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help with compiling
Posted: 23 Jun 2006, 04:51
by Proply
hey im trying to compile a map atm and everytime i run mapconv (the non optimised one as the other one dont work) it comes up with the message "failed to open DIB file geovent.bmp" which is fine if my feature map lacks geo's, but now it has them and it just comes up with a massive repeat code "geo at X 414 etcetcetc" until i quit, whats going on? any ideas?
Posted: 23 Jun 2006, 05:23
by Forboding Angel
download this, convert it to bmp and give it the name geovent.bmp
Posted: 23 Jun 2006, 05:24
by Proply
ah that makes sense, thanks :)
Posted: 23 Jun 2006, 07:46
by Proply
its till doing the huge lines of code, is it supposed to do that, also it is putting liek 500 geos in one spot where i know for a fact that there is only a single pixel of green
Posted: 23 Jun 2006, 07:48
by Forboding Angel
Proply wrote:its till doing the huge lines of code, is it supposed to do that, also it is putting liek 500 geos in one spot where i know for a fact that there is only a single pixel of green
geo's are very buggy when compiling. Your best bet it to make sure the area around it is flat, and is clear of trees.
Most of the time it needs to be damn near perfectly flat
Posted: 23 Jun 2006, 08:20
by Proply
awesome worked perfectly, thanks
Posted: 03 Jul 2006, 10:39
by Proply
*bump*
im using the SMD creator and want to add a lava texture, do you have to use a standard lava texture? if so what should i type in the water texture box? if not what do i type to get the thing to use my custom texture?
thanks
Posted: 03 Jul 2006, 19:37
by .MJJNL.
well just use your custom lava texture for water texture and put that texture in your maps folder (i think) (ive maked alot of maps but never released them cuz i couldnt find the best textures for l3dt and never used custom water texie

)
Posted: 03 Jul 2006, 19:45
by Forboding Angel
SMD creator breaks smd's btw.
The tag you are looking for is WaterTexture=thewatertexturethatIputinthemapsfolder.jpg;
Then jsut make the texture be lava.
Posted: 04 Jul 2006, 07:25
by Proply
doesn't work, i put the tag in and put both a jpg and a bmp in the folder, niether changed the water texture in the slightlest
Posted: 04 Jul 2006, 09:06
by mufdvr222
Are you using a skybox?, pretty shure that will mess up your water settings.
I think the water texture should be a .jpg but don`t quote me on that
Also you may want to check that the tag is in [WATER]
example.
[WATER]
{
WaterTexture=my_texture.jpg
WaterBaseColor=1 0 0; //color at water surface
WaterAbsorb=1 1 1; //how fast different colors are absorbed by the water
WaterMinColor=1 0 0; //the min value the water colors will go down to
WaterDamage=0;
}
Posted: 05 Jul 2006, 08:40
by Proply
everything is fine cept, all written in properly (i even checked it in notepad to ensure that the smd creater hadnt stuffed it up) but the texture still aint working, does it have to be a preset size (mine is 256*256)? are you SURE it is supposed to be in the taspring\maps folder?
Posted: 05 Jul 2006, 08:47
by Proply
just went looking through the lava maps that have already been made, none of you guys have actually tried doing this right? cause from what i can see nobody has been able to get this to work, nobody uses it, they just put down a lava texture and put the water on top. feature that doesnt actually work?
Posted: 05 Jul 2006, 09:18
by Proply
ok now im having problems actually getting my texture to show, all that seems to happen every time i compile is that my texture gets replaced by what i assume is the detail texture, leaving my entire map a bland textured grey, how do i stop it form doing this? btw it does it even when i use one of the other lava maps smds (in fact when i do that the entire map becomes black and you can se more than about 10 pixels in front of the camera)
Posted: 05 Jul 2006, 12:22
by mufdvr222
The water tex tag works, I have used it and so have many others. Here are some screens showing how it all should look, I just grabbed the first map I saw at FU that used a custom water texture.
The compressed map archive should look like this.
The .smd should specify the water texture somewhat like this.
This is the texture specified which just happens to be 1024 x 1024 .jpg
this image goes "inside" the compressed map archive.

Posted: 11 Jul 2006, 00:56
by Proply
cool thanks, i hadnt bothered compressing them yet, probably what the problem is
Posted: 12 Jul 2006, 03:42
by Proply
ok it really doesnt work, here is my proof:
a) if you look at the code in the lava rivers map's SMD file you will notice that the watertexture tag is missing a ";" at the end of it, therefore even if it did work, it cannot be the reason that lava rivers looks like it has lava, to prove this i opened up lava rivers, went into 3D rotatable view, zoomed right down to the water and, looking horizontally along the "lava" surface you can distinctly see the 2 different layers, on the top is normal water with its usual texture, and on the bottom is the lava texture, which is part of the map texture, as can be proved by the fact that it is effected by the detail texture.
b) when i used the smd from lava rivers for my map, both with and without the ";" on the end of the water texture tag, it NEVER changed the water texture.
Posted: 12 Jul 2006, 04:12
by SinbadEV
I know water te tures worked a few versions back... try making the lava a BMP...
Posted: 12 Jul 2006, 04:36
by Forboding Angel
Grrr water textures work.
Proply, DO NOT rename the files after you have compiled.
You can get away with renaming the smf file IF THE SMF AND THE SMD HAVE THE SAME FILENAME. <-Emphasis
Water texture DOES NOT show up if you have reflective water turned on. For a good example, look at shore 2 shore remake by me. If you have reflective/dynamic water off, you see a water texture, if you have reflective water on GASP no texture(actually to be fair it is actually there, It's just VERY faint).
Hope this helps you.
Posted: 12 Jul 2006, 06:34
by Proply
ah its the reflective water, thanks
