First map woes
Posted: 11 Jul 2006, 04:03
I've spent the better part of a day making my first map for spring, and props to Forb for the great tutorial btw, But I have run into a bit of a problem concern the finished (well, playable) product in spring. The textture map isn't used, and spring instead spreads some mars-dirt looking texture all over my map.

In case any of this helps, here is a screenshot with all my maps open, and my mapconv settings ect...

I'm betting this is some silly problem that can be fixed quickly (hopefully anyhow). Hopefully someone can spot my amatuer mistake =)
and yes, most of that SMD is shamelessly ripped from small divide

In case any of this helps, here is a screenshot with all my maps open, and my mapconv settings ect...
Code: Select all
mapconv -c 0.5 -x 600 -n -15 -o C:\SpringMaps\Mapconv\LushImpact.smf -t C:\SpringMaps\Mapconv\texture.bmp -m C:\SpringMaps\Mapconv\metal.bmp -a C:\SpringMaps\Mapconv\height.bmp -f C:\SpringMaps\Mapconv\feature.bmp -i
Code: Select all
//Compiled by Maelstroms SMD Creator version 3.5
[MAP]
{
Description=Lot of metal in middle but look out for kbot walking over the mountains;
TidalStrength=5;
Gravity=80;
MaxMetal=0.02;
ExtractorRadius=120;
MapHardness=200;
[ATMOSPHERE]
{
FogColor=0.7 0.7 0.8;
FogStart=0.2;
CloudColor=0.9 0.9 0.9;
SkyColor=0.1 0.15 0.7;
SunColor=1 1 1;
CloudDensity=0.55;
MinWind=1;
MaxWind=20;
}
[WATER]
{
WaterPlaneColor=0 0.1 0.1;
WaterBaseColor=0.3 0.6 0.4;
WaterAbsorb=0 0 0;
WaterMinColor=0.1 0.1 0.3;
}
[LIGHT]
{
SunDir=0.004 0.75 -0.25;
GroundSunColor=0.7 0.7 0.7;
GroundShadowDensity=0.8;
UnitShadowDensity=0.8;
}
[TERRAINTYPE0]
{
name=default;
hardness=1;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}
[TEAM0]
{
StartPosX=200;
StartPosZ=4980;
}
[TEAM1]
{
StartPosX=4980;
StartPosZ=4980;
}
[TEAM2]
{
StartPosX=200;
StartPosZ=4980;
}
[TEAM3]
{
StartPosX=4980;
StartPosZ=200;
}
[TEAM4]
{
StartPosX=2560;
StartPosZ=2560;
}
[TERRAINTYPE0] //which terrain type goes where on the map is determined by the typemap
{
name=default; //human visible identifier of the terrain type
hardness=1; //multiplier of the global maphardness value (default value=1)
tankmovespeed=1; //multiplier of tank units speed after slope mods etc has been applied (default value=1)
kbotmovespeed=1; //multiplier of kbot units speed after slope mods etc has been applied (default value=1)
hovermovespeed=1; //multiplier of hover units speed after slope mods etc has been applied (default value=1)
shipmovespeed=1; //multiplier of ship units speed after slope mods etc has been applied (default value=1)
}
}

I'm betting this is some silly problem that can be fixed quickly (hopefully anyhow). Hopefully someone can spot my amatuer mistake =)
and yes, most of that SMD is shamelessly ripped from small divide