Map Features

Map Features

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

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Maelstrom
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Map Features

Post by Maelstrom »

How do you go about implementing the map features (buildings/wreakage) that have been included in the new release? I know you have to get a special map maker from FU somewhere, but a link and a short tuorial stickied to the top of the map foruim would be very handy. Cause I have a really cool Idea for a map, but I need the features (and some models (anyone want to help?)) to make it work right.

http://fileuniverse.com/?p=showimage&ID=1329 Thats the thing that I need for my map. Shouldnt be to hard to implement, even with my limited modeling abilities.
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mother
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Post by mother »

I would probably use this version of mapconv:
http://fileuniverse.com/?p=showitem&ID=1421

Don't know why its in unofficial forks tho :P
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SinbadEV
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Post by SinbadEV »

basically the only known mapconv that can do what you want is the one mother made:

read this whole thread-
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2074

Time Warp Link: http://taspring.clan-sy.com/wiki/Create_maps
Last edited by SinbadEV on 13 Sep 2005, 22:38, edited 1 time in total.
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mother
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Post by mother »

BTW I fed the wiki a lil bit.
Warlord Zsinj
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Post by Warlord Zsinj »

Hey that thing looks like the art for the recent War of the Worlds movie...

Image
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SwiftSpear
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Post by SwiftSpear »

The metroid?!?
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

So...I will need to...WHAT? RECOMPILE? :?

use a version no one will probably use except for the experimental map makers?

I'll wait till a more official way to this this...
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SinbadEV
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Post by SinbadEV »

the experimental mapconv makes a map that is compatible with the current public release of spring
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aGorm
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Post by aGorm »

Huumm, anyone seen this problem? I have featurs in the map, but they only seem to show up once they start fading into the fog... So when the yshould be in plane sight they arn't there , but once the fog starts to overlay them they show up (untill the again disapre in teh distance into the fog, but hats ment to happen :-) )

Ideas as to what could be rong?

aGorm

...constantly breaking just about everything to do with maps... maybe im pushing boundries or maybe im just annoying all the programers :-)
IMSabbel
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Post by IMSabbel »

Well, that sounds like somehow the LoD engine doesnt seem to work correctly.
Or it assumes the feature are the low res models and cant find highres one for closeup (dont know how spring handles LoD)
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Maelstrom
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Post by Maelstrom »

Dont worry agorm, your not the only one breaking stuff round here. I tried to make a map to test out the grass placment, and the land went... Invisible. Gone. Not there.

The grass was fine, units could walk on the 'Ground', you just couldnt see it. I was using the special mapmaker of mother's. Other maps work fine. Just this map im making.
EDIT: Heres a pic : http://fileuniverse.com/?p=showimage&ID=1332

and that ball thing I was making is a hydrogen ball plant from a movie (Titan AE), and Im wanting to recreate a place in that movie, as it would make for a very nice map.
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SinbadEV
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Post by SinbadEV »

I think mother said something one time about the feature map NOT being divideby8+1, but acctually using just divideby8... trim a pixel off your map's width and height and see if it helps... also might want to try to place some actual wreckage to see if it works (like unit hulks)... that way your not testing your modelling ability at the same time as you are testing the new feature feature
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Maelstrom
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Post by Maelstrom »

forgot to mention I wasnt actually using a feature map as MapConv goes... Weird if I use one. Really weird. its not pretty. Ill trim a pixel off it though and see if it helps.
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Maelstrom
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Post by Maelstrom »

nope a pixel off it didnt fix the problem. Went weird again. If your wondering what I mean by weird, ill show you.

Code: Select all

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It prints that. Over and over and over. Faster than you can read it.
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mother
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Post by mother »

Maelstrom wrote:nope a pixel off it didnt fix the problem. Went weird again. If your wondering what I mean by weird, ill show you.
43 X 5:59 X 5:59 X 17:59 X 19:51 X 15:59 X 5:59 X 5:59 X 5:41 X 10:43 X 5:59 X 5:46 X 5:59 X 5:59 X 5:49 X 17:59 X 5:47 X 5:56 X 5:51 X 5:59 X 5:48 X 5:51 X 5:45 X 8:59 X 7:59 X 5:59 X 16:48 X 5:59 X 5:59 X 5:55 X 5:47 X 15:59 X 8:59 X 13:59 X 5:59 X 5:59 X 5:59 X 5:59 X 18:59 X 5:56 X 5:59 X 5:59 X 5:59 X 10:59 X 5:59 X 5:59 X 13:57 X 5:47 X 10:59 X 15:59 X 18:59 X 5:59 X 17:59 X 9:43 X 5:54 X 5:41 X 5:59 X 5:59 X 18:57 X 9:47 X 5:59 X 9:47 X 8:46 X 5:44 X 5:58 X 5:57 X 6:59 X 11:59 X 9:48 X 5:59 X 5:55 X 5:59 X 5:56 X 5:48 X 5:59 X 5:58 X 5:56 X 5:59 X 5:42 X 5:55 X 5:59 X 18:59 X 5:59 X 5:59 X 17:59 X Geo at:0:60 X 5:59 X 19:52 X 5:47 X 12:43 X 5:52 X 10:57 X 12:58 X 5:51 X 5:59 X 5:53 X 5:59 X 5:51 X 5:59 X 16:56 X 5:46 X 6:59 X 5:50 X 17:53 X 6:42 X 5:59 X 5:59 X 11:56 X 5:46 X 5:42 X 5:41 X 5:48 X 5:56 X 5:49 X 5:44 X 13:42 X 5:59 X 5:40 X 14:42 X 17:59 X 5:45 X 12:59 X 16:56 X 5:53 X 6:52 X 5:59 X 5:45 X 5:50 X 9:54 X 14:59 X 11:59 X 5:55X 12:59 X 5:59 X 17:59 X 5:52 X 6:59 X 5:59 X 5:54 X 5:59 X 5:48 X 5:59 X 5:59 X 6:44 X 5:59 X 5:59 X 5:59 X 5:43 X 5:59 X 11:59 X 5:59 X 14:55 X 5:59 X 5:47 X18:59 X 5:59 X 5:45 X 5:49 X 5:53 X <snip>
It prints that. Over and over and over. Faster than you can read it.
Try placing geos in valid locations, which the very edge of the map wouldn't be :). That is saying "You told me to put a Geo at X:Y Nope thats bad, ok trying X':y' <nope still bad> ok now trying..." it will try that 1000x for each geo if you put it in a 'bad' place. Just minimize the screen if its too much info for you ;) The real difference is this mapconv tells you what its doing to your features... Smileys=good, X=bad.

PS Its a random 'nudge' each iteration, but being close to the edge in both directions limits the possibilities a bit.
Last edited by mother on 14 Sep 2005, 18:07, edited 1 time in total.
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aGorm
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Post by aGorm »

Maelstrom... bet you a lot if u invert the f map verticly it works fine...
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mother
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Post by mother »

BTW No real idea whats going on with how the engine is dealing with the LoD, but have you guys played with PgUp/PgDn? See if that makes the ground reappear, and/or the features visible over a larger range of distances
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Maelstrom
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Post by Maelstrom »

Well it was totally my fault. For some reason, i had the green channel full. It was just one big green square. With some pretty grass. It couldnt place all those Geo's, and lots of them were on the edge. Im not sure how it happened, cause i placed just 5 geo's in random positions originally. Ah well, you owe me lots now aGorm. Inverting it wouldnt of helped at all. (it was actually identicall if flipped vertically anyways.) Now it complains of anothr error, but I cant be stuffed working that one out (looking for a file in the wrong place. Ill show you later). But I compiled the test stuff that came with the new MapConv, and it kinda worked fine. I got the grass, geo's and wrekage, but the texture was totally red. Ive had this same problem in other MapConv's as well, so its nothing to do with mothers code.

Heres a screenshot of the level (+ almost 200 donut mines), with some wikid defense. like to see a gollie or even a Krogoth get past this one:
http://fileuniverse.com/?p=showimage&ID=1335

And the inside of the hole. Its Deep.
http://fileuniverse.com/?p=showimage&ID=1336

Any Ideas about the red map would be helpfull.
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mother
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Post by mother »

Maelstrom wrote: Any Ideas about the red map would be helpfull.
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2104

I call it CPPMS 'Cat-puke-pink Map Syndrome'.

The leading cause is having renamed the .smt file :P You can't do that since its hardcoded in your smf.

Glad you figured out what was up with the geos, no worries, I know all the screen spam can be confusing and intimidating until you realize what its telling ya.
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Min3mat
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Post by Min3mat »

talking of redness and greenness could someone PLEASE redo greenhaven! all you need to do is change the colour of redhaven and it would be soooo pretty! (red sucks most of the time X.x)
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