mapconv
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Re: mapconv
compile.bat:
MapConv.exe -z line.txt -x 300 -n -80 -l -f feature.png -m metal.png -a heightmap.png -t ground.png -y typemap.png -o IslandDivide.smf -c 0 -q 100
pause
line.txt:
nvdxt.exe -file temp\*.png -quality_production -nmips 4 -dither -Point -sharpenMethod SharpenStrong -dxt5 -fadeamount 0
MapConv.exe -z line.txt -x 300 -n -80 -l -f feature.png -m metal.png -a heightmap.png -t ground.png -y typemap.png -o IslandDivide.smf -c 0 -q 100
pause
line.txt:
nvdxt.exe -file temp\*.png -quality_production -nmips 4 -dither -Point -sharpenMethod SharpenStrong -dxt5 -fadeamount 0
Re: mapconv
Ok, lol... I think I have it, it works run straight from command-line... testing now...
Re: mapconv
Whee, it's obvious that adding a lot of options makes this go a lot slower. It's still compiling. Still, I can't wait for this to get done, and see what my map looks like!
Oh, and -outdir doesn't work... what about -outsamedir? It looks like it's going where it's supposed to...
Oh, and -outdir doesn't work... what about -outsamedir? It looks like it's going where it's supposed to...
Last edited by Argh on 06 Feb 2008, 18:18, edited 1 time in total.
Re: mapconv
for version 1.0, i think in adding an option to ignore height in feature placement.
and i want to see it too, because it didnt work correctly for me using dxt3.
and i want to see it too, because it didnt work correctly for me using dxt3.
Re: mapconv
Hmm. Did it work with DXT3 for any of them? You mentioned nvcompress first, so I'm assuming that's the one that you've gotten best results with...
I've looked at the DXT3s coming out, they look fine to me, thus far.
Also... I didn't think about it before, but we're working with 1024s. Therefore, it should be 8 mips, not 4. I don't think Spring will care, and it might have a huge impact on performance. I'll look at that next...
I've looked at the DXT3s coming out, they look fine to me, thus far.
Also... I didn't think about it before, but we're working with 1024s. Therefore, it should be 8 mips, not 4. I don't think Spring will care, and it might have a huge impact on performance. I'll look at that next...
Re: mapconv
i only tested dxt3 with nvdxt, it didnt work for me, but make it to see if
it works for you.
it works for you.
Re: mapconv
use -point for mipmap rescaling filter, or -box, for high detailed maps they are good, but for low detail maps use -mitchell.
Re: mapconv
Oh, crap!
It failed, with the following error message:
It failed, with the following error message:
Code: Select all
Could Not Find C:\MapConv09\temp\Temp*.png.raw
Could Not Find C:\MapConv09\temp*.dds
Press any key to continue . . .
Re: mapconv
at which part?, at the end?, if it was at the end then there is no problem.
that is when the del command doesnt works, almost allways happens to me.
that is when the del command doesnt works, almost allways happens to me.
Last edited by user on 06 Feb 2008, 18:36, edited 1 time in total.
Re: mapconv
No, it clearly didn't work, the .SMT was teeny-tiny.
Re: mapconv
Trying this now...
Maybe, just maybe, this will actually work... I think it couldn't find the .dds files, or something, because they were all in the temp directory...
Code: Select all
nvdxt.exe -file temp\*.png -nmips 8 -dither -box -dxt1 -fadeamount 0
Re: mapconv
mapconv searches for dds files in the mapconv folder so -out dir does not work,
what it prints when starting to compress?
for me it prints:
texture program: nvdxt.
version 8.30
reading temp\Temp001.png [processing]
what it prints when starting to compress?
for me it prints:
texture program: nvdxt.
version 8.30
reading temp\Temp001.png [processing]
Re: mapconv
I get this:
I'll try DXT3 if this works... I'm really curious to see what 8 mips looks like...
And sorry, I didn't know the outdir wasn't working now, period. That's almost certainly what went wrongtexture program: nvdxt.
Version 8.30
Reading temp\Temp000.png [Processing] Writing .\Temp000.dds

Re: mapconv
dxt 3 looks weird for me, its like at a certain distance its almost allright,
at others it is very wrong.
and dxt5, the same thing.
compression is actually better in dxt 3 and 5, for a 20mb map dxt1, compressed using 7z compression, had 10mb and the same using dxt 3 and 5 had around 6mb.
at others it is very wrong.
and dxt5, the same thing.
compression is actually better in dxt 3 and 5, for a 20mb map dxt1, compressed using 7z compression, had 10mb and the same using dxt 3 and 5 had around 6mb.
Re: mapconv
maps with around 5000 trees look cool, just made one, and it doesnt lags, maybe because im not using 3d trees.
Re: mapconv
It worked! Bloody well worked, with 8 mip levels! And no lines! NO LINES, AT LAST!!!! Wahoo!
Oh, and did I mention that I used a -c value of 0.5, and that worked correctly too? This is great!
Config used:
Now for this one:
Hmm. As for DXT3 / DXT5... what's making it look wrong? Can I see a screen? I don't generally use sharpen on those two formats. I'm tempted to try raw 8888, too, see how bad performance really is...
Oh, and did I mention that I used a -c value of 0.5, and that worked correctly too? This is great!
Config used:
Code: Select all
nvdxt.exe -file temp\*.png -nmips 8 -dither -box -dxt1 -fadeamount 0
Code: Select all
nvdxt.exe -file temp\*.png -quality_production -nmips 8 -box -dxt3 -fadeamount 0
Re: mapconv
ok im going to get some screens, wait a few minutes,
Re: mapconv
here, some screenshots, they look good.
Last edited by user on 07 Feb 2008, 12:33, edited 1 time in total.
Re: mapconv
I just tried u8888 in command-line... it correctly interprets the alpha value, so I'm going to see what the final result is...
Then tests with DXT3 and DXT5...
Code: Select all
nvdxt.exe -file temp\*.png -nmips 8 -cubic -u8888 -fadeamount 0