Find C:\mapconv\temp\Temp*.png.raw
44. That is not an error;
45. You will see a .smf and a .smt in the mapconv directory;
46. Right click, new folder, name it "maps";
47. Copy the .smf and .smt to the new folder;
48. Create a .smd file, and copy it to the "maps" directory that you created on step 46;
49. Compress the "maps" directory using either zip or 7z compression;
50. Done.

Notes:

1. No .bmp files;
2. No .tga with origin at bottom left;

I hope it helps.

edit: i still think this guide is not detailed enough, really it isn't, i will make a better guide later.
Last edited by user on 09 Jul 2008, 22:49, edited 1 time in total.
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