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MapRelease: Kithrup

Posted: 29 Apr 2007, 19:58
by PicassoCT
MapReleased:

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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 ?

Posted: 29 Apr 2007, 20:17
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.

Posted: 29 Apr 2007, 22:02
by PicassoCT
My tools are v3 - the Smfed exe says it is -500 500 and it is still flat as a Map can be..

Posted: 30 Apr 2007, 01:07
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?

Posted: 30 Apr 2007, 02:49
by Forboding Angel
nah it would error out if it can't find the file. Picasso, post your compile line.

Posted: 30 Apr 2007, 07:55
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...

Posted: 30 Apr 2007, 08:58
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

Posted: 30 Apr 2007, 22:39
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..

Posted: 30 Apr 2007, 22:49
by aGorm
Have you tried with the heights in first time around (even if it messes yoru geo's...)?

aGorm

Posted: 01 May 2007, 00:28
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.

Posted: 01 May 2007, 12:25
by PicassoCT
I will - oh and as Eyecandy... the ScryBox...

Image

Posted: 01 May 2007, 14:46
by mufdvr222
That is one nice skybox picasso 8)

Posted: 01 May 2007, 14:51
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..

Posted: 01 May 2007, 15:55
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.

Posted: 01 May 2007, 16:04
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
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The Palmlettos used are Smoths. The Idea for Kithrup is taken from Davi Brins Uplift Books & the Cover of Startide Rising.

Posted: 02 May 2007, 01:07
by Zoombie
Hey, nice map Picasso!

Posted: 02 May 2007, 03:02
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

Posted: 02 May 2007, 03:17
by LathanStanley
other than the giant dead fish.... this isn't really that "weird" :lol:

its still a goodie though :-)

Posted: 02 May 2007, 05:36
by mufdvr222
..

Posted: 02 May 2007, 09:11
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..