mapconv - Page 8

mapconv

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

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user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: mapconv

Post by user »

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
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: mapconv

Post by user »

remove -outdir it is not suported.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: mapconv

Post by Argh »

Ok, lol... I think I have it, it works run straight from command-line... testing now...
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: mapconv

Post by Argh »

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...
Last edited by Argh on 06 Feb 2008, 18:18, edited 1 time in total.
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: mapconv

Post by user »

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.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: mapconv

Post by Argh »

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...
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: mapconv

Post by user »

i only tested dxt3 with nvdxt, it didnt work for me, but make it to see if
it works for you.
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: mapconv

Post by user »

use -point for mipmap rescaling filter, or -box, for high detailed maps they are good, but for low detail maps use -mitchell.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: mapconv

Post by Argh »

Oh, crap!

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 . . .
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: mapconv

Post by user »

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.
Last edited by user on 06 Feb 2008, 18:36, edited 1 time in total.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: mapconv

Post by Argh »

No, it clearly didn't work, the .SMT was teeny-tiny.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: mapconv

Post by Argh »

Trying this now...

Code: Select all

nvdxt.exe -file temp\*.png -nmips 8 -dither -box -dxt1 -fadeamount 0
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...
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: mapconv

Post by user »

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]
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: mapconv

Post by Argh »

I get this:
texture program: nvdxt.
Version 8.30
Reading temp\Temp000.png [Processing] Writing .\Temp000.dds
And sorry, I didn't know the outdir wasn't working now, period. That's almost certainly what went wrong :P I'll try DXT3 if this works... I'm really curious to see what 8 mips looks like...
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: mapconv

Post by user »

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.
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: mapconv

Post by user »

maps with around 5000 trees look cool, just made one, and it doesnt lags, maybe because im not using 3d trees.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: mapconv

Post by Argh »

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:

Code: Select all

nvdxt.exe -file temp\*.png -nmips 8 -dither -box -dxt1 -fadeamount 0
Now for this one:

Code: Select all

nvdxt.exe -file temp\*.png -quality_production -nmips 8 -box -dxt3 -fadeamount 0
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...
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: mapconv

Post by user »

ok im going to get some screens, wait a few minutes,
user
Posts: 452
Joined: 22 Jan 2008, 16:33

Re: mapconv

Post by user »

here, some screenshots, they look good.
Last edited by user on 07 Feb 2008, 12:33, edited 1 time in total.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: mapconv

Post by Argh »

I just tried u8888 in command-line... it correctly interprets the alpha value, so I'm going to see what the final result is...

Code: Select all

nvdxt.exe -file temp\*.png -nmips 8 -cubic -u8888 -fadeamount 0
Then tests with DXT3 and DXT5...
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