Map conversion Request
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
no wonder the damn thing crashes spring. lol
one pioblem
this:
C:\mapconv>mapconv.exe -i -f rustymetalfm.bmp -x 300 -n 50 -m rustymetalmetal.bm
p -a rustymetalhm.bmp -t rustymetalmap.bmp -o rusty1.smf
PARSE ERROR: Argument: -f
Couldn't find match for argument
Brief USAGE:
mapconv.exe [-l] [-i] [-c <compression>] -x <max height> -n <min height> [-o
<Output file>] [-e <tile file>] [-y <Typemap file>] -m <Metalmap file> -a <Heig
htmap file> -t <Texture file> [--] [-v] [-h]
For complete USAGE and HELP type:
mapconv.exe --help
does not work as you can see, but that's the way you're supposed to do it a la here: http://taspring.clan-sy.com/wiki/A_Comp ... g_Tutorial
one pioblem
this:
C:\mapconv>mapconv.exe -i -f rustymetalfm.bmp -x 300 -n 50 -m rustymetalmetal.bm
p -a rustymetalhm.bmp -t rustymetalmap.bmp -o rusty1.smf
PARSE ERROR: Argument: -f
Couldn't find match for argument
Brief USAGE:
mapconv.exe [-l] [-i] [-c <compression>] -x <max height> -n <min height> [-o
<Output file>] [-e <tile file>] [-y <Typemap file>] -m <Metalmap file> -a <Heig
htmap file> -t <Texture file> [--] [-v] [-h]
For complete USAGE and HELP type:
mapconv.exe --help
does not work as you can see, but that's the way you're supposed to do it a la here: http://taspring.clan-sy.com/wiki/A_Comp ... g_Tutorial
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
if you don't mind too much just make some up.
For some reason I can't get ta to work on my computer
screenie looks cool :D
If it helps any the map was made with C_A_P's evergreentileset
It also had a bigass commander stature and some industrial art stuff strewn in there. (Not requesting this stuff, just fyi).
Man it will be so fun to play that map again :D
For some reason I can't get ta to work on my computer

screenie looks cool :D
If it helps any the map was made with C_A_P's evergreentileset
It also had a bigass commander stature and some industrial art stuff strewn in there. (Not requesting this stuff, just fyi).
Man it will be so fun to play that map again :D
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
The standard mapconv
http://fileuniverse.com/?p=showitem&ID=1234
Mothers last one
http://fileuniverse.com/?p=showitem&ID=1413
http://fileuniverse.com/?p=showitem&ID=1234
Mothers last one
http://fileuniverse.com/?p=showitem&ID=1413
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
The standard converter does not use -f, it places grass and trees based on the amount of green in the main texture.
Mother's alows you to place trees and grass with more control. The -f map uses blues level for grass density, (grass will pick up the colour from the main texture beneath it) and green pixels in the range 200 - 215 for type and position of individual trees.
Mother's alows you to place trees and grass with more control. The -f map uses blues level for grass density, (grass will pick up the colour from the main texture beneath it) and green pixels in the range 200 - 215 for type and position of individual trees.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
ummm
http://fileuniverse.com/?p=showitem&ID=1234
is a link to an sd7 file.
Can you link me to mothers mapconv? I can't find it on FU anywhere.
God this shit is frustrating.
There are so many mappers here and the stuff on the wiki's are complete crap. The only decent tut's are the ones that arent even close to being completed.
I'm getting a little bit pissed off at this point.
I am attempting to make a very generic metal map, compile and test.
I have compiled it tons of times but everytime after it finishes loading the map right before you are shown the screen with ppl's names connected and starting points etc, spring crashes. The Fricking problem is I have no idea why.
My texture map is 4096 pixels, my metal map is 4096 pixels, my heightmap is 513 pixels and my feature map (which is nothing but complete black) is 512 pixels.
Are my sizes wrong? Nowhere in the fricking wiki does it say exact sizes of shit.
GRRR this shit is pissing me off.
http://fileuniverse.com/?p=showitem&ID=1234
is a link to an sd7 file.
Can you link me to mothers mapconv? I can't find it on FU anywhere.
God this shit is frustrating.
There are so many mappers here and the stuff on the wiki's are complete crap. The only decent tut's are the ones that arent even close to being completed.
I'm getting a little bit pissed off at this point.
I am attempting to make a very generic metal map, compile and test.
I have compiled it tons of times but everytime after it finishes loading the map right before you are shown the screen with ppl's names connected and starting points etc, spring crashes. The Fricking problem is I have no idea why.
My texture map is 4096 pixels, my metal map is 4096 pixels, my heightmap is 513 pixels and my feature map (which is nothing but complete black) is 512 pixels.
Are my sizes wrong? Nowhere in the fricking wiki does it say exact sizes of shit.
GRRR this shit is pissing me off.
The size of the height map and texture are fine.Weaver wrote:The standard mapconv
http://fileuniverse.com/?p=showitem&ID=1234
Mothers last one
http://fileuniverse.com/?p=showitem&ID=1413
The metal should be the same as the height map, but I suspect it does notreally matter.
You don't need a feature map unless you want grass and trees.
You don't need a type map if you don't want to define different terain types. Do not bother with either of these until you get you map running in game again we make the same size as the height map but again I suspect it doesn't really matter.
You don't even need an smd file for the map to load!
To make a test map.
All you need is a 127x127 height map, a 127x127 metal map (all black), a 1024x1024 texture.
- 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
update...
Your sizes are wrong weaver, metal and heightmap
1024 / 8 + 1 = 129
anyway... so I resized everyting.
Now spring errors out when creating the overhead texture
here are the files I'm attempting to use:
http://myupb.com/excorcist/shittymap.7z
Your sizes are wrong weaver, metal and heightmap
1024 / 8 + 1 = 129
anyway... so I resized everyting.
Now spring errors out when creating the overhead texture
here are the files I'm attempting to use:
http://myupb.com/excorcist/shittymap.7z
You're quite correct about the sizes.
I compiled your map ok, here's everthing.
http://homepage.ntlworld.com/botworld/shittymap.sd7
dib is another name for bmp its probably looking for something like a geovent bitmap which it doesn't need.
I compiled your map ok, here's everthing.
http://homepage.ntlworld.com/botworld/shittymap.sd7
dib is another name for bmp its probably looking for something like a geovent bitmap which it doesn't need.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
I downloaded your source files, fixed em and got it all ready to compile, download hereForboding Angel wrote:ummm
http://fileuniverse.com/?p=showitem&ID=1234
is a link to an sd7 file.
Can you link me to mothers mapconv? I can't find it on FU anywhere.
God this shit is frustrating.
There are so many mappers here and the stuff on the wiki's are complete crap. The only decent tut's are the ones that arent even close to being completed.
I'm getting a little bit pissed off at this point.
I am attempting to make a very generic metal map, compile and test.
I have compiled it tons of times but everytime after it finishes loading the map right before you are shown the screen with ppl's names connected and starting points etc, spring crashes. The Fricking problem is I have no idea why.
My texture map is 4096 pixels, my metal map is 4096 pixels, my heightmap is 513 pixels and my feature map (which is nothing but complete black) is 512 pixels.
Are my sizes wrong? Nowhere in the fricking wiki does it say exact sizes of shit.
GRRR this shit is pissing me off.
http://www.mufdvr.222clan.com/mapfiles.7z
Extract and put the folder straight on your C:\ drive
"C:\mapfiles", go to this directory and execute "mapper.bat" to compile the map, your texture image was too small, and some of the other source images where the wrong size FYI.
I made the texture 4096 x 4096 and the height map, metal map and terrain type map images 513 which is texture size divided by eight "512 plus one pixel" = 513.
I partly flooded the map because it looks better




- 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
update:
it crashes spring on trying to load
Can you provide the smd you used? That has to be the key problem here
update #2
It is the smd. I compiled withoput it and it works fine.
Looks pretty nifty too. Needs grass tho lol
I resized it to 16 x 16
WIll prolly look amazingly shitty, but we'll see. Ok now I need help on writing a decent smd file.
God I suck lol
it crashes spring on trying to load
Can you provide the smd you used? That has to be the key problem here
update #2
It is the smd. I compiled withoput it and it works fine.
Looks pretty nifty too. Needs grass tho lol
I resized it to 16 x 16
WIll prolly look amazingly shitty, but we'll see. Ok now I need help on writing a decent smd file.
God I suck lol
Last edited by Forboding Angel on 21 Nov 2005, 09:09, edited 1 time in total.
You're test map compiles fine... I posted a link to it already, included in the archive is EVERTHING you need to compile it.Forboding Angel wrote:I agree that the cliffs should be a bit higher, but it looks cool :D
ok latest in mapping trouble...
spring keeps crashing when it says creating sky. I'm thinking it's my smd file
can anyone take a look at the link and test if for themselves?
The only thing odd about you smd is that the start positions are all in the top left. The coordinates are in pixels, using 100,100 & 900,900 is pretty safe.
I could make the cliffs higher on V91 but, then gentle slopes would be impossible for vehicles and some hills would be too steep for kbots, which is ok if that the way its meant to be.
The metal patches are very crude so you may want to fix that and nothing is balanced metal wise so you will need to edit the .smd, the typemap is rather crude as well I just typed the hills to slow down tanks and vehicles, less so for kbots and excluded hover, the low terrain is the type 0 and all units have normal movement.
PS: forgot to include the maps .smd, grab it here
http://www.mufdvr.222clan.com/smd.zip
PS: forgot to include the maps .smd, grab it here
http://www.mufdvr.222clan.com/smd.zip