Page 2 of 3

Posted: 19 Nov 2005, 22:20
by Forboding Angel
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

Posted: 19 Nov 2005, 23:37
by Weaver
It looks like you are using mothers old version of mapconv, that uses -y instead of -f.

Here's the conversion so far.
Image

I can't load your map up in TA, problem with some features. So some screens would be useful or I could just make up my own.

Posted: 20 Nov 2005, 00:29
by Forboding Angel
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

Posted: 20 Nov 2005, 00:41
by Forboding Angel
will someone link me to the new version of mapconv?


is there any way to compile without using mapconv?

Posted: 20 Nov 2005, 00:48
by Weaver

Posted: 20 Nov 2005, 18:58
by Forboding Angel
ok the standard mapconv is what I've been using

is there or is there not supposed to be an -f parameter?

Posted: 20 Nov 2005, 21:05
by Weaver
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.

Posted: 20 Nov 2005, 21:17
by Forboding Angel
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.

Posted: 20 Nov 2005, 21:40
by Weaver
The size of the height map and texture are fine.

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.

Posted: 20 Nov 2005, 22:11
by Forboding Angel
what is this "Failed to open dib file" shit in mapconv?

Posted: 20 Nov 2005, 22:20
by Forboding Angel
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

Posted: 20 Nov 2005, 23:59
by Weaver
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.

Posted: 21 Nov 2005, 00:41
by Weaver
Latest
Image

Posted: 21 Nov 2005, 02:00
by [K.B.] Napalm Cobra
Those cliffs are kinda weak.

Posted: 21 Nov 2005, 05:17
by Forboding Angel
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?

Posted: 21 Nov 2005, 08:08
by mufdvr222
Forboding 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.
I downloaded your source files, fixed em and got it all ready to compile, download here
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 :wink: if you right click on the "mapper.bat" file and select "edit" you can see what the command line needs to look like for this particular map and make changes cos its your map after all. :| Screenshots are what you will get if you just compile the files as is.
Image

Image

Posted: 21 Nov 2005, 08:50
by Forboding Angel
mufdvr, you are my new hero

Actually with the water raised like that it's pretty much exactly what I was looking for. Now I need to add a shitload of grass to cover the dirt texture.

Thanks a bunch dude. I'm sure I'll have more questions soon

Posted: 21 Nov 2005, 08:55
by Forboding Angel
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

Posted: 21 Nov 2005, 08:56
by Weaver
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?
You're test map compiles fine... I posted a link to it already, included in the archive is EVERTHING you need to compile it.

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.

Posted: 21 Nov 2005, 09:01
by mufdvr222
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