New Mapping Tool - "SpringMapEdit" - r321 - Page 6

New Mapping Tool - "SpringMapEdit" - r321

Tutorials & Resources For Mappers

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Frostregen
Posts: 179
Joined: 17 Jul 2007, 00:52

Re: New Mapping Tool - "SpringMapEdit" - r601

Post by Frostregen »

No skybox support atm. I tried once to implement it, but failed. (I think it was TextureIO not loading the cubemap.dds properly :( )

But iirc skyboxes are defined in .smd anyway, so they can be added afterwards. Just not visible inside SME.

But I will try again. ;)
.smd generation definitely needs some attention...
Auswaschbar
Spring Developer
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Re: New Mapping Tool - "SpringMapEdit" - r601

Post by Auswaschbar »

Could you please make a 64bit version of this? I really want to try to make a map...
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BrainDamage
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Re: New Mapping Tool - "SpringMapEdit" - r601

Post by BrainDamage »

mind if I maek is sticky?
Frostregen
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Re: New Mapping Tool - "SpringMapEdit" - r601

Post by Frostregen »

I think you just need to get 64bit native libraries for it to work.
This is the stuff inside "lib_win32", or "lib_lin_x86".

Look for x64 libs for given versions:
-SWT 3.4 library ( http://www.eclipse.org/swt/ )
-JOGL 1.1.1 library ( https://jogl.dev.java.net/ )

Afterwards you have to adjust the startup script to use your new lib folder.


Edit: No, sticky would be good ;)
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KaiserJ
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Re: New Mapping Tool - "SpringMapEdit" - r601

Post by KaiserJ »

thanks a lot man, that fixed it for me.

now i get an error (when i load the ttd file) to let me know that it's missing a file... no more freeze :) just playing with the settings, hopefully i'll have some cool texture sets to show and share soon.

i'm going to fix up some icons i was working on for you, to match that loading screen... it drove me nuts that it was just the default icon for a .bat or whatever the file was because i have a mess of a desktop, i could never find it. if you'd like some tool icons for the interface to replace the words and radio buttons, i'd be more than happy to make some of those as well.

cheers!
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Re: New Mapping Tool - "SpringMapEdit" - r601

Post by SpikedHelmet »

Frost, you are an absolute god.

If I may, I have some further suggestions for features n options n stuff. Three, actually, at the moment.

1) Color brush (can add RGB colours rather than textures; would allow for some pretty cool stuff including blending different colours to create unique-looking textures). Would need only Set (hard lines) and Blend.

2) Lighten/Darken texture brush, just raises/lowers brightness. Again, set and blend (maybe only blend).

3) Random feature rotation. Some features like trees, rocks etc could use with some auto-random rotation when they're placed. however other objects would not need this, ie buildings, barricades, corpses, etc.
SpikedHelmet
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Re: New Mapping Tool - "SpringMapEdit" - r601

Post by SpikedHelmet »

Another issue: Maps made with SME seem to have extremely long load times ingame. I'm making a relatively smallish map (smaller than ones I've made with mapconv) and it takes a heck of a long time to load, although the filesize isnt that large (19mb) and there's nothing in it (features etc) that I haven't used in other, larger maps which load quicker.
Auswaschbar
Spring Developer
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Re: New Mapping Tool - "SpringMapEdit" - r601

Post by Auswaschbar »

SpikedHelmet wrote:Another issue: Maps made with SME seem to have extremely long load times ingame. I'm making a relatively smallish map (smaller than ones I've made with mapconv) and it takes a heck of a long time to load, although the filesize isnt that large (19mb) and there's nothing in it (features etc) that I haven't used in other, larger maps which load quicker.
Solid archive? Don't use solid compression, it causes long loading times.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
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Re: New Mapping Tool - "SpringMapEdit" - r601

Post by SpikedHelmet »

/facepalm

Thanks Aus.

Setting the MaxHeight to 100 in SME will produce accurate waterlevel/height on the in-game map. However, when loading saved map files the MaxHeight defaults to 160 and Waterlevel to 40, so you have to reset your MaxHeight and Waterlevel each time.

Also, feature rotation is inverse ingame, features will show up rotating the opposite direction than set in SME (ie a feature set to "face" north will be facing south ingame; facing east will become facing west; facing northwest will become facing southeast, etc etc etc).

The map I'm working on will be finished quite soon, maybe Spring's first SME-made release map :D

EDIT: It's complete!

viewtopic.php?f=13&t=17545

It's more of a rushed test map of SME to try out SME's features, my next will probably have a lot more effort put into it.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Re: New Mapping Tool - "SpringMapEdit" - r601

Post by SpikedHelmet »

Holyshit you can load already-compiled maps too!? This'll be awesome, I can just open and edit my old maps rather than remake new ones!

EDIT

I've made a texture pack for SME. Image If you want to include it with SME Frost, that'd be cool, but its just a resource (the more textures the better!). Contains 16 new textures, ranging from grass, dirt, mud, rock, road, etc. All of these textures are license-free to use so long as its not for commercial uses. They were either made by me, found somewhere on the internet (yay for free texture banks) or combinations thereof.

Screenshot of most of the new textures as they appear in SME:
Image
Frostregen
Posts: 179
Joined: 17 Jul 2007, 00:52

Re: New Mapping Tool - "SpringMapEdit" - r601

Post by Frostregen »

@SpikedHelmet:
MaxHeight, Waterheight loading issue:
Just the GUI was not updated when loading...fixed
(I still need to investigate the discrepancy between spring & sme)

"feature rotation is inverse ingame" issue:
...fixed (hopefully. I did not test it...)

Color Brush & Lighten/Darken:
added.
Though only color brush actually.
But if you use black or white color together with a low brush strength (about 20),
it lightens&darkens :)
(This could have been done before too with black&white textures)

Random feature rotation:
added something similar.
featuremode->random rotate same
click on a feature, and all features of this type will be instantly randomized.

Really impressive map by the way!
This is the stuff which keeps me going :)

@Auswaschbar:
did you have success in finding x64 libs?
If yes, i would include them into the default package.

@KaiserJ:
You can not change the icon of a .bat directly.
Best would be just to add the icon for the users to create a shortcut for themselves. (Or else we would need one additional shortcut for each .bat... I want to keep distribution simple. no installer or similar stuff ;) )

I think icons within GUI could be quite cool, if done well. (at least a tooltip with text behind it) Could make the GUI smaller, more toolbar like, which is good ;)


NEW RELEASE (r607):
-fixed features not having 0 alpha-texture on failed texture load
-fixed save/load features: rotation was off by 180 degree
-update GUI when loading SM2 map. (MaxHeight and Waterlevel)
-fixed wrong rounding in addFeature, which lead to invisible (but still loaded/saved) features. (one mysteriously missing distillery on FolsomDamFinal)
-added RotateSameRandom Brush (Click feature on map to randomize rotation for all of this type)
-added "Select Color" Button for easy singlecolored brushtextures.
-improved blend brush. Now smoothes between 4 instead of 3 brushpattern values. Results in significantly less blocky blending.


Keep the cool maps coming!
-Frostregen


EDIT:
About Texture Pack:
I would handle this the same as the feature pack:
Make everything available standalone + one big pack.

Hm, If you just discovered SM2 loading, then why did you ask about waterheight/maxheight not being saved?
This info is only stored inside sm2 maps.
But you have a point. There should be a project settings file, which stores this info, plus some other stuff.
I would not use compiled sm2 maps as storage, because the texture is DXT1 compressed. You may lose some detail on every re-save, just the same as with every lossy image format.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Re: New Mapping Tool - "SpringMapEdit" - r607

Post by SpikedHelmet »

I don't use compiled maps as storage. When you load the base files the maxheight/waterheight will reset to actual level 140/60 (not just the ui will reset, but the map itself will have altered height/water than when you saved it).
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Re: New Mapping Tool - "SpringMapEdit" - r607

Post by Guessmyname »

Um, I'm having some trouble installing this.

I downloaded and extracted the rev607 SpringMapEdit, and tried each of the .bat files for launching it in windows: none work. So, I've downloaded the swt 3.4 thing and the JOGL 1.1.1 package, but I've no idea what to do with them >_>
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: New Mapping Tool - "SpringMapEdit" - r607

Post by SpikedHelmet »

do you have the latest version of um... java?

I dont even know what the "SWT" and JOGL things are :S it worked like a charm first try for me...

Not to distract but I figured I'd post screenshots of my "second" SME map.

Image
Image
Image

It's actually a remake of one of my very first maps that apparently people liked enough to have downloaded over 3000 times. But it's almost a complete remake; all textures, metal layout, features are completely redone, and the heightmap is heavily modified, so its *basically* a new map.
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TradeMark
Posts: 4867
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Re: New Mapping Tool - "SpringMapEdit" - r607

Post by TradeMark »

1944_BocageSmall :-)

I remembered the map name... Maybe because its the first map in the map lists on every site, and in my maplist too...

--

Why this cool editor must use Java btw?

Cant try the latest release now since i reinstalled windows again, and bit lazy to install java now
Frostregen
Posts: 179
Joined: 17 Jul 2007, 00:52

Re: New Mapping Tool - "SpringMapEdit" - r607

Post by Frostregen »

TradeMark wrote:Why this cool editor must use Java btw?

Cant try the latest release now since i reinstalled windows again, and bit lazy to install java now
I wanted to code something with Java and OpenGL. Just to see if it is fast enough to be productive.
After trying to create some maps for Spring and seeing what a pita it is,
I thought a good mapeditor would really be useful.

And hey, the JVM is about 20MB, which installs in about 2 minutes.
No excuse here ;)

@Guessmyname:
if you start it from commandline you will see some error output.
for example "command java not found"
If you paste it here, we are able to help better.
Auswaschbar
Spring Developer
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Re: New Mapping Tool - "SpringMapEdit" - r607

Post by Auswaschbar »

http://filebin.ca/sfqjzo/libs_64.7z
Worksforme

oh, and it lacks some GUI
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BrainDamage
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Re: New Mapping Tool - "SpringMapEdit" - r607

Post by BrainDamage »

no gui buttons ( the gl canvas with the map loads tho ) here in linux, swt 3.4-1, jogl 1.1.1-2, java build 1.6.0_10-b33
EDIT: see attached pic
sh start_lin_x86_768.sh
BrushManager: added Pattern: ellipse
BrushManager: added Pattern: noise
BrushManager: added Pattern: noise2
BrushManager: added Pattern: ellipse_cross
BrushManager: added Pattern: circle
BrushManager: added Pattern: square
BrushManager: added Texture: ice
BrushManager: added Texture: grass3
BrushManager: added Texture: stone
BrushManager: added Texture: metalpatch
BrushManager: added Texture: beach2
BrushManager: added Texture: grass
BrushManager: added Texture: beach
BrushManager: added Texture: sandstone
BrushManager: added Texture: drygrass
BrushManager: added Texture: grass2
Done smoothing heightMap ( 34 ms )
Done smoothing heightMap ( 54 ms )
Done smoothing heightMap ( 10 ms )
Done smoothing heightMap ( 25 ms )
Done smoothing heightMap ( 10 ms )
Done smoothing heightMap ( 11 ms )
Done smoothing heightMap ( 11 ms )
Done smoothing heightMap ( 10 ms )
Done smoothing heightMap ( 10 ms )
Done smoothing heightMap ( 11 ms )
Done blanking texture ( 52 ms )
Done blanking featureMap ( 0 ms )
OpenGL version: 2.1.2 NVIDIA 177.82 -> (ok)
FeatureManager: added Feature: cluster1_dead
FeatureManager: added Feature: rock1
FeatureManager: added Feature: cluster1
FeatureManager: added Feature: geovent
FeatureManager: added Feature: corecom1
Exception in thread "Thread-3" org.eclipse.swt.SWTError: Not implemented [multiple displays]
at org.eclipse.swt.SWT.error(Unknown Source)
at org.eclipse.swt.widgets.Display.checkDisplay(Unknown Source)
at org.eclipse.swt.widgets.Display.create(Unknown Source)
at org.eclipse.swt.graphics.Device.<init>(Unknown Source)
at org.eclipse.swt.widgets.Display.<init>(Unknown Source)
at org.eclipse.swt.widgets.Display.<init>(Unknown Source)
at frontend.gui.SpringMapEditDialog$1.run(SpringMapEditDialog.java:87)
at java.lang.Thread.run(Thread.java:619)
EDIT2: also got this error on close:
Exception in thread "main" java.lang.NullPointerException
at frontend.gui.SpringMapEditGUI.run(SpringMapEditGUI.java:684)
at application.SpringMapEditApplication.main(SpringMapEditApplication.java:35)
Attachments
mapedit.png
(263.9 KiB) Downloaded 41 times
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Guessmyname
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Re: New Mapping Tool - "SpringMapEdit" - r607

Post by Guessmyname »

The command line window keeps closing after a few seconds after trying to run it from the 'Run' dialogue. Managed to catch it with a printscreen, this is the transcription (can't guarantee it's got everything):

Code: Select all

Exception in thread "main" java.lang.NoClassDefFoundError: application/SpringMapEditApplication
Caused by: java.lang.ClassNotFoundException: application.SpringMapEditApplication
	at java.net.URLClassLoarder$1.run(Unknown Source)
	at java.security.AccessController.doPriviledged(Native Method)
	at java.net.URLClassLoarder.findClass(Unknown Source)
	at java.lang.ClassLorder.loadClass(Unknown Source)
	at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
	at java.lang.ClassLoader.loadClassInternal(Unknown Source)
Frostregen
Posts: 179
Joined: 17 Jul 2007, 00:52

Re: New Mapping Tool - "SpringMapEdit" - r607

Post by Frostregen »

@Brain Damage / Auswaschbar:
The missing GUI seems because GTK does not support multiple Display's (swt internal. has nothing to do with Monitors).
I need 2 of those, because the RenderGUI uses another Thread than the other GUI parts. (You can not run Windows/Dialogs within different threads, if they are childs from the same display)
If I use only one thread(display) for both, using the other GUI will freeze the RenderGUI. This sucks for setting maxheight/waterheight, as you cannot see your changes immediately but have to release the slider for the RenderGUI to update.
I really can not see a solution to this now, but I will search...
(I could however create a special single-display version for you, but this sucks in the long term)

@Guessmyname:
Could you do:
Start->run
Enter without quotes: "cmd"
then press enter.
type the following without quotes into the black box and hit enter:
"java -version"
The paste the output here. thx :)
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