Looking into map-making, need a bit of help: - Page 3

Looking into map-making, need a bit of help:

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

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Eaglebird
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Joined: 02 Aug 2005, 23:49

Post by Eaglebird »

SinbadEV wrote:wacky... never seen a map that big
I think it has something to do with the problem MapConv had.

::Some new questions, or old ones that haven't been answered:
-What is a good start distance for fog?
-My metal texture is still not showing up ON the map, though the minimap works.. to some extent, now. Could it be the problem MapConv is having?
-How do I put water in my map?

Also, if you can knowledgeably say that most of my problems are coming from MapConv's inability to run, I'll work on making things easier for it.
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Eaglebird
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Post by Eaglebird »

Logs!

Number of damage types: 4
Junk in download/a_new_tdf_for_armcsa_and_coracsub.tdf :-
Due to an unexplainable bug, the ARMCSA (arm construction
seaplane) was replaced by the ARMCA (arm construction plane)
inside the ARMPLAT (arm seaplane factory) and the
CORACSUB (core advanced construction sub) was replaced by
the CORCS (core construction ship) in the CORASY (core
advanced shipyard).
couldnt find unit
couldnt find unit armpun
couldnt find unit armtorp
Using ARB_fragment_program_shadow
Using EXT_framebuffer_object
Couldnt find tile file
maps/D:\TA_Editors\MapConv\maps\metal-islands_tilemap.bmp
Couldnt find tile file
maps/D:\TA_Editors\MapConv\maps\metal-islands.smt

TA Spring 0.71b1
Using script Commanders
Player Eaglebird joined as 0
GlobalAI1: Error: Could not load mod and/or general config file,
see AIlog.txt for further information
User exited
Path cache hits 0 -1%
Path cache hits 0 -1%

So know what's going on with my texture now? Using the wrong archive structure?

Image
Changed the structure to:
Made a folder called metal-islands with maps in it, so: metal-islands\maps\m-i.smf,t,d
zipped metal-islands up with 7zip into .sd7, so: metal-islands/maps\*.smf,t,d

right?
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

no, just maps\whatever.smd,t,f
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Eaglebird
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Post by Eaglebird »

Forboding Angel wrote:no, just maps\whatever.smd,t,f
ok

why is it looking for /maps\D:\TA_Editors\MapConv...\ though?
I'm pretty sure that's why it's not finding the texture to apply.
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SinbadEV
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Post by SinbadEV »

I TOLD YOU THIS BEFORE!!!

"stuff.crap" = GOOD
"C:\TA_Editors\MapConv\maps\stuff.crap" = BAD

if you still don't understand, post the contents of your compile bat for us to fix...

for water... -n switch makes water if it's negative enough to get some of your heightmap underwater...
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Eaglebird
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Post by Eaglebird »

SinbadEV wrote:I TOLD YOU THIS BEFORE!!!

"stuff.crap" = GOOD
"C:\TA_Editors\MapConv\maps\stuff.crap" = BAD

if you still don't understand, post the contents of your compile bat for us to fix...

for water... -n switch makes water if it's negative enough to get some of your heightmap underwater...
D:\TA_Editors\MapConv\MapConv.exe -c 0.5 -x 400 -n 100 -o D:\TA_Editors\MapConv\maps\metal-islands.smf -t D:\TA_Editors\MapConv\maps\metal-islands_texturemap.bmp -m D:\TA_Editors\MapConv\maps\metal-islands_metalmap.bmp -a D:\TA_Editors\MapConv\maps\metal-islands_heightmap.bmp -f D:\TA_Editors\MapConv\maps\metal-islands_featuremap.bmp -i

(This is all one line, NotePad just wordwrapped it. I put it on for another file)

Also, I was pretty sure I had the -n switch

Is this better?
D:\TAEditors\MapConv\MapConv.exe -c 0.5 -x 400 -n 100 -o D:\TAEditors\MapConv\maps\metal-islands.smf -t D:\TAEditors\MapConv\maps\texturemap.bmp -m D:\TAEditors\MapConv\maps\metalmap.bmp -a D:\TAEditors\MapConv\maps\heightmap.bmp -f D:\TAEditors\MapConv\maps\featuremap.bmp -e D:\TAEditors\MapConv\maps\tilemap.bmp -i
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SinbadEV
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Post by SinbadEV »

Code: Select all

MapConv.exe -c 0.5 -x 400 -n 100 -o metal-islands.smf -t metal-islands_texturemap.bmp -m metal-islands_metalmap.bmp -a metal-islands_heightmap.bmp -f metal-islands_featuremap.bmp -i 
all files have to be in the same folder... none of this
D:\TA_Editors\MapConv\maps\ crap... ALL FILES IN THE SAME FOLDER... the same folder you run the bat in too... AND AGAIN... RELATIVE LINKS GOOD, ABSOLUTE BAD...

the name ouf your smt file is stored in the smf file how it appears in the command line so it references "D:\TA_Editors\MapConv\maps\metal-islands.smt", as if that is the location of the file within the archive... which obviousely doesn't exist.
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Eaglebird
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Post by Eaglebird »

SinbadEV wrote:

Code: Select all

MapConv.exe -c 0.5 -x 400 -n 100 -o metal-islands.smf -t metal-islands_texturemap.bmp -m metal-islands_metalmap.bmp -a metal-islands_heightmap.bmp -f metal-islands_featuremap.bmp -i 
all files have to be in the same folder... none of this
D:\TA_Editors\MapConv\maps\ crap... ALL FILES IN THE SAME FOLDER... the same folder you run the bat in too... AND AGAIN... RELATIVE LINKS GOOD, ABSOLUTE BAD...

the name ouf your smt file is stored in the smf file how it appears in the command line so it references "D:\TA_Editors\MapConv\maps\metal-islands.smt", as if that is the location of the file within the archive... which obviousely doesn't exist.
Ok, I moved the maps into the MapConv folder, can I still output to another folder?
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SinbadEV
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Post by SinbadEV »

Eaglebird wrote:Ok, I moved the maps into the MapConv folder, can I still output to another folder?
NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO
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Eaglebird
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Post by Eaglebird »

SinbadEV wrote:
Eaglebird wrote:Ok, I moved the maps into the MapConv folder, can I still output to another folder?
NO
:shock:

Alright, alright...

does this look better?
http://img126.imageshack.us/img126/3594/wut9iz.jpg
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SinbadEV
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Post by SinbadEV »

Okay... I've decided that either you are hopelessly stupid, trying to piss me off, or not reading....

Code: Select all

MapConv.exe -c 0.5 -x 400 -n 100 -o metal-islands.smf -t metal-islands_texturemap.bmp -m metal-islands_metalmap.bmp -a metal-islands_heightmap.bmp -f metal-islands_featuremap.bmp -i
and nothing else
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Eaglebird
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Post by Eaglebird »

SinbadEV wrote:Okay... I've decided that either you are hopelessly stupid, trying to piss me off, or not reading....

Code: Select all

MapConv.exe -c 0.5 -x 400 -n 100 -o metal-islands.smf -t metal-islands_texturemap.bmp -m metal-islands_metalmap.bmp -a metal-islands_heightmap.bmp -f metal-islands_featuremap.bmp -i
and nothing else
Ooooooooooooooooooooooooooooooooook

More like didn't understand you.
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SinbadEV
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Post by SinbadEV »

You are forgiven.
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Eaglebird
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Post by Eaglebird »

SinbadEV wrote:You are forgiven.
Trust me, I want this done just as much as you don't want to see this thread in the list.
-For my SMD, what's a good distance for fog? (I've been neglecting that, though meaning to have it done already.)
-notdeformable=1; does not work, though I'm trying nondeformable=1;, don't know yet.

-Just tested it out, and boy.. I dunno.
It desyncs as soon as the commander is placed. When he is placed, it gets choppy, but the computer doesn't whine like it does when I play HL2 at full settings. It doesn't really whine then, either.
The water is good, just needed -n -100 instead of 100. Maybe some color touch-up.
Still no fog, yet. Could this help the desync/choppy problem?
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SinbadEV
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Post by SinbadEV »

I suggest copying COre Prime Industrial Area's SMD
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Eaglebird
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Post by Eaglebird »

SinbadEV wrote:I suggest copying COre Prime Industrial Area's SMD
Ok.. gotta find that map first, then. xD
:edit: Found it, looking.

:edit2: Aaaaand it desyncs the game too.
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Eaglebird
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Post by Eaglebird »

Any idea what makes it desync in game, and get choppy? It's the same size as Mars, and I can run Mars fine.

If anyone else is still following this thread they can still reply.. :P
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Eaglebird
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Post by Eaglebird »

In the interest of optimization, which makes Spring run faster/render faster, a tiny tilemap repeated over and over, or a big tilemap repeated a few times?
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Forboding Angel
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Post by Forboding Angel »

NOOO DO NOT COPY CPIA GRRRRR

fog distance should be set at no less than .5 minimum, .7 maximum, otherwise fog will obscure view in ota mode when zoomed out.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

Eaglebird wrote:In the interest of optimization, which makes Spring run faster/render faster, a tiny tilemap repeated over and over, or a big tilemap repeated a few times?
and neither, the image is still the same size. No matter how you cut it, it's still a pizza.
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