I know this sound strange after 20 Maps..
- but i can`t find the mistake...
I have Map, compiled - it loads, shows up - and is flat like a surfboard. Although i changed the Settings with the SMFED.exe from 10/ -1 to 200/ -200 and finally to around 40000/ -40000
There shoulde be some sort of result... however nothing. So what to do ?
Last edited by PicassoCT on 02 May 2007, 20:10, edited 1 time in total.
Check to see if anythings abnormal with your heightmap. It sounds like the problem might be there?
Would mapconv give an error if he typed the wrong name of the heightmap and it couldn't find it, or would it possibly do this?
No overclocking - and here is the compiler line
mapconv.exe -i -l -x 1 -n -1 -m Metall.bmp -a Height.bmp -t Texture.bmp -f Feature.bmp -y Type.bmp -c 0.1 -o Kithrup.smf
The heightsettings are entered later with SMFED - to get the Geos working..
, but the Map is still flat, i looked over my Files, i set Grayscale (for Sec-Reasons) again to my Heightmap.. i compiled it with 240 - 240 - and it is flat... pancakefeeling...
For the Skybox... it is simply the Map one copy moved to the left, one to the right, a waterlevel in, some sort of sky, spaceships... and some PS-Work... so nothing that can`t be done within two hours..
Then you're editing the min and max heights in smfedit.
If I stretch a piece of paper do mountains and valleys appear? Or do I just get a thick but flat piece of paper?
When you compile in mapconv an almost flat map, you're essentially destroying heightmap data. You're flattening the heightmap and data is being lost, resulting in high levels of lossyness. That is why when you edit the heightmap max heights again the entire map is flat, because the height data has been lost.
There is another way of adding geothermals.
All features in sprign are palceable via the featuremap. Including the trees and the geothermals. Infact thats all geothermals are, features that mapconv places in a map based on an extra piece of map information. The same with trees.
Infact these are the only components stored in an sm2 map binary:
a minimap
a heightmap
a max height
a minimum height
a metalmap
a typemap
a grass map
a list of features
everything else either falls into the smf tdf text file or is a feature. Geothermals are features with the isgeo=1; boolean in the CFeatureDef object. This means you could make a tree that you can build geothermals on, or a plant, rather than putting a geothermal down and then a second feature ontop.
I'll release map exporter soon, if you want I can pm you a link now. Running it on a map with a geothermal vent should reveal the name spring uses for geothermals, and youc an sue it in your feature map to place geothermals anywhere you want, underwater, sheer cliff faces, etc.
Thx AF- i compiled it - and it works now.. it was lowpath and a to small Number i think... if you use lowpath and compile the Map with - 10 / 10 you get a really Flatheightmap you can Multiply all you want. And a Link for the Exporter would be cool! Thx in Addition to Weaver - i wouldn`t have found the Answer (the Lowpathpropblem) without that Reply pointing me to it - i was up and about rerendering the Heightmap!
PS: Eyecandy
The Palmlettos used are Smoths. The Idea for Kithrup is taken from Davi Brins Uplift Books & the Cover of Startide Rising.