MapRelease: Kithrup

MapRelease: Kithrup

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PicassoCT
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MapRelease: Kithrup

Post by PicassoCT »

MapReleased:

Image Image

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DL-Link
http://spring.unknown-files.net/file/2825/Kithrup/

Post your Coments..

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.
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Forboding Angel
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Post by Forboding Angel »

I assume you copy the compiler every time you make a map...

Just download all mapping tools v3 from UF and recompile again. Should work fine.
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PicassoCT
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Post by PicassoCT »

My tools are v3 - the Smfed exe says it is -500 500 and it is still flat as a Map can be..
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LOrDo
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Post by LOrDo »

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?
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Forboding Angel
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Post by Forboding Angel »

nah it would error out if it can't find the file. Picasso, post your compile line.
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LathanStanley
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Post by LathanStanley »

are you overclocking?? I had some serious issues with the compilier when I was "waaaaaaaaay" overclocked.. flat bug, and the salmon bug..

might try cutting that down if you are...
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Runecrafter
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Post by Runecrafter »

Question... are you going -x -500 -n 500?

if so I see your prob :wink:
you have it backwards...

it should be -x 500 -n -500

and if I"m wrong..... my bad :P
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PicassoCT
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Post by PicassoCT »

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..
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aGorm
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Post by aGorm »

Have you tried with the heights in first time around (even if it messes yoru geo's...)?

aGorm
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Weaver
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Post by Weaver »

The compiler doesn't do a great deal with the height map data it just does the low pass if selected and saves it into the SMF as 16bit data.

My guess is it has saved it as a flat map and no amount max min adjustment will help. Double check the contents of your various maps and their names.
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PicassoCT
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Post by PicassoCT »

I will - oh and as Eyecandy... the ScryBox...

Image
mufdvr222
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Post by mufdvr222 »

That is one nice skybox picasso 8)
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PicassoCT
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Post by PicassoCT »

thx,

, 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..
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AF
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Post by AF »

look at what you're doing.

Your creating a flat map in mapconv

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.
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PicassoCT
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Post by PicassoCT »

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
Image

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Image


Image

The Palmlettos used are Smoths. The Idea for Kithrup is taken from Davi Brins Uplift Books & the Cover of Startide Rising.
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Zoombie
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Post by Zoombie »

Hey, nice map Picasso!
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Forboding Angel
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Post by Forboding Angel »

Well actually that makes no sense, cause I use height of 100/101 to compile all my maps, for the same reasons as picasso, and I've never had an issue.

BTW picasso, your maps are wierd... But I like em! :P
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LathanStanley
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Post by LathanStanley »

other than the giant dead fish.... this isn't really that "weird" :lol:

its still a goodie though :-)
mufdvr222
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Post by mufdvr222 »

..
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PicassoCT
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Post by PicassoCT »

Me is happy you like it.. i just have to put some finnishing touches on it..

Has one of you read one of David Brins Books ?
Upliftfans here ? No ? Well - expect release to night anyway..
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