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Re: mapconv

Posted: 06 Feb 2008, 18:03
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

Re: mapconv

Posted: 06 Feb 2008, 18:04
by user
remove -outdir it is not suported.

Re: mapconv

Posted: 06 Feb 2008, 18:09
by Argh
Ok, lol... I think I have it, it works run straight from command-line... testing now...

Re: mapconv

Posted: 06 Feb 2008, 18:13
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...

Re: mapconv

Posted: 06 Feb 2008, 18:15
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.

Re: mapconv

Posted: 06 Feb 2008, 18:19
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...

Re: mapconv

Posted: 06 Feb 2008, 18:24
by user
i only tested dxt3 with nvdxt, it didnt work for me, but make it to see if
it works for you.

Re: mapconv

Posted: 06 Feb 2008, 18:27
by user
use -point for mipmap rescaling filter, or -box, for high detailed maps they are good, but for low detail maps use -mitchell.

Re: mapconv

Posted: 06 Feb 2008, 18:33
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 . . .

Re: mapconv

Posted: 06 Feb 2008, 18:35
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.

Re: mapconv

Posted: 06 Feb 2008, 18:35
by Argh
No, it clearly didn't work, the .SMT was teeny-tiny.

Re: mapconv

Posted: 06 Feb 2008, 18:37
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...

Re: mapconv

Posted: 06 Feb 2008, 18:39
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]

Re: mapconv

Posted: 06 Feb 2008, 18:42
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...

Re: mapconv

Posted: 06 Feb 2008, 18:46
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.

Re: mapconv

Posted: 06 Feb 2008, 18:55
by user
maps with around 5000 trees look cool, just made one, and it doesnt lags, maybe because im not using 3d trees.

Re: mapconv

Posted: 06 Feb 2008, 18:58
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...

Re: mapconv

Posted: 06 Feb 2008, 18:59
by user
ok im going to get some screens, wait a few minutes,

Re: mapconv

Posted: 06 Feb 2008, 19:05
by user
here, some screenshots, they look good.

Re: mapconv

Posted: 06 Feb 2008, 19:06
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...