
I still have problems....
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I still have problems....

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:
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;
}
}
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
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
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2810
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
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
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.
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.
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 ...


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 .
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 ...
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 ...


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 .
Also, your smd file had 5 different terrain types in the smd file.@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
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 ...
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.
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 ...




If you look at the bottom left you will see the terrain types.
I also, messed with the sky colors too.
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 ...
size to 15x15. It was too small to have 5 types of terrain on it.

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 ...




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

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 ...

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?
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?
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?
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?
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"
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"