Requesting a farmhouse - Page 2

Requesting a farmhouse

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

Threw up an error message when I tried to run it. "Component 'comdlg32.ocx' or one of its dependencies not correctly registered: a file is missing or invalid"
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

How do I make a master mosaic file?
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

Weaver wrote:
Decimator wrote:I've been trying to make an image stitching utility, because my map is too large to do much manipulation to.
I have already made one!

It was designed for stitching L3DT tiles back together, it get its info from the MMF (master mosaic file) it produces. I could make it more generic if there is demand.

Biggest BMP made so far was 768MB!
The MMF is made by L3DT when it saves its tile, I used it because it allows me to check a few things. But with a little work and a good numbering format I could make it untile without one.

In the mean time you could write your own mmf, this is the format.

Bitmaps MUST be 24bit.
The files must are named like this, x0y0 is bottom left next on the right of that is x1y0 , x7y7 is top right.

Nice Island_TX_x0y0.bmp
Nice Island_TX_x1y0.bmp
.
.
Nice Island_TX_x7y7.bmp

MMF is a text file like this with the extn .mmf

"HorizScale:" is unimporttant, keep the same "FileVersionNo:" The other numbers are specific to your files.

Grout will complain for some errors, but it probably wont catch everything so I can't promise things won't go badly wrong if you make a mistake.

Code: Select all

L3DT Mosaic master file
#MosaicName:	TX
#MosaicType:	tx
#FileVersionNo:	810
#FileExt:	bmp
#nPxlsX:	4096
#nPxlsY:	4096
#nMapsX:	8
#nMapsY:	8
#SubMapSize:	512
#HorizScale:	5.00
#TileState:	0	OK
#TileState:	1	OK
#TileState:	2	OK
#TileState:	3	OK
#TileState:	4	OK
#TileState:	5	OK
#TileState:	6	OK
#TileState:	7	OK
#TileState:	8	OK
#TileState:	9	OK
#TileState:	10	OK
#TileState:	11	OK
#TileState:	12	OK
#TileState:	13	OK
#TileState:	14	OK
#TileState:	15	OK
#TileState:	16	OK
#TileState:	17	OK
#TileState:	18	OK
#TileState:	19	OK
#TileState:	20	OK
#TileState:	21	OK
#TileState:	22	OK
#TileState:	23	OK
#TileState:	24	OK
#TileState:	25	OK
#TileState:	26	OK
#TileState:	27	OK
#TileState:	28	OK
#TileState:	29	OK
#TileState:	30	OK
#TileState:	31	OK
#TileState:	32	OK
#TileState:	33	OK
#TileState:	34	OK
#TileState:	35	OK
#TileState:	36	OK
#TileState:	37	OK
#TileState:	38	OK
#TileState:	39	OK
#TileState:	40	OK
#TileState:	41	OK
#TileState:	42	OK
#TileState:	43	OK
#TileState:	44	OK
#TileState:	45	OK
#TileState:	46	OK
#TileState:	47	OK
#TileState:	48	OK
#TileState:	49	OK
#TileState:	50	OK
#TileState:	51	OK
#TileState:	52	OK
#TileState:	53	OK
#TileState:	54	OK
#TileState:	55	OK
#TileState:	56	OK
#TileState:	57	OK
#TileState:	58	OK
#TileState:	59	OK
#TileState:	60	OK
#TileState:	61	OK
#TileState:	62	OK
#TileState:	63	OK
#EOF
Good luck, or download L3DT and see how it is supposed to work first.
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

So what do the various lines stand for? It looks like this will work well if there is some good documentation for it. Now what are the other values used for? I wrote in what you described.

#MosaicName: TX
#MosaicType: tx
#FileVersionNo: 810 <---Should be 810
#FileExt: bmp
#nPxlsX: 4096
#nPxlsY: 4096
#nMapsX: 8
#nMapsY: 8
#SubMapSize: 512
#HorizScale: 5.00 <---Unimportant
#TileState: 0 OK

I'm not going to be around today, so I'll try to get into it tonight or tomorrow morning.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

aGorm wrote:Just a big warning... id make the terrain fill teh insde of the house if its anything other than a box shape (infact do so anyway) so taht pathfinding works along with collison detection.

Also... cureently theer are a few problems with .s3o features so you'll have to wait till the next version. :-) Infact, you'll have to wait till teh next version anyway cause of teh large feature reclaim bug :-)

Im affraid I know to much about this... (but thatcomes from my friggin tree map.)

aGorm
(has spoken)
There should be a way to specifiy which areas ground units cannot reach in the map so that the pathfinding knows about it. Would be useful for features, no?
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

All the values commented, Grout checks the numbers add up, that all the tiles are present and that the #TileState is OK.

#MosaicName: TX <--- not important leave like this
#MosaicType: tx <--- not important leave like this
#FileVersionNo: 810 <---Should be 810
#FileExt: bmp <--- input file extn, only 24bit bmp supported
#nPxlsX: 4096 <--- the X size of the output texture in pixels
#nPxlsY: 4096 <--- the Y size of the output texture in pixels
#nMapsX: 8 <--- the number of horizontal tiles
#nMapsY: 8 <--- the number of vertical tiles, so 64 total here
#SubMapSize: 512 <--- the size of the tiles in pixels, square!
#HorizScale: 5.00 <---Unimportant
#TileState: 0 OK <--- a count of tiles, start at zero
#TileState: 1 OK
#TileState: 2 OK <--- etc
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Guessmyname... what i ment by that was that currently features dont block line of sight, have anything other than spherical collision detection, and dont get taken into account for pathfinding of both planes and units... however if you fill the house up with terrain it solves all those problems... to stop units going inside the house and up the hill inside just make it have speed 0 on teh type map.

aGorm
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