mapconv - Page 17

mapconv

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

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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: mapconv

Post by SirArtturi »

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


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.

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.
You don't need to be sarcastic...
All i wanted to know was:
Beherith wrote: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.
And you didnt bring up this one point we were after...
Please tell me what Im doing wrong here ?

Code: Select all

mapconv -c 0.1 -q 100 -x 390 -n -75 -l -o output.smf -t texture.png -a height.png -m metal.png -f feature.png -i
However thanks for your tutorial. It may help noobs but i myself knew most of it already...
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: mapconv

Post by user »

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


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.

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.
You don't need to be sarcastic...
sorry, i couldn't resist.

This is how my mapconv directory looks like:

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temp <directory>
ILU.dll
DevIL.dll
dxtn.dll
nvtt.dll
cudart.dll
cuda.dll
texconv.exe
texcompress.exe
nvcompress.exe
nvdxt.exe
compile.bat
fs.txt
options.txt
line.txt
mapid.txt
geovent.bmp
mapconv.exe
mini.png
mini.dds
heightmap.png
texture.png
metal.png
my batch file:

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MapConv.exe -w options.txt -z line.txt -p -k 5 -b 3 -r 8 -u 8 -x 128 -n -127 -i -l -f feature.png -m metal.png -a heightmap.png -t texture.png -y typemap.png -o TestMap.smf -c 0.4 -q 100
pause
my nvdxt parameters: ("line.txt")

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nvdxt.exe -file temp\*.png -dxt1 -dither -point -nmips 5
the option file:

Code: Select all

featuretolerance;
keepminimap;
formatpng;
minimap-fast;
smooth3x3;
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: mapconv

Post by SirArtturi »

Thanks, now this will help a lot...
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: mapconv

Post by NOiZE »

[20:20:42] <[WarC]NOiZE> with the new mapconv made by user, does the forcing minimap still work?
[20:20:53] <[WarC]NOiZE> because i made my mini.dds and mini.png read only
[20:20:59] <[WarC]NOiZE> and the minimap is all messed up ;-;
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: mapconv

Post by SpikedHelmet »

Alright, I managed to fix the black map problem, now I'm getting a couple of others.

First, I'm also getting mixed up tiles like everyone else.

Second, don't know how to explain it properly but my map is "cut off" along two edges; minimap shows the entire map fine but along the right and bottom edges the map abruptly ends (as if it were the actual edge of the map), with the water level showing until it reaches the actual boundery of the map.

I've encountered this problem before, months and months ago, but for the life of me can't remember what I did to fix it.
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: mapconv

Post by Peet »

I was getting the mixed tiles issue for quite awhile; I swapped around compression methods and file formats until it eventually worked.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: mapconv

Post by Argh »

Um, I guess I still should post the file formats, etc., that are working for me? Is that what I'm hearing?
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: mapconv

Post by SpikedHelmet »

Yes.

edit: fixed the first problem with the map cutting off. Was mis-sized. I'll try messing about with compression settings.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: mapconv

Post by Argh »

Ok, here are my settings, attached to the file. If people want, I'm perfectly willing to zip up the entire source files of that Swamp Mountain World Builder demo map, it'd probably zip down to about 10MB, just to test with. Basically, though, I just followed the standard settings:

heightmap = 513X513
metalmap = 513X513
feature = 512X512 (note, this is different than the other two small ones, can cause problems if it's not correct)
terrain = 4096X4096

... and that's it. Nothing special here. Don't forget to stick nvdxt into the same folder with your image files, .BAT, MapConv.exe and the two configuration files.

Lastly, I've gotten other DDS formats to work all right, but ARGB 8888, etc., don't seem to render correctly on older hardware, although they render perfectly on the 7800GTS, so although DXT5 is fugly, I strongly suggest using it.
Attachments
MapConv_Settings.zip
(915 Bytes) Downloaded 29 times
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: mapconv

Post by SirArtturi »

screen001.jpg
(258.31 KiB) Downloaded 10 times
Image
:(

Really sad. I've recompiled like twenty times over and over again trying different file formats and compression settings but no...

And the weird thing is, that before this it worked fine but after i added more features to the featuremap this problem came up.

Code: Select all

mapconv.exe -c 0.0 -l -x 255 -n -87 -q 100 -j fs.txt -z compressor.txt -w special.txt -o TheRockJungle.smf -t FinalTexture4.png -a heightbeta18erodedcopyfix2.raw -m metalfinal.png -f featurefinal4.jpg -i
pause
formats:
for texture .tif
for metal and feature .png
for heightmap .raw

Code: Select all

nvdxt.exe -file temp\*.tif -nmips 5 -dxt1 -box -fadeamount 0

Code: Select all

ignoreheightmap;
featuretolerance;
keepminimap;
formattif;
smooth3x3;
Temp reading stops at temp079.tif every time.. Im not sure if it needs to reach 100 or something like that. Haven't paid attention before...

smf filesize 4 228KB
smt filesize 54 401KB

Spring.exe doesnt path the newly replaced files...
daan 79

Re: mapconv

Post by daan 79 »

I had the same thing with soem runs

But i got it solved

before the solve
* i had fucked up featuremap by placing to close features next to eachtother
* Or possibly the main reason i saved it as png in paint.
* Maybe it also contained other texture fails.

When i got it fixed
* i saved from psp and than it all went back to good old times.


I am doing somthing wrong with my features.
in the FS file do i do skyscraper1.s3o or just skyscraper.

I used png btw.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: mapconv

Post by Argh »

Meh. Don't use the Skyscrapers unless through World Builder- they aren't meant to be typical Features...
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: mapconv

Post by Gota »

Wasnt someone working on a gui for this by the way?
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Re: mapconv

Post by Decimator »

What are the sizes in pixels for the bitmaps?
daan 79

Re: mapconv

Post by daan 79 »

its probelly caused by the feature map having the features too close or you have wrong size heightmap, and other maps.

i compiled

a map without 8192 t 1024 f 1025 m 1025 h

when i made it 8 x 8 it all turned wrong(but once it worked i guees it was when i hadnt had alot features on the feature map)

before this i made a 24 x 24 and all was right

Not sure this solves your problem

But like i said before the time i rendered another 24 x 24 it all wen talso borked. So its most possible it has to do with how the feature map is saved and how it is made.
daan 79

Re: mapconv

Post by daan 79 »

i think it happend becaus ewhen i resize the feature map in psp all pixes for features get blur
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: mapconv

Post by hunterw »

No luck. Followed the tutorial exactly and here's the result:

ImageImage

As you can see, minimap got created. File size of the .smt is correct - it shinks when using a larger -c, so I know its creating the texture and saving it, but it doesn't show up in spring.

Texture is 8192x8192 .png
Height is 1025x1025 16bit .raw
Metal is 1025x1025 .png
Feature is 1024x1024 .png

Another odd thing is that there is some sparse grass around even though the feature.png is completely black.

Suggestions?
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: mapconv

Post by hunterw »

updates:

changed features and texturemap to .tif, no change
tried using 1.2b instead of 1.2, no change
tried using old nvdxt.exe, no change
tried argh's settings, no change
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: mapconv

Post by hunterw »

after trying bout 25 diff things i found what to do.

use .bmp tiles for nvdxt and .tif for ur maps
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: mapconv

Post by hunterw »

hunterw wrote:after trying bout 25 diff things i found what to do.

use .bmp tiles for nvdxt and .tif for ur maps
ACTUAlly, nix this, finished putting metal spots on the texturemap & geospots, and now its back to doing the same ole shit.

hooray!
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