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mMapConv.exe w/MetalMap Trees 'n Grass - I think
Posted: 29 Aug 2005, 18:49
by mother
I think I done it.
But don't get too excited until it works on someone elses machine :)
http://www.fileuniverse.com/?p=showitem&ID=1404
Use it in place of mapconv.exe, and use green=128 for grass 200-215 for trees, and still 255 for geos.
YMMV, etc.
Posted: 29 Aug 2005, 18:54
by SinbadEV
are 200-215 the 15 different types of trees?
Posted: 29 Aug 2005, 18:57
by mother
SinbadEV wrote:are 200-215 the 15 different types of trees?
Obviously not a C/C++ programmer

<acts all l33t>
Yeah its for the 16 types of trees.
What I did is so trivial, but for me was an accomplishment heh.
Posted: 29 Aug 2005, 19:15
by genblood
I tried it out on some of my maps. No trees and grass ....
Good job ...

Posted: 29 Aug 2005, 20:18
by SinbadEV
I'm a C++ literate... just really lazy, just ask deadram... speaking of which... stuff I think still needs to be looked into....
first... I saw that there is a tree scale factor in the code there... would it be possible to make bigger and smaller trees?
also, where are the other features... the code half supports it, but I don't see it in mapconv... also, those trees... are they compiled into spring or what? when can we start having palm trees and ROCKS!!! or at least hulks and wrecks to harvest for metal...
Posted: 29 Aug 2005, 21:35
by mother
SinbadEV wrote:I'm a C++ literate... just really lazy, just ask deadram... speaking of which... stuff I think still needs to be looked into....
first... I saw that there is a tree scale factor in the code there... would it be possible to make bigger and smaller trees?
also, where are the other features... the code half supports it, but I don't see it in mapconv... also, those trees... are they compiled into spring or what? when can we start having palm trees and ROCKS!!! or at least hulks and wrecks to harvest for metal...
C++ literate is somewhere above my current skill leel
Im trying to get the arb features supported.
If you want palm trees you need to get the right bmp's abd stuff into the right places in the spring stuff (not mapconv).
Rocks- someone make me a rock :) make it a wreckage. Need .tdf .3do + whatever else I need... Then get Fnordia to put it in the right place

.
Im working on letting you put built-in wreckages onto the map. No promises it will ever work

Posted: 29 Aug 2005, 22:48
by SinbadEV
From:
http://taspring.clan-sy.com/phpbb/viewt ... g_rock.zip
Someone offered that to me when I tried to make features before... I gave up though cause my coding AND modeling skill are worse then my actual playing skills...

Posted: 30 Aug 2005, 17:12
by Kixxe
also, those trees... are they compiled into spring or what? when can we start having palm trees and ROCKS!!!
OMFG ROCKS! *Jumps out the window*
Anyway, good work mother. Now we have something to use while we wait for buggi's version where this will be forgotten...

Posted: 31 Aug 2005, 11:12
by NOiZE
I did some testing and found out that, the tree placement is just as bad as the geovent placement, would be nice if that was fixed too. (in this picture the trees were ment to be placed in a nice square) also how many pixels are needed for grass, as i used one pixel for grass, but it didn't showed up.. Besides these minor issues this is a great improvement, great job!

Posted: 31 Aug 2005, 11:24
by Gnomre
It's obvious that the discrepency in placement on the metal map and placement in game is due to the difference in resolution between the metal and texture maps... there's nothing he can do to "fix" that without recoding the engine to use a full resolution metal map...
Posted: 31 Aug 2005, 11:35
by NOiZE
that's not true gnome..
The placement is randomly different every time. same as geovents
Posted: 31 Aug 2005, 14:30
by mother
Gnome is actually half right.
There is a discrepancy in size between the vegitation (grass) map size and the other 'features,' so some resizing happens.
The other issue is that the original mapconv adds a random factor to tree placement- I assume to avoid very bad looking results. I didn't remove this behavior although how appropriate it is given that you now have granular control of placement (vs just 'its green enough') that maybe this should be either disabled or toned down.
I'm not Mr l33t C++ c0der, but I can try :)
***Shouldn't post before coffee ingestion***
Ok, so maybe I saddled trees with the same randomness as geovents :)
For optimal accuracy the 'FeatureMap' is 1/8th the resolution of the texture. So make your metalmap(for now) 1 pixel smaller in each direction than your heightmap.
Posted: 01 Sep 2005, 15:31
by zwzsg
There do is large random factor to geo placement. It's not just a resizing issue. I put four green pixel, at precisely each corner of 256 squares. That should result in having geo aligned in a square like formation, right? Well, no, geo placement is randomised, they are roughly around the corner of the map I placed them, but with and added randomness to their position that's about as large as a hill.