I still have problems....

I still have problems....

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

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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

I still have problems....

Post by TA 3D »

:cry: Okay so I got a version of mothers map conv thats works(the non-optimised one) and it compiles, BUT! theres no .smf file. What gives? I thought it was supposed to make one. I got a mini.bmp, mini.dds, and a map1.smt out of it. Thats it! Any ideas?
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Okay one thing I found. The Mapconv front end dosen't make map conv create a .smf file.

So I did it manually using a bat file, but after it dumps everything out, and I add an .smd file, the zip it and drop it into the maps folder with a .sd7 extension, it crashes when it is in the "opening Mapfile" part of loading. Any ideas? Heres my .smd file:

Code: Select all

//Compiled by Maelstroms SMD Creator version 3.1
[MAP]
{
	Description=;Icy Straits, my first map, by TA 3D;
	TidalStrength=15;
	Gravity=100;
	MaxMetal=25;
	ExtractorRadius=15;
	MapHardness=5;
	AutoShowMetal=1;
	[ATMOSPHERE]
	{
		FogColor=0.93 0.96 1;
		FogStart=;0.5

		CloudColor=0.89 0.92 0.97;
		SkyColor=0.66 0.76 1;

		SunColor=0.95 0.96 1;
		CloudDensity=2;

		MinWind=15;
		MaxWind=35;
	}
	[WATER]
	{
		WaterTexture=ice.bmp;
		WaterSurfaceColor=0.93 0.96 0.98;
		WaterPlaneColor=0.83 0.89 0.91;
		WaterBaseColor=0.58 0.74 0.79;
		WaterAbsorb=0.43 0.61 0.65;
		WaterMinColor=0.27 0.4 0.45;
		WaterDamage=0;
	}
	[LIGHT]
	{
		SunDir=-0.669 0.162 -0.504;

		GroundAmbiantColor=0.96 0.98 1;
		GroundSunColor=0.96 0.99 1;
		GroundShadowDensity=3;

		UnitAmbiantColor=0.97 0.98 1;
		UnitSunColor=0.97 0.98 1;
		UnitShadowDensity=3;

		SpecularSunColor=0.95 0.98 1;
	}
	[TERRAINTYPE0]
	{
		name=Normal;
		hardness=3;

		tankmovespeed=1.5;
		kbotmovespeed=1.25;
		hovermovespeed=1.75;
		shipmovespeed=1.0;
	}
	[TEAM0]
	{
		StartPosX=1024;
		StartPosY=1024;
	}
	[TEAM1]
	{
		StartPosX=7168;
		StartPosY=1024;
	}
	[TEAM2]
	{
		StartPosX=7168;
		StartPosY=7168;
	}
	[TEAM3]
	{
		StartPosX=1024;
		StartPosY=7168;
	}
}
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

The mapconv front end is buggy and incomplete, and will remain that way since I lost the code in a format.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

also, for some reason, there is an extra ; in the Descriptions tag. not sure if this would cause an error or not, but you may as well remove it. I wonder how it got there... Was it my SMD creator, or human error?

Good to see that people are actually using the thing though!
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

I fixed the smd file and tryed changing the custom water texture to a jpg, but to no avail. Also the ";", that was human error. Your program works great. I posted the bug report it gave me when I tryed using JCAI instead of Globail AI(using G.AI would just crash without an error), so maybe the problem shows up there. Heres the form where I posted the bug report:

http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2810
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Ugg!!!!!!!!

Okay i'm getting a bit frustrated here. I have uploaded a zip file on fileuniverse with everything needed to make a map. Well at lest thats whats supposed to happen, but it dosen't. I complie it without errors, but it apears to be making tons of geos in the mapconv text that flys by. When I run it after ziping it, the map loads, but I the screen is a very light grey color. You can see the doted line boxes for selection when you click and drag, and if while holding it down and moving side to side, you can see theres terrain there and it moves up and down, but it's just one color. So i'm asking for someone to look at my files and tell me whats wrong. I am trying to use features.

aGorm, youre the master of Mother's mapconv, could you look at this please! Hight should -128 to 128 so it has water at 0(or half way up the map). The map texture file was made using a 128x128 fill pattern. I have included a 128x128 bitmap of that pattern in the zip file.

**EDIT** aGorm, if you figure out what I need to do to make it work, then feel free to use it for reference files for an easy simple mapmaking tutorial.

Heres the zip:
http://www.fileuniverse.com/?p=download ... ip&ID=1938
SecurE
Posts: 87
Joined: 29 Apr 2005, 23:49

Post by SecurE »

Make sure your .smd values are actually correct, FogStart for example should be below 1 for example.

Anyway, I didn't encounter any problems after reducing the FogStart and a few other values (which I don't belive you actually need to change). Also make sure you throw the detail texture in the maps folder too.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

TA 3D.

I download the zip and compiled the map for you. I made some
changes to the smd file to get it display stuff. The fog setting was
WAY too high and a few other setting too. So, here are the
screenies . Its only two for now ...

Image


Image

Here is a copy of the bat file I used to make the map. Also, when
using mothers mapconv with features you should have a text file
called fs.txt. Even if you don't paln on using any custom features
you still need it. If you use a feature bmp when compiling your
map you should have a fs.txt .

@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.
PAUSE
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

REM Edit below.

mapconv.exe -i -l -x 128 -n -53 -f marble_world_feature.bmp -y marble_world_type.bmp -m marble_world_metal.bmp -a marble_world_hight.bmp -t marble_world_texture.bmp -o Marble_World.smf -c 1.2
PAUSE
Also, your smd file had 5 different terrain types in the smd file.
The only problem I see is that the y map one has one in the
bmp. I'll post more details on that issue if you want ...

I'll post more detailed tomorrow ...
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Thats a shockingly crap map.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

Das Bruce,

It's a test map and most likely will NEVER get released like
that. It needs ALOT of work ....

TA 3D, I have some free time I'll make some changes and post
details what I did to get it to work.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

I did some major changes to all the bmps. I've increased the map
size to 15x15. It was too small to have 5 types of terrain on it. :lol:
I increased the the overall bmp to proper size then I blurred them
so it wouldn't be so blocky for the height map and the metal map.
I also, messed with the detailedmarblemap too. Alot of changes
to the .smd file too. I'll post later. Here are the screenies of the
changed test map ...

Image

Image

Image

Image


If you look at the bottom left you will see the terrain types.
I also, messed with the sky colors too. 8)

I figure I'll post one more set of screenies before I zip it up
for others to see the bmps I used to create this test map.

Most likely I'll add some Geos too.

I might even add some custom features too ... :shock:
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Make sure the map is made of one single repeated 32x32 tile. Then the filesize would jump under 500Kb.

The texture don't have to be blue on water area, you can use the smd tags for that.
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

Here is the last group of screenies I'm doing for this test map.
I added some custom features and a few Geos too.


Image

Image

Image




TA 3D, if you want me to I can zip up all the files used to make this
map and upload it to the FU web site.
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

*phew* thats actually not a bad map anymore. How are you doing the metal?
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Das Bruce this never was intended to be a released map. It's only 2x2 so I can learn how mapmaking works. I was having problems with my 16x16 map I was trying to make so I made these files in 5 minutes using Gimp for a test map.

Genblood, if you open the "Marble_World_Type.bmp" file and use a color picker tool you will see 5 different colors of red. 255, 254, 253, 252, 251, spred in different areas. But thanks for the tips.

By the way does some know and can explain what -i and -l mean, not using the mapconv description?
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Decimator
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Joined: 24 Jul 2005, 04:15

Post by Decimator »

You almost always want -i on, because it inverts the heightmap. Being a bmp file, the heightmap is already inverted, so you want to invert it again. I'm not sure what lowpass does. I could go further into how bitmaps work, but I think I would just confuse you. :P
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TA 3D
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Post by TA 3D »

Okay for Geo's red 0, green 255, blue 0 on green channel of feature map right?

Otherwise, :cry: IT WORKS!!!!!
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

You better bloody release it, it looks a damn sight better than alot of the maps out there. :P
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

TA 3D,

The -i is needed to invert the the height map. Also, the
-l is a low pass filter for the height map. It tries to smooth
out your height map.

The Geos are GREEN 255 no red or blue, just leave them
set to zero. Do you want the files zipped up so you can see
all the bmps I used and what they look like?
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

No i'm not going to release that map because it was a learning map, but now that I know how to make maps..... THANK YOU ALL WHO ANSWERED MY QUESTIONS!!!!!

As a little treat, I have provided screen shots of my work in progress map. And for you Das Bruce, I think this will make you drool a bit. One thing you will never see me make is a constant metal amount map, even Core Prime maps(if I make any) will have varying metal just like real life.

Map Preview To get an idea of it look at the minimap. Don't pay attention to the detailtex, as that will change.. Think cold......... windy....... choopy........ foggy............ and icy..........

Map Metal Preview I am going to go back and make a few metal tweaks to the metal map to remove the "dark areas"

By the way it's going to be called "Icy Straits"

**Edit** Genblood, no thank you, i've got everything figured out now, but geo's are annoying. *Hints at white specs on minimap of the map preview"
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