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Little Last Problem
Posted: 23 Feb 2006, 21:34
by PicassoCT
Hi after having compiled my map.. i can run it in spring, but i don`t see the skybox and i get a totaly uhm.. lilapink coloured groundtexture. The Minimap works, and the Gras has the Colour of the expected Landscape under it...
Posted: 23 Feb 2006, 21:41
by mother
cat-puke-pink texture = you messed up the name of the map's .smt file... It has to be whatever it was when you compiled the map.
Thx
Posted: 23 Feb 2006, 22:55
by PicassoCT
what would i do without u- i messed around, i even had the sky mirroring the cat-puked- pink ground and so on...
I didn`t rename any of the Files, just the Archive... oh, maybe - yes, i wrote into the mapper -o C:\MapConv\MapConv\Yilith.smd
that`s it...
Thousand thx
What i am working on.... renderd in Max.. hope it works

Posted: 24 Feb 2006, 00:47
by Forboding Angel
use imageshack.us for pictures
Using Imageshack - and didn`t solve the Problems
Posted: 24 Feb 2006, 18:39
by PicassoCT
And i m shure now that i don`t have renamed any file - ii resized them, compiled them and packed them right away into sd7 with 7 Zip - l followed the Rule of the Power of Two. Her is the Comandline in the Mapper - mapconv.exe -x 180 -n -55 -l -i
-m C:\MapConv\MapConv\Metal.bmp
-a C:\MapConv\MapConv\Height.bmp
-t C:\MapConv\MapConv\texture.bmp
-o C:\MapConv\MapConv\Yilith.smd
-f C:\MapConv\MapConv\feature.bmp
-c 0.2
And that`s my smd.. it can`t be the Troublemaker, cause i replaced nearly every part of it during the Tests - with SmallDivide.smd, Mars.smd, RedHaven.smd - but anyway here is it...
//Compiled by Maelstroms SMD Creator version 3.5
[MAP]
{
Description=If Planets were Stones and those Gems had History- Empyrean would be the Crown Jewel and Yilith the bloody Stone that hits right between the Eyes and kills the Giant!;
TidalStrength=25;
Gravity=130;
MaxMetal=1,2;
ExtractorRadius=30;
MapHardness=275;
[ATMOSPHERE]
{
FogColor=1 1 1;
FogStart=0,2;
CloudColor=0 0 0;
SkyColor=1 0,38 0;
SunColor=1 0,71 0;
CloudDensity= 0.32;
MinWind=1;
MaxWind=28;
Skybox=BurningSkz.dds
}
[WATER]
{
WaterSurfaceColor=0 0,35 0,19;
WaterPlaneColor=0 0,45 0,52;
WaterBaseColor=0,4 0,5 0,72;
WaterAbsorb=1 1 1;
WaterMinColor=0 0 0,35;
}
[LIGHT]
{
SunDir=0,098 0,502 -0,489;
GroundAmbiantColor=1 0,5 0;
GroundSunColor=1 0,6 0;
GroundShadowDensity=0,5;
UnitAmbiantColor=0,03 0,58 0,26;
UnitSunColor=0,03 0,58 0,26;
SpecularSunColor=1 0,74 0;
}
[TERRAINTYPE0]
{
name=Default;
hardness=1;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}
[TEAM0]
{
StartPosX=100;
StartPosZ=100;
}
[TEAM1]
{
StartPosX=100;
StartPosZ=10000;
}
[TEAM2]
{
StartPosX=10000;
StartPosZ=100;
}
[TEAM3]
{
StartPosX=7800;
StartPosZ=7800;
}
}
Re: Using Imageshack - and didn`t solve the Problems
Posted: 24 Feb 2006, 18:54
by FizWizz
PicassoCT wrote:
That looks absolutely psychotic. I'm interested in seeing other shots of it =)
Posted: 24 Feb 2006, 19:26
by PicassoCT
Noticed the Moon- thats evil Pac Man :) Well the Texture of the Ground will look diffrent thats for shure- it`s just a gradient -thats the way i normaly create my highmaps in 3dsMax- i Model it and then put a gradient -black&whit over the Modell - same goes for texture renders in Max...
Here is another Shot - in Spring ;)
Posted: 24 Feb 2006, 21:16
by PicassoCT
http://img507.imageshack.us/my.php?imag ... 0002jj.jpg
Man i v tried everything... how should i ever get a cookie without having a map...
Posted: 24 Feb 2006, 21:59
by Weaver
I can't help wondering about commas "," being used instead of periods "." You've even mixed them
SunColor=1 0,71 0;
CloudDensity= 0.32;
Then again it might not matter.
Posted: 24 Feb 2006, 22:27
by PicassoCT
Every help is welcomed... i got 4 hours sleep last night, trying to solve this...
.
My Texture is 8192
Height is 1025
Metal is 1025
Feature is 1024
Is there something dangerous to avoid with 7Zip - beside making a solid archive?
Posted: 25 Feb 2006, 03:28
by Maelstrom
The commas are bad, replace them with dots. Its a bug in the SMD creator. Its so full of bugs im considering remaking it from scratch. But as you swapped the SMD with a SMD from a different map, I dont think that is the issue right now. I have no idea what is going wrong.
Posted: 25 Feb 2006, 15:34
by PicassoCT
Replaced the comas with dots, but i think that was my mistake nothing to do with the SMD- Creator - which is by the Way one of the Greatest tools for Noobs like me to understand the Data within a SMD - File..
Result of the Dots... The Sky is no more mirroring my Level, it is bright white - the Lights are working now - i played a round, but the Texture still doesent work... sigh...
Thx for all the Replys...
Posted: 26 Feb 2006, 12:08
by PicassoCT
What began as a conflict over the transfer of a map from texture into spring escalated into a war which has decimated a million nerves. The Converterand the Photoshop have all but exhausted the resources of a galaxy in their struggle for domination. Both sides now crippled beyond repair, the remnants of their armies continue to battle on ravaged smds and smts, their hatred fueled by over four thousand years of total war. This is a fight to the death. For each side, the only acceptable outcome is the complete elimination of the other.
Fun aside, recent news.. i know now that the Problem has nothing to do with the Texture File, i replaced them, just for Testing Proposels with a new easy Tilefile - and it didn`t work as expected. Can you release a do-it-yourself map- by including the smdconverter and the mapconverter into the File =) ?
Posted: 26 Feb 2006, 15:31
by Runecrafter
If your having a prob with your skybox I see a small prob with your SMD.
//Compiled by Maelstroms SMD Creator version 3.5
[MAP]
{
Description=If Planets were Stones and those Gems had History- Empyrean would be the Crown Jewel and Yilith the bloody Stone that hits right between the Eyes and kills the Giant!;
TidalStrength=25;
Gravity=130;
MaxMetal=1,2;
ExtractorRadius=30;
MapHardness=275;
[ATMOSPHERE]
{
FogColor=1 1 1;
FogStart=0,2;
CloudColor=0 0 0;
SkyColor=1 0,38 0;
SunColor=1 0,71 0;
CloudDensity= 0.32;
MinWind=1;
MaxWind=28;
Skybox=BurningSkz.dds
}
[WATER]
{
WaterSurfaceColor=0 0,35 0,19;
WaterPlaneColor=0 0,45 0,52;
WaterBaseColor=0,4 0,5 0,72;
WaterAbsorb=1 1 1;
WaterMinColor=0 0 0,35;
}
[LIGHT]
{
SunDir=0,098 0,502 -0,489;
GroundAmbiantColor=1 0,5 0;
GroundSunColor=1 0,6 0;
GroundShadowDensity=0,5;
UnitAmbiantColor=0,03 0,58 0,26;
UnitSunColor=0,03 0,58 0,26;
SpecularSunColor=1 0,74 0;
}
[TERRAINTYPE0]
{
name=Default;
hardness=1;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}
[TEAM0]
{
StartPosX=100;
StartPosZ=100;
}
[TEAM1]
{
StartPosX=100;
StartPosZ=10000;
}
[TEAM2]
{
StartPosX=10000;
StartPosZ=100;
}
[TEAM3]
{
StartPosX=7800;
StartPosZ=7800;
}
}
Skybox=BurningSkz.dds
You are missing a ; at the end, it should be like this:
Skybox=BurningSkz.dds;
As far as grass goes it is always the same color as the landscape under it.
If you have any more probs with the map please be a bit more clear on the prob, from your chat I'm not 100% sure what trouble your having.
Posted: 26 Feb 2006, 15:42
by PicassoCT
Error fixed, thx a lot...
Well the MainProblem is- that the Texture of the Landscape is not showing. The Minimap works and the Gras has the Colour of the Texture - but the Colours itself are missing. The whole Ground is pink - the Detail Texture works, so it looks like a pink desert...
I tried again, the Skybox is still white - but the water has now a green colour- does a skybox work with Fog?
Updatete SMD File Follows
//Compiled by Maelstroms SMD Creator version 3.5
[MAP]
{
Description=If Worlds were Jewels, if those Gems had History. Empyrean would be the Crown Jewel and Yilith the bloody Stone that hits the Giant right between the Eyes.;
TidalStrength=25;
Gravity=130;
MaxMetal=0.5;
ExtractorRadius=165;
MapHardness=275;
[ATMOSPHERE]
{
FogColor=1 1 1;
FogStart=0.2;
CloudColor=0 0 0;
SkyColor=1 0.38 0;
SunColor=1 0.71 0;
CloudDensity=0.32;
MinWind=1;
MaxWind=28;
Skybox=Burningskz.dds;
}
[WATER]
{
WaterSurfaceColor=0 0.35 0.19;
WaterPlaneColor=0 0.45 0.52;
WaterBaseColor=0.4 0.5 0.72;
WaterAbsorb=1 1 1;
WaterMinColor=0 0 0.35;
}
[LIGHT]
{
SunDir=0.098 0.502 -0.489;
GroundAmbiantColor=0 0.5 0.12
GroundSunColor=1 0.56 0;
GroundShadowDensity=0.5;
UnitAmbiantColor=0.18 0.79 0.15;
UnitSunColor=0.18 0.79 0.15;
SpecularSunColor=1 0.78 0;
}
[TERRAINTYPE0]
{
name=Default;
hardness=1;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}
[TEAM0]
{
StartPosX=100;
StartPosZ=100;
}
[TEAM1]
{
StartPosX=100;
StartPosZ=7800;
}
[TEAM2]
{
StartPosX=7800;
StartPosZ=100;
}
[TEAM3]
{
StartPosX=7800;
StartPosZ=7800;
}
}
Posted: 26 Feb 2006, 15:50
by Runecrafter
Just to be clear. Your Texture map is not showing up? Is your Texture map image a .bmp or .jpg? Witch ever it is you must make sure that it is the same in the Mapper.bat file.
Here is a Mapper.bat I'm using for a map in the works, maby this will help.
@ECHO OFF
ECHO
ECHO.
ECHO Edit this file in notepad.
ECHO.
ECHO Make sure all map bitmaps are present in the same directory as Mapconv.
ECHO.
ECHO Mapconv help will now display.
mapconv -help
ECHO MapConv will now run again with the parameters you have added. If you haven't touched this file yet, something bad will probably happen.
pause
REM Edit below.
mapconv.exe -i -x 430 -n -30 -m Metal.bmp -a Height.bmp -t Texture.bmp -o Galactic_Abyss.smf -f Featuremap.bmp -c 0.8
pause
With this map I place all the files and images into one folder for compiling.
Note that it says "-t Texture.bmp" so my texture image must be a .bmp
if my texture image is a .jpg then it would be set up like this "-t Texture.jpg"
I hope that some of this might help.
Posted: 26 Feb 2006, 18:49
by PicassoCT
Thanx for answering, but the Compiler is running through, the Texture is named correct - i checked it ...
mapconv.exe -x 180 -n -55 -l -i -m C:\MapConv\MapConv\Metal.bmp -a C:\MapConv\MapConv\Height.bmp -t C:\MapConv\MapConv\texture.bmp -o C:\MapConv\MapConv\Yilith.smf -f C:\MapConv\MapConv\feature.bmp -c 0.2
Everything bad, has its good thing ... i worked over some Details...- maybee i make a second rendering..
Posted: 26 Feb 2006, 22:25
by SinbadEV
you may want to trytaking out the C:\MapConv\MapConv\ because the smf created may be statically referencing "C:\MapConv\MapConv\Yilith.smt" and the spring would look for "C:\spring\maps\C:\MapConv\MapConv\Yilith.smt" ... might want to try it with relative addressing, at least for the -o setting...
Some thrings i found out...
Posted: 26 Feb 2006, 22:51
by PicassoCT
Well - i tried my map now, for that many times.. still without the Texture, but with some intersting find outs... - you can by very precise Heightmapping, create Rushstopers... who can be deactivated with the deformable Terrain. Another Thing that is worth beeing mentioned - is setting a Geo close beneath the water surface - you can raise it, by firing rockets in the ground besides... Another Thing i did, was a big Nukeho between to rivers - so constructionsubs and jammed FARKs and when the Enemy fleet drives through - rising the Level back to normal, then Disintegrator or stunn and capture...
On my way
Posted: 27 Feb 2006, 18:46
by PicassoCT
Lets pray that it will work... i want to go on, make another... i have already some ideas.. and some Heightmap modells in Max...
Well if i die before this map starts to work.. someone else finnish this task..
