The Yak wrote:Don't use mapconvGUI. It's outdated and broken and when I was making my first map most of my problems were solved by using a .bat script instead.
I'm using this but it fails:
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mapconv --help
MapConv  -i -c 0 -x 256 -n 10 -o "earth.smf" -m metalmap.png -t diffuse.png -a heightmap.png
pause
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C:\Users\Albert\Desktop\beherith_mapconv_2.4>mapconv --help
Mothers Mapconv version 2.4 updated by Beherith (mysterme at gmail dot com)
USAGE:
   mapconv  [-k <feature placement file>] [-j <feature list file>] [-f
            <featuremap image>] [-r <randomrotate>] [-s] [-l] [-q] [-i] [-z
            <texcompress program>] [-c <compression>] -x <max height> -n
            <min height> [-o <output .smf>] [-e <tile file>] [-g <Geovent
            image>] [-y <typemap image>] -m <metalmap image> -a <heightmap
            file> -t <texturemap file> [--] [-v] [-h]
Where:
   -k <feature placement file>,  --featureplacement <feature placement
      file>
     (value required)  A special text file defining the placement of each
     feature. (Default: fp.txt). See README.txt for details. The default
     format specifies it to have each line look like this (spacing is
     strict)
     { name = 'agorm_talltree6', x = 224, z = 3616, rot = "0" }
   -j <feature list file>,  --featurelist <feature list file>
     (value required)  A file with the name of one feature on each line.
     (Default: fs.txt). See README.txt for details.
     Specifying a number from 32767 to -32768 next to the feature name will
     tell mapconv how much to rotate the feature. specifying -1 will rotate
     it randomly.
     Example line from fs.txt
     btreeblo_1 -1
     btreeblo 16000
   -f <featuremap image>,  --featuremap <featuremap image>
     (value required)  Feature placement file, xsize by ysize. See
     README.txt for details. Green 255 pixels are geo vents, blue is grass,
     green 201-215 is default trees, red 255-0 correspont each to a line in
     fs.txt.
   -r <randomrotate>,  --randomrotate <randomrotate>
     (value required)  rotate features randomly, the first r features in
     featurelist (fs.txt) get random rotation, default 0
   -s,  --justsmf
     Just create smf file, dont make smt
   -l,  --lowpass
     Lowpass filters the heightmap
   -q,  --use_nvcompress
     Use NVCOMPRESS.EXE tool for ultra fast CUDA compression. Needs Geforce
     8 or higher nvidia card.
   -i,  --invert
     Flip the height map image upside-down on reading.
   -z <texcompress program>,  --texcompress <texcompress program>
     (value required)  Name of companion program texcompress from current
     working directory.
   -c <compression>,  --compress <compression>
     (value required)  How much we should try to compress the texture map.
     Default 0.8, lower -> higher quality, larger files.
   -x <max height>,  --maxheight <max height>
     (required)  (value required)  What altitude in spring the max(0xff or
     0xffff) level of the height map represents.
   -n <min height>,  --minheight <min height>
     (required)  (value required)  What altitude in spring the min(0) level
     of the height map represents.
   -o <output .smf>,  --outfile <output .smf>
     (value required)  The name of the created map file. Should end in
     .smf. A tilefile (extension .smt) is also created.
   -e <tile file>,  --externaltilefile <tile file>
     (value required)  External tile file that will be used for finding
     tiles. Tiles not found in this will be saved in a new tile file.
   -g <Geovent image>,  --geoventfile <Geovent image>
     (value required)  The decal for geothermal vents; appears on the
     compiled map at each vent. (Default: geovent.bmp).
   -y <typemap image>,  --typemap <typemap image>
     (value required)  Type map to use, uses the red channel to decide
     type. types are defined in the .smd, if this argument is skipped the
     map will be all type 0
   -m <metalmap image>,  --metalmap <metalmap image>
     (required)  (value required)  Metal map to use, red channel is amount
     of metal. Resized to xsize / 2 by ysize / 2.
   -a <heightmap file>,  --heightmap <heightmap file>
     (required)  (value required)  Input heightmap to use for the map, this
     should be in 16 bit raw format (.raw extension) or an image file. Must
     be xsize*64+1 by ysize*64+1.
   -t <texturemap file>,  --intex <texturemap file>
     (required)  (value required)  Input bitmap to use for the map. Sides
     must be multiple of 1024 long. xsize, ysize determined from this file:
     xsize = intex width / 8, ysize = height / 8.
   --,  --ignore_rest
     Ignores the rest of the labeled arguments following this flag.
   -v,  --version
     Displays version information and exits.
   -h,  --help
     Displays usage information and exits.
   Converts a series of image files to a Spring map. This just creates the
   .smf and .smt files. You also need to write a .smd file using a text
   editor.
C:\Users\Albert\Desktop\beherith_mapconv_2.4>MapConv  -i -c 0 -x 256 -n 10 -o "e
arth.smf" -m metalmap.png -t diffuse.png -a heightmap.png -z "nvdxt.exe -dxt1a -
nmips 4 -quick -file"
Mothers Mapconv version 2.4 updated by Beherith (mysterme at gmail dot com)
Loading texture
Creating height map
Errenous dimensions for heightmap image. Correct size is texture/8 +1
  You specified 3589 x 3204 when 1 x 1 is the correct dimension based on the tex
ture
why it syas : Errenous dimensions for heightmap image. Correct size is texture/8 +1
  You specified 3589 x 3204 when 1 x 1 is the correct dimension based on the tex
ture ?
I don't understand whats wrong with it, even if surpassing 32 x 32 gives problems, this doesn't make much sense.
56 x 50
diffuse: 28672 x 25600 (png)
height/metal: 3589 x 3204 (png)
minimap: 1024 x 1024 (png)
Edited:
 * must be multiples of 2 , wait, then I have to obtain 50 and 56 multiplying something per 2? Then it cant be 5, it could be 4 or 6, and if it is 60 it would surpass 30.000 pixels. 40 would be small... so maybe I could try with a 60 x 40 map? 2 x 30 = 60 , 2 x 20 = 40 , it works this way? The problem is that 60 is 30720, and that means that I can only save it as raw, and it has a lot of errors... Then the biggest working maps I could do would be:  48 x 48 (2 x 24) , that's still relatively big compared to 32 x 32, so I might try with that.
48 x 48 would be in pixels:
diffuse: 24576 x 24576
metalmap/heightmap 3076 x 3076
minimap still 1024 x 1024.
Would this probably work better and still be big?
http://springrts.com/wiki/Mapdev:diffuse
http://springrts.com/wiki/Mapdev:height
http://springrts.com/wiki/Mapdev:metal
http://springrts.com/wiki/Mapdev:minimap