mapconv
Moderator: Moderators
Re: mapconv
ok read the readme.
I didnt see the required featuremap size.
Is it texture /4 +1? if so i will lol..I jsut made a feature map packed with tress that i draw pixel after pixel and obviously i cant rescale it so im guessing ill have to redo it all over again?or is it still texture/8 +1?
oh and the only required option that was added is quality right?all the rest are optional?
I can just run my map with mapconv feature,metal,texture,hight name compression quality max and min hight?or do i need something else as well ?
I didnt see the required featuremap size.
Is it texture /4 +1? if so i will lol..I jsut made a feature map packed with tress that i draw pixel after pixel and obviously i cant rescale it so im guessing ill have to redo it all over again?or is it still texture/8 +1?
oh and the only required option that was added is quality right?all the rest are optional?
I can just run my map with mapconv feature,metal,texture,hight name compression quality max and min hight?or do i need something else as well ?
Re: mapconv
it is (the map size in spring*64), you can rescale, but use featuretolerance option, it allows you to fill the map with green, and still
get alot of trees, without this option, it would just remove all the trees.
at version 1.1 -z and -w are required, but in 1.2 they wont be anymore.
get alot of trees, without this option, it would just remove all the trees.
at version 1.1 -z and -w are required, but in 1.2 they wont be anymore.
Re: mapconv
i meant to say texture/8...so now its texture/4?
Re: mapconv
1.2 was going to be released today, but unknown files is not working.
new features:
for the -w parameter:
smooth7x7;
use a 7x7 matrix for smoothing.
minimap-fast;
quickly create the minimap.
added support for the old nvdxt, it is included in the package.
added defaults for -w and -z, they are now optional.
i think that there is no more much things to add to it.
any suggestions for the next?
new features:
for the -w parameter:
smooth7x7;
use a 7x7 matrix for smoothing.
minimap-fast;
quickly create the minimap.
added support for the old nvdxt, it is included in the package.
added defaults for -w and -z, they are now optional.
i think that there is no more much things to add to it.
any suggestions for the next?
Re: mapconv
its on the todo, but it will be a little hard for me to test, and the compressing will be limited to texcompress, maybe i could add support for a few libs i found, which probably should work on linux.
Re: mapconv
Make randomizer.
It should compile everything with random parameters..:)
It should compile everything with random parameters..:)
Re: mapconv
I agree. I'll take a look at 1.2 when it's up, I want to try the 7X7 smoothing, see how well it handles certain things...i think that there is no more much things to add to it.
Re: mapconv
what is smoothening suppose to smoothen?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: mapconv
Is there a tl;dr of this thread?
The first post is completely unhelpful.
The first post is completely unhelpful.
Re: mapconv
sorry for editing the first post, its because it didnt look very good,
it looked like i was asking for help on how to use it.
i already thought of a random map generator.
1.2 is really good, has defaults for every option you use.
smoothing smooths slopes, way better than lowpass, you can choose the amount of iterations and the matrix size, bigger the matrix, more it smoothes.
it works like this: it gets the first point in the heightmap and does an average of the values around it in a 3x3 block for smooth 3x3,5x5 for
smooth5x5, or 7x7 for smooh7x7, then it looks at the next point, and repeats all this.
it looked like i was asking for help on how to use it.
i already thought of a random map generator.
1.2 is really good, has defaults for every option you use.
smoothing smooths slopes, way better than lowpass, you can choose the amount of iterations and the matrix size, bigger the matrix, more it smoothes.
it works like this: it gets the first point in the heightmap and does an average of the values around it in a 3x3 block for smooth 3x3,5x5 for
smooth5x5, or 7x7 for smooh7x7, then it looks at the next point, and repeats all this.
Re: mapconv
Hmm,cool.When is uf gonna go up again so we can enjoy 1.2
...
...
Re: mapconv
Would you be so kind as to upload 1.2 to http://www.springplayersclub.com/ or one of the other mirrors?
Thanks for your generous sacrifice of free time!
Beh
Thanks for your generous sacrifice of free time!
Beh
Re: mapconv
i was already thinking of uploading it to another site, i am doing it now.
Re: mapconv
ok here it is:
http://www.darkstars.co.uk/downloads/vi ... conv12.zip
uploading to spring players club didnt work.
http://www.darkstars.co.uk/downloads/vi ... conv12.zip
uploading to spring players club didnt work.
Re: mapconv
Thanks for the up, but I got stuck at a point:
A subdirectory or file temp already exists.
Writing tile files 6%
Writing tile files 12%
Writing tile files 18%
Writing tile files 25%
Writing tile files 31%
Writing tile files 37%
Writing tile files 43%
Writing tile files 50%
Writing tile files 56%
Writing tile files 62%
Writing tile files 68%
Writing tile files 75%
Writing tile files 81%
Writing tile files 87%
Writing tile files 93%
Writing tile files 100%
Creating dds files
Version 8.30
Reading temp\Temp000.png [Processing] Writing .\Temp000.dds
Reading temp\Temp001.png [Processing] Writing .\Temp001.dds
Reading temp\Temp002.png [Processing] Writing .\Temp002.dds
Reading temp\Temp003.png [Processing] Writing .\Temp003.dds
Reading temp\Temp004.png [Processing] Writing .\Temp004.dds
Reading temp\Temp005.png [Processing] Writing .\Temp005.dds
Reading temp\Temp006.png [Processing] Writing .\Temp006.dds
Reading temp\Temp007.png [Processing] Writing .\Temp007.dds
Reading temp\Temp008.png [Processing] Writing .\Temp008.dds
Reading temp\Temp009.png [Processing] Writing .\Temp009.dds
Reading temp\Temp010.png [Processing] Writing .\Temp010.dds
Reading temp\Temp011.png [Processing] Writing .\Temp011.dds
Reading temp\Temp012.png [Processing] Writing .\Temp012.dds
Reading temp\Temp013.png [Processing] Writing .\Temp013.dds
Reading temp\Temp014.png [Processing] Writing .\Temp014.dds
Reading temp\Temp015.png [Processing] Writing .\Temp015.dds
calculating map id...
map id:16343000698139596432
converting it to something that can be used in spring...
map id:-929933680
saving heightmap...
saving type map...
current typemap width:256
current typemap height:256
creating minimap...
Version 8.30
Reading mini.png [Processing] Writing .\mini.dds
saving minimap...
Creating tiles 858/1024 6%
Creating tiles 858/2048 12%
Creating tiles 858/3072 18%
Creating tiles 858/4096 25%
Creating tiles 858/5120 31%
Creating tiles 858/6144 37%
Creating tiles 858/7168 43%
Creating tiles 858/8192 50%
Creating tiles 858/9216 56%
Creating tiles 858/10240 62%
Creating tiles 858/11264 68%
Creating tiles 858/12288 75%
Creating tiles 858/13312 81%
Creating tiles 858/14336 87%
Creating tiles 858/15360 93%
Creating tiles 858/16384 100%
Saving metal map...
current metalmap width:513
current metalmap height:513
Writing 0 features
Could Not Find M:\temp\spring\mymaps\shalesofmordor\mapconv\temp\Temp*.png.raw
Press any key to continue . . .
The error says its looking for temp*.png.raw files, and when I pause mapconv before the error, I can only see temp*.png files in the temp dir. The contents of the temp dir is deleted on exit.
The smf and smt files are there after this, but mini.dds isnt.
Just a minor misunderstanding in the readme:
map texture:
should be a multiple of 1024, its size in spring is (x/512)x(y/512).
heightmap:
...
this image should be ((texture x / 4)+1)x((texture y / 4)+1),
or the mapsize in (spring * 64)+1.
Isnt the texture map supposed to be 8x the heighmap?
Thanks,
Beh
A subdirectory or file temp already exists.
Writing tile files 6%
Writing tile files 12%
Writing tile files 18%
Writing tile files 25%
Writing tile files 31%
Writing tile files 37%
Writing tile files 43%
Writing tile files 50%
Writing tile files 56%
Writing tile files 62%
Writing tile files 68%
Writing tile files 75%
Writing tile files 81%
Writing tile files 87%
Writing tile files 93%
Writing tile files 100%
Creating dds files
Version 8.30
Reading temp\Temp000.png [Processing] Writing .\Temp000.dds
Reading temp\Temp001.png [Processing] Writing .\Temp001.dds
Reading temp\Temp002.png [Processing] Writing .\Temp002.dds
Reading temp\Temp003.png [Processing] Writing .\Temp003.dds
Reading temp\Temp004.png [Processing] Writing .\Temp004.dds
Reading temp\Temp005.png [Processing] Writing .\Temp005.dds
Reading temp\Temp006.png [Processing] Writing .\Temp006.dds
Reading temp\Temp007.png [Processing] Writing .\Temp007.dds
Reading temp\Temp008.png [Processing] Writing .\Temp008.dds
Reading temp\Temp009.png [Processing] Writing .\Temp009.dds
Reading temp\Temp010.png [Processing] Writing .\Temp010.dds
Reading temp\Temp011.png [Processing] Writing .\Temp011.dds
Reading temp\Temp012.png [Processing] Writing .\Temp012.dds
Reading temp\Temp013.png [Processing] Writing .\Temp013.dds
Reading temp\Temp014.png [Processing] Writing .\Temp014.dds
Reading temp\Temp015.png [Processing] Writing .\Temp015.dds
calculating map id...
map id:16343000698139596432
converting it to something that can be used in spring...
map id:-929933680
saving heightmap...
saving type map...
current typemap width:256
current typemap height:256
creating minimap...
Version 8.30
Reading mini.png [Processing] Writing .\mini.dds
saving minimap...
Creating tiles 858/1024 6%
Creating tiles 858/2048 12%
Creating tiles 858/3072 18%
Creating tiles 858/4096 25%
Creating tiles 858/5120 31%
Creating tiles 858/6144 37%
Creating tiles 858/7168 43%
Creating tiles 858/8192 50%
Creating tiles 858/9216 56%
Creating tiles 858/10240 62%
Creating tiles 858/11264 68%
Creating tiles 858/12288 75%
Creating tiles 858/13312 81%
Creating tiles 858/14336 87%
Creating tiles 858/15360 93%
Creating tiles 858/16384 100%
Saving metal map...
current metalmap width:513
current metalmap height:513
Writing 0 features
Could Not Find M:\temp\spring\mymaps\shalesofmordor\mapconv\temp\Temp*.png.raw
Press any key to continue . . .
The error says its looking for temp*.png.raw files, and when I pause mapconv before the error, I can only see temp*.png files in the temp dir. The contents of the temp dir is deleted on exit.
The smf and smt files are there after this, but mini.dds isnt.
Just a minor misunderstanding in the readme:
map texture:
should be a multiple of 1024, its size in spring is (x/512)x(y/512).
heightmap:
...
this image should be ((texture x / 4)+1)x((texture y / 4)+1),
or the mapsize in (spring * 64)+1.
Isnt the texture map supposed to be 8x the heighmap?
Thanks,
Beh
Re: mapconv
Code: Select all
M:\temp\spring\mymaps\shalesofmordor\mapconv\temp\Temp*.png.raw
if you have a 16x16 map in spring, to find out the heightmap size just do this:
(16*64)+1x(16*64)+1 = 1025x1025
to find out the texture map size:
(16*512)x(16*512) =8192x8192
or
((heightmapx-1)*8)x((heightmapy-1)*8) =8192x8192
to keep the minimap, make a -w parameter:
-w options.txt
create a file named options.txt then write on it:
keepminimap;
Re: mapconv
Is this the newest version? It doesn't work for me.
I used my files form an older (test) map which I made months ago. I compile it, then play it. But in spring, the map is completly dark (no texture?). Even the minimap in the lobby is dark. But the minimap.png created by mapconv is not dark. Anything else (metal, height) seems to work. Any hints?