Earth World Map

Earth World Map

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

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nightovizard
Posts: 24
Joined: 15 May 2014, 23:27

Earth World Map

Post by nightovizard »

While I was working with my game, I thought that it could be a good idea if I did my own maps for it. So the first one I considered is Earth, world map. I have seen others, but these are relatively small, so I considered to make the biggest earth map, and possibly the biggest spring map ever.

The problem is that the compiling fails, I don't know if it's because it is too big or what?
the heightmap and other images size is: 8195 x 6146 . Is there anything wrong with it?

Also in the mapinfo.lua:

Code: Select all

	teams = {
	},
Decided to delete the start positions so players decide where to start.

I would attach the file, but it weights 60 MB.

images i used:

Heightmap (but edited and resized):
http://www.cartographersguild.com/attac ... 0x2700.jpg

Texture (But edited and resized):
http://www.free-world-maps.com/map-imag ... -map-b.jpg

minimap:
1024 x 1024 version of the textured image.

metalmap:
placed size 6 red points where capitals, important cities, and other important strategic places would be located.

Edited:

Decided to upload the file in springfiles:
http://springfiles.com/spring/spring-ma ... -world-map
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Earth World Map

Post by Beherith »

Try this mapconv. Its a debug build and I usually have more success compiling very large maps with it. The max practical is still 32*32. Going above that is not really recommended for multiple reasons.
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nightovizard
Posts: 24
Joined: 15 May 2014, 23:27

Re: Earth World Map

Post by nightovizard »

Beherith wrote:Try this mapconv. Its a debug build and I usually have more success compiling very large maps with it. The max practical is still 32*32. Going above that is not really recommended for multiple reasons.
Thank you I will try :D

If surpassing 32 is not recommended, oh my... if 2049 its already 32, then 8195 x 6146 is... huge xD I thing I went a bit crazy with that.

Something I have noticed I may have done wrong is the sizes, I used 8195 x 6146 for all the images: metalmap diffuse texture etc (except minimap). it seems that diffuse and heightmap should have different sizes. This is so confusing...

in theory if im using 8195 x 6146 for the heightmap, the diffuse should be:
65536 x 49152

That's insane! lol

Maybe I should try to make it smaller:
heightmap: 4098 x 2049 (64 x 32) this way it would be way bigger than normal maps but not that much.

diffuse: 32768 x 16384 (64 x 32)

metalmap: 4098 x 2049 (64 x 32)

minimap: 1024 x 1024

its still bigger than 32 but it shouldn't give too many problems as it did before.

the problem is that if the image surpasses 30000 pixels it only allows me to save it as .raw , in the tutorial it tells me that I have to save it in .png .
Last edited by nightovizard on 25 May 2014, 02:03, edited 2 times in total.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Earth World Map

Post by FLOZi »

Beherith wrote:Try this mapconv. Its a debug build and I usually have more success compiling very large maps with it. The max practical is still 32*32. Going above that is not really recommended for multiple reasons.
Care to illuminate? SpikedHelmet had a game idea a while back that required huge maps, I suggested there might be problems but realised I couldn't give any concrete arguments.
nightovizard
Posts: 24
Joined: 15 May 2014, 23:27

Re: Earth World Map

Post by nightovizard »

nightovizard wrote:
Beherith wrote:Try this mapconv. Its a debug build and I usually have more success compiling very large maps with it. The max practical is still 32*32. Going above that is not really recommended for multiple reasons.
Thank you I will try :D

If surpassing 32 is not recommended, oh my... if 2049 its already 32, then 8195 x 6146 is... huge xD I thing I went a bit crazy with that.

Something I have noticed I may have done wrong is the sizes, I used 8195 x 6146 for all the images: metalmap diffuse texture etc (except minimap). it seems that diffuse and heightmap should have different sizes. This is so confusing...

in theory if im using 8195 x 6146 for the heightmap, the diffuse should be:
65536 x 49152

That's insane! lol

Maybe I should try to make it smaller:
heightmap: 4098 x 2049 (64 x 32) this way it would be way bigger than normal maps but not that much.

diffuse: 32768 x 16384 (64 x 32)

metalmap: 4098 x 2049 (64 x 32)

minimap: 1024 x 1024

its still bigger than 32 but it shouldn't give too many problems as it did before.

the problem is that if the image surpasses 30000 pixels it only allows me to save it as .raw , in the tutorial it tells me that I have to save it in .png .
I changed it and still I'm having some problems:

Code: Select all

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 0.7 -x 608 -n -76 -o
 "earth.smf" -m metalmap.png -t diffuse.raw -a heightmap.png
Mothers Mapconv version 2.4 updated by Beherith (mysterme at gmail dot com)
Loading texture
Failed to open file (null)Creating height map
Errenous dimensions for heightmap image. Correct size is texture/8 +1
  You specified 4098 x 2049 when 1 x 1 is the correct dimension based on the tex
ture

C:\Users\Albert\Desktop\beherith_mapconv_2.4>pause
Press any key to continue... 
EDIT:

additional info:

when I load the heightmap using the MapConvGUi, MapConvGUi stops working and exits.

Probably I have this problems because the image size surpasses 30.000 and it has been saved as raw.

the biggest map I could do would be:

56 x 50
diffuse:
28672 x 25600
height/metal:
3589 x 3204

this way it wouldnt surpass 30000 pixels and it still would be bigger, I only hope it works this time.
Last edited by nightovizard on 25 May 2014, 15:08, edited 1 time in total.
User avatar
The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Earth World Map

Post by The Yak »

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.
nightovizard
Posts: 24
Joined: 15 May 2014, 23:27

Re: Earth World Map

Post by nightovizard »

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:

Code: Select all

mapconv --help
MapConv  -i -c 0 -x 256 -n 10 -o "earth.smf" -m metalmap.png -t diffuse.png -a heightmap.png
pause

Code: Select all

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
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Earth World Map

Post by Beherith »

The main issue is that mapconv deco
presses the texture image into memory twice (because of DevIL). For a map that is 32x32, this is 2 gigabytes of ram. Since mapconv is a 32bit application, you are quite limited by it.
nightovizard
Posts: 24
Joined: 15 May 2014, 23:27

Re: Earth World Map

Post by nightovizard »

Beherith wrote:The main issue is that mapconv deco
presses the texture image into memory twice (because of DevIL). For a map that is 32x32, this is 2 gigabytes of ram. Since mapconv is a 32bit application, you are quite limited by it.
So what do you suggest for a map that it is 48 x 48?

the main problem is:

Mothers Mapconv version 2.4 updated by Beherith (mysterme at gmail dot com)
Loading texture
Failed to open file (null)Creating height map
Errenous dimensions for heightmap image. Correct size is texture/8 +1
You specified 3076 x 3076 when 1 x 1 is the correct dimension based on the tex
ture

Edit:
I have the same problem even for 32 x 32 size maps.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Earth World Map

Post by Beherith »

It should succeed or at least crash at a later phase for 32x32.
nightovizard
Posts: 24
Joined: 15 May 2014, 23:27

Re: Earth World Map

Post by nightovizard »

Beherith wrote:It should succeed or at least crash at a later phase for 32x32.
after all those problems I decided to start a very simple new map. so far it is working (although it is way smaller than anticipated). The only problems I have seen is that for some unknown reasons I cant build water structures, but there is water. Also the compiling did not compile the minimap.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Earth World Map

Post by Beherith »

Water must be of a certain depth (defined in unitdef) before units can be built on it. Also, the minimap.bmp is NOT overwritten. So delete it and mini.dds if you want mapconv to remake them.
nightovizard
Posts: 24
Joined: 15 May 2014, 23:27

Re: Earth World Map

Post by nightovizard »

Beherith wrote:Water must be of a certain depth (defined in unitdef) before units can be built on it. Also, the minimap.bmp is NOT overwritten. So delete it and mini.dds if you want mapconv to remake them.
I have in the folder both mini.bmp (original file, which is black) and mini.png (which is the one from the map). So in other word what I have to do is delete the mini.bmp so the compiling reads mini.png ?
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