Trying to remake map, Appears pink ingame

Trying to remake map, Appears pink ingame

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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Trying to remake map, Appears pink ingame

Post by The Yak »

So I've been trying to remake a map for practice and learning, but every time I try to play the map ingame the texture shows up fine in the minimap, but appears nothing but pink when it's actually layed out. I've tried multiple mapconv configurations all with the same result.

This is what it looks like: http://www.majhost.com/gallery/the-yak/ ... ingame.png

This is a shot of my mapconv settings: http://www.majhost.com/gallery/the-yak/ ... apconv.png

Anyone know what the problem is here? :?
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Funkencool
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Joined: 02 Dec 2011, 22:31

Re: Trying to remake map, Appears pink ingame

Post by Funkencool »

Have you renamed the .smt file?
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Trying to remake map, Appears pink ingame

Post by Forboding Angel »

Don't rename the smt file. You can rename the smd/smf files to whatever you want (as long as the two match).

http://springrts.com/wiki/Map_development
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The Yak
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Joined: 20 May 2012, 05:36

Re: Trying to remake map, Appears pink ingame

Post by The Yak »

Nope, haven't renamed either the smt or the smf files any times I've compiled. Only drag/dropped them to the map folder in Spring.
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Funkencool
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Re: Trying to remake map, Appears pink ingame

Post by Funkencool »

Alright,did you compile it with a space in the name?
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The Yak
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Re: Trying to remake map, Appears pink ingame

Post by The Yak »

No, only an underscore in the source height and metalmap files. All the filenames and settings I used are visible in the second screenshot I posted.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Trying to remake map, Appears pink ingame

Post by Forboding Angel »

Pink map means that smt is either not in the correct location, or the smt has been renamed.

If you're working in an sdd, make sure your hierarchy is

mapname.sdd
/maps (smf and smt go here)

Or perhaps, in mapinfo.lua you have incorrectly referenced the smt. Pastebin it please?
Kloot
Spring Developer
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Re: Trying to remake map, Appears pink ingame

Post by Kloot »

Also pastebin your infolog.txt (after loading your map).
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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Trying to remake map, Appears pink ingame

Post by The Yak »

Okay, so by looking in the infolog I determined that spring was looking in my mapconv directory for the .smt file, not my maps directory. I think this was because I drag and dropped it to the maps directory after I compiled it, so I tried recompiling with the output set to my maps/mapcontainer.sdd/maps folder. Now it gets to the loading tile files step and crashes before I can read the error message. Here's my mapinfo:

Code: Select all

local mapinfo = {
   name        = "hotlipsremake",
   shortname   = "",
   description = "",
   author      = "",
   version     = "",
   modtype     = 3, --// 3=map

   teams = {
      [0] = {startPos = {x = 80, z = 80}},
      [1] = {startPos = {x = 1600, z = 1600}},   
   },

}
return mapinfo
Pastebin of infolog: http://pastebin.com/QMZub2Xw

Mod was BA 7.71 with Commanders Script

EDIT: Only thing I can really decipher from the infolog are some errors about a skirmish AI. I've tried this same mod/script setup on other maps and it works fine though.
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Beherith
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Re: Trying to remake map, Appears pink ingame

Post by Beherith »

Paste your mapconv command line too please. The -o (output) param should not have a path!
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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Trying to remake map, Appears pink ingame

Post by The Yak »

I'm using the mapconv GUI to do this, so I don't have a command line. Here's the text from the project file, does this help?:

Code: Select all

heightmap=C:\Users\Luke\Documents\World Machine Documents\MapConv\hotlips_Height.png;
texture=C:\Users\Luke\Documents\World Machine Documents\MapConv\hotlipsremake.png;
metal=C:\Users\Luke\Documents\World Machine Documents\MapConv\hotlipsmetal.bmp;
enablefeaturemap=false;
featuremap=featuremap.bmp;
featurelist=featurelist.txt;
enabletypemap=false;
typemap=typemap.bmp;
geovent=C:\Users\Luke\Documents\World Machine Documents\MapConv\geovent.bmp;
additionaloptions=Additional Options;
output=C:\Users\Luke\Documents\World Machine Documents\MapConv\hotlipsremake.smf;
maxheight=250;
minheight=-20;
lowpass=true;
invert=true;
quality=1;
compression=0;
rotatefeatures=0;
heightmaploaded=true;
textureloaded=true;
metalloaded=true;
featureloaded=false;
typemaploaded=false;
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Beherith
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Re: Trying to remake map, Appears pink ingame

Post by Beherith »

Ok, I see you are using world machine, so this next step should be easy as 1-2-3 :)

Open up the resulting .smf file with notepad (preferably notepad++) and search for the string '.smt'
This is the smt file its not finding atm. You unfortunately cannot edit the smf by hand tho. This should not contain a path either. just hotlipsremake.smt

If this fails, use command line mapconv:

Code: Select all

mapconv -i -l -c 0.5 -o hotlipsremake.smf  -t hotlipsremake.png -m hotlipsmetal -h hotlips_Height.png -x 250 -n -20 
EDIT: 16bit png fails in mapconv for heightmap. Use 16bit 1 channel intel byte order RAW with no header.
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The Yak
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Re: Trying to remake map, Appears pink ingame

Post by The Yak »

Okay, typing the filename manually in the mapconv GUI and not using the output button (since that saves it as a path) worked. I've got it running ingame now, thanks a lot!
EDIT: 16bit png fails in mapconv for heightmap. Use 16bit 1 channel intel byte order RAW with no header.
It's an 8bit PNG, since that was the heightmap the original creator used. I've tried exporting it as a 16-bit RAW with World Machine, but mapconv crashes whenever I tried to load it. Is there another program I should be using?
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Beherith
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Re: Trying to remake map, Appears pink ingame

Post by Beherith »

The only time mapconv can crash when loading raws is when they are too small (it does a blind read() call). WM exports 16 bit 1 channel intel byte order raws with no header (calls it r16). Make sure the heightmap is (texture/8)+1 sized in both dimensions.
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Funkencool
Posts: 542
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Re: Trying to remake map, Appears pink ingame

Post by Funkencool »

A nifty little program for editing just heightmaps or converting them from 8-bit to 16-bit is Wilbur http://www.ridgenet.net/~jslayton/wilbur.html
Its free and for its size/age it has a lot of features. If your working with 8-bit I would highly suggest getting rid of the "contours" (from having only 256 values in 8bit) by some method. Although some maps might look alright with it, I think its uber ugly. Personally I like to use wilbur's erosion to give it a more natural look, instead of blur etc. . If you check it out and have any questions just let me know.
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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Trying to remake map, Appears pink ingame

Post by The Yak »

Beherith wrote:The only time mapconv can crash when loading raws is when they are too small (it does a blind read() call). WM exports 16 bit 1 channel intel byte order raws with no header (calls it r16). Make sure the heightmap is (texture/8)+1 sized in both dimensions.
Yeah, my Heightmap size is 1409x1153 and my Texturemap size 11264x9216, I've done the calculations and I know that shouldn't be a problem. I can import my heightmap as a png into WM, export it unchanged at the same size as either .raw or .r16 and it just gives me this as soon as I try to load it:

Image

(I know it says heightmap.bmp, but I was trying to load a .raw file at the time)
Funkencool wrote:A nifty little program for editing just heightmaps or converting them from 8-bit to 16-bit is Wilbur http://www.ridgenet.net/~jslayton/wilbur.html
Its free and for its size/age it has a lot of features. If your working with 8-bit I would highly suggest getting rid of the "contours" (from having only 256 values in 8bit) by some method. Although some maps might look alright with it, I think its uber ugly. Personally I like to use wilbur's erosion to give it a more natural look, instead of blur etc. . If you check it out and have any questions just let me know.
Wilbur seems like a cool program, but I can't seem to find an option to export as a 16bit RAW file (Unless I'm supposed to use 3d RAW Triangles, but I tried that and mapconv just crashes loading that as well).
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Trying to remake map, Appears pink ingame

Post by Beherith »

The best way to smooth 8bit hmaps is in photoshop: Open 8bits, set mode to 16 bits. Scale to 8x its size with bicubic smoother, run it through 3 gaussian blurs with radius 8, then scale back down with bicubic sharper.

GUI might not support raw :( I wouldnt know, since I never use the gui.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Trying to remake map, Appears pink ingame

Post by Forboding Angel »

There really is no reason to use the gui tbh.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Trying to remake map, Appears pink ingame

Post by smoth »

please zip up the files and post a link, as it stands right now probably need someone to look at your source files.
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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Trying to remake map, Appears pink ingame

Post by The Yak »

Beherith wrote:The best way to smooth 8bit hmaps is in photoshop: Open 8bits, set mode to 16 bits. Scale to 8x its size with bicubic smoother, run it through 3 gaussian blurs with radius 8, then scale back down with bicubic sharper.

GUI might not support raw :( I wouldnt know, since I never use the gui.
Yahtzee. Compiling it from the command line worked flawlessly with the raw file (had to rename it from .r16 though), looks way nicer then the png and no lines visible with either f2 or f4 enabled.
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