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Lines on map...

Posted: 19 Dec 2007, 00:57
by aGorm
OK, so I been away from the map game for a while, and I just complied my map, and I thought, hay I'll do it on 0 compression so there will be no weird ass stripes on it like in version 1.

But that doesn't seem to have worked. For some reason I'm still getting that odd banding. I could have sworn someone said zero compression removes this, but I must be mistaken. Anyone got any ideas on waht to do to get rid of it?

aGorm

Posted: 19 Dec 2007, 01:27
by LOrDo
That old issue? As far as I can remember nothing solves that...

Posted: 19 Dec 2007, 03:22
by FLOZi
Iirc the l3dt exporter doesn't produce the lines (i.e. its a mapconv issue)

Posted: 19 Dec 2007, 09:52
by aGorm
You mean no ones fixed it yet? Could have sworn Forbs stuff didnt have the crazy lines...

If no ones fixed it... why not? :-) It's kinda resiculas that a 2 year old problem is still hanging around when it's such an obvious flaw. And I cant be that hard to fix it if l3dt's exporter doesn't produce them.

aGorm

Posted: 19 Dec 2007, 10:57
by FLOZi
Forb uses the l3dt exporter.

Posted: 19 Dec 2007, 12:28
by Quanto042
I remember from somewhere that someone mentioned that it was caused by a videocard's mipmap settings. Cause i had the same problem for a while myself, but with a little adjustment it was gone.

(now my water shader is mesed up :( )

Posted: 19 Dec 2007, 13:45
by aGorm
Well that sux's... I dont use l3dt.

Maybe someone can take a look at teh root of the problem, or ask the l3dt guy why his works fine? Or get him to make a stand alone converter, not a built in one :-)

aGorm

Posted: 19 Dec 2007, 14:11
by Masure
Are the mapconv sources available ?

Posted: 19 Dec 2007, 14:26
by aGorm
They should be somewere. Not on Unknowenfiles though as far as i can see... Id have thought it would be in with te hspring source, but who knows? And that might not have mothers mapconv, but be the old one...

aGorm

Posted: 19 Dec 2007, 14:44
by Masure

Posted: 19 Dec 2007, 23:55
by aGorm
Cool, now we just need someone to step up and fix it :-)

Please, think of the puupies. Or atleast think of the maps.

aGorm

Posted: 20 Dec 2007, 01:02
by hunterw
http://spring.clan-sy.com/phpbb/viewtopic.php?t=11069

final conclusion: l3dt is the only way

Posted: 20 Dec 2007, 10:17
by aGorm
1 minor problem... 1 I'd have to buy l2dt just to make a map (which seems kinda daft) and 2, doesn't l3dt only support square maps? (also isn't the max size 16 x 16?).

Anyway, thats not the answer. if Aaron can write a map complier for l3dt that doesn't crap up your maps, someone else can write a standalone one!

We just need a volentier!

aGorm

Posted: 20 Dec 2007, 13:45
by Forboding Angel
aGorm wrote:1 minor problem... 1 I'd have to buy l2dt just to make a map (which seems kinda daft) and 2, doesn't l3dt only support square maps? (also isn't the max size 16 x 16?).

Anyway, thats not the answer. if Aaron can write a map complier for l3dt that doesn't crap up your maps, someone else can write a standalone one!

We just need a volentier!

aGorm
where did you get a silly idea like that? It supports any sizeup to like 256x256 or something like that, assuming you had a comp that wouldn't choke on it lol.

Pro tip: Don't open the texture file with photoshop/gimp and you won't have this problem.

Posted: 20 Dec 2007, 14:28
by aGorm
http://www.bundysoft.com/wiki/doku.php? ... ize_issues

From reading that... just miss understod it though probably (or its no longer relevent). Is that 256 in spring map terms or somthing else? Anyway... I dont have l3dt, so it matters not. I can't use it if I dont have it!

Also... does it support nnon square maps?
Pro tip: Don't open the texture file with photoshop/gimp and you won't have this problem.
How exactly am i ment to make the texture then? even if I wasn't going to edit a rendered peice of terrain I may still want ot add metal spots? (as it is I do want to edit the terrain.)

:?

aGorm

Posted: 20 Dec 2007, 18:33
by Forboding Angel
aGorm wrote:http://www.bundysoft.com/wiki/doku.php? ... ize_issues

From reading that... just miss understod it though probably (or its no longer relevent). Is that 256 in spring map terms or somthing else? Anyway... I dont have l3dt, so it matters not. I can't use it if I dont have it!

Also... does it support nnon square maps?
Pro tip: Don't open the texture file with photoshop/gimp and you won't have this problem.
How exactly am i ment to make the texture then? even if I wasn't going to edit a rendered peice of terrain I may still want ot add metal spots? (as it is I do want to edit the terrain.)

:?

aGorm
You can add metal spots inside l3dt, you can do your metal map feature map and all that stuff in there.

Of course it supports non square maps... -> LongDivision, Courtyard, PlateauDivide, etc etc.

Texture (disk paged) 2k ├âÔÇö 2k - Max map size limit in spring map size (which is also L3DT's size info), that's a spring map that is 2000x2000, assuming that you had a machine capable of not blowing up trying to make it.

You will find that assuming you make your climates even halfway decent in l3dt, post processing is not needed. Oh btw, L3dt has it's own spring map compiler, so you are not limited to using mapconv, which means if you wanna make a 128x128 map you can, tho it would prolly take for farking ever to compile :P

Posted: 20 Dec 2007, 18:37
by Forboding Angel
BTW agorm, if you haven't already, you should read this entire thread, particularly pages 2 and 3.

http://www.bundysoft.com/wiki/doku.php? ... ize_issues

Posted: 20 Dec 2007, 19:51
by Quanto042
Forboding Angel wrote:BTW agorm, if you haven't already, you should read this entire thread, particularly pages 2 and 3.

http://www.bundysoft.com/wiki/doku.php? ... ize_issues
Hey fucker! You need to finish that! 70% done?!

FINISH IT!!!! :P

Posted: 20 Dec 2007, 20:05
by Forboding Angel

Posted: 20 Dec 2007, 20:38
by Pxtl
Does it bother anyone else that maps for a free, open-source program can only be properly made in a retail program?