help with compiling
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help with compiling
hey im trying to compile a map atm and everytime i run mapconv (the non optimised one as the other one dont work) it comes up with the message "failed to open DIB file geovent.bmp" which is fine if my feature map lacks geo's, but now it has them and it just comes up with a massive repeat code "geo at X 414 etcetcetc" until i quit, whats going on? any ideas?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
geo's are very buggy when compiling. Your best bet it to make sure the area around it is flat, and is clear of trees.Proply wrote:its till doing the huge lines of code, is it supposed to do that, also it is putting liek 500 geos in one spot where i know for a fact that there is only a single pixel of green
Most of the time it needs to be damn near perfectly flat
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Are you using a skybox?, pretty shure that will mess up your water settings.
I think the water texture should be a .jpg but don`t quote me on that
Also you may want to check that the tag is in [WATER]
example.
[WATER]
{
WaterTexture=my_texture.jpg
WaterBaseColor=1 0 0; //color at water surface
WaterAbsorb=1 1 1; //how fast different colors are absorbed by the water
WaterMinColor=1 0 0; //the min value the water colors will go down to
WaterDamage=0;
}
I think the water texture should be a .jpg but don`t quote me on that
Also you may want to check that the tag is in [WATER]
example.
[WATER]
{
WaterTexture=my_texture.jpg
WaterBaseColor=1 0 0; //color at water surface
WaterAbsorb=1 1 1; //how fast different colors are absorbed by the water
WaterMinColor=1 0 0; //the min value the water colors will go down to
WaterDamage=0;
}
just went looking through the lava maps that have already been made, none of you guys have actually tried doing this right? cause from what i can see nobody has been able to get this to work, nobody uses it, they just put down a lava texture and put the water on top. feature that doesnt actually work?
ok now im having problems actually getting my texture to show, all that seems to happen every time i compile is that my texture gets replaced by what i assume is the detail texture, leaving my entire map a bland textured grey, how do i stop it form doing this? btw it does it even when i use one of the other lava maps smds (in fact when i do that the entire map becomes black and you can se more than about 10 pixels in front of the camera)
The water tex tag works, I have used it and so have many others. Here are some screens showing how it all should look, I just grabbed the first map I saw at FU that used a custom water texture.
The compressed map archive should look like this.

The .smd should specify the water texture somewhat like this.

This is the texture specified which just happens to be 1024 x 1024 .jpg
this image goes "inside" the compressed map archive.

The compressed map archive should look like this.

The .smd should specify the water texture somewhat like this.

This is the texture specified which just happens to be 1024 x 1024 .jpg
this image goes "inside" the compressed map archive.

ok it really doesnt work, here is my proof:
a) if you look at the code in the lava rivers map's SMD file you will notice that the watertexture tag is missing a ";" at the end of it, therefore even if it did work, it cannot be the reason that lava rivers looks like it has lava, to prove this i opened up lava rivers, went into 3D rotatable view, zoomed right down to the water and, looking horizontally along the "lava" surface you can distinctly see the 2 different layers, on the top is normal water with its usual texture, and on the bottom is the lava texture, which is part of the map texture, as can be proved by the fact that it is effected by the detail texture.
b) when i used the smd from lava rivers for my map, both with and without the ";" on the end of the water texture tag, it NEVER changed the water texture.
a) if you look at the code in the lava rivers map's SMD file you will notice that the watertexture tag is missing a ";" at the end of it, therefore even if it did work, it cannot be the reason that lava rivers looks like it has lava, to prove this i opened up lava rivers, went into 3D rotatable view, zoomed right down to the water and, looking horizontally along the "lava" surface you can distinctly see the 2 different layers, on the top is normal water with its usual texture, and on the bottom is the lava texture, which is part of the map texture, as can be proved by the fact that it is effected by the detail texture.
b) when i used the smd from lava rivers for my map, both with and without the ";" on the end of the water texture tag, it NEVER changed the water texture.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Grrr water textures work.
Proply, DO NOT rename the files after you have compiled.
You can get away with renaming the smf file IF THE SMF AND THE SMD HAVE THE SAME FILENAME. <-Emphasis
Water texture DOES NOT show up if you have reflective water turned on. For a good example, look at shore 2 shore remake by me. If you have reflective/dynamic water off, you see a water texture, if you have reflective water on GASP no texture(actually to be fair it is actually there, It's just VERY faint).
Hope this helps you.
Proply, DO NOT rename the files after you have compiled.
You can get away with renaming the smf file IF THE SMF AND THE SMD HAVE THE SAME FILENAME. <-Emphasis
Water texture DOES NOT show up if you have reflective water turned on. For a good example, look at shore 2 shore remake by me. If you have reflective/dynamic water off, you see a water texture, if you have reflective water on GASP no texture(actually to be fair it is actually there, It's just VERY faint).
Hope this helps you.