Direction of Map Converter...

Direction of Map Converter...

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

Which would you most like to see...

Poll ended at 24 Jun 2005, 22:48

Ability to Add Features
29
74%
Super Large Maps
4
10%
3D "Preview" mode
3
8%
None, I want a unit editor now.
3
8%
 
Total votes: 39

User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Direction of Map Converter...

Post by Buggi »

Just a poll to see where I should divide my time up into.

Yes, only pick ONE! I'm only one Monkey. :P

-Buggi
User avatar
genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

.

.. IMHO .. Ability to Add Features ... like rocks, bolders damaged tanks
, damaged planes and beer cans ... :lol: so, you can reclaim metal
like you reclaim energy from trees ...


and damaged vehicle and kbot building planet ... stuff like that
so you can reclaim for other things..
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Ability to add features, including my own custom features, is what I lack most.
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

And for something different, Features, am doing Painted Desert at the moment,, it needs rocks :shock:
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Behold...

Image

MUAHAHAHHAHAHAHAH!!!

I figured Features would get a jump start.

Besides, it bugged me geo's were from the metal map.

Yes, I'm using XML, no, you won't convince me otherwise.

The green pixels I'm painting on top of the bitmap to show where features have been placed.

<.<

-Buggi
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Michilus_nimbus
Posts: 634
Joined: 19 Nov 2004, 20:38

Post by Michilus_nimbus »

8) We're getting closer to an urban map, people!
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

One response?

Is this worth the effort? :shock:
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Woot gogogog Buggi, your my god !!
(perhaps I am making a bit too much :))

Seriously, you are making great work. But I remember a man that was complaining about only people saiing "yeah great work" instead of saying constructive comment....
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

can you work.... Faster...

:-)

rotation... well i guess only one axis is needed. this depends on the format used to define features,( that is the same as for wreckajes..) that i ignore...

Can a feature include some tile? (as for geos..)
Can you add tiles only?

looks very complete to my knowledge..
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Buggi's the man. In fact, he should on the SY team, as it is obvious that he has talent.
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

You can't place features you don't have though people. "Rocks" are not in the game as you think they are. They need 3d models, textures, and an HPI file just like everything else.

You can't place TA features as they are in the OTA HPI files. Like all the urban buildings, cars, and trucks... they will all need 3do files.

-Buggi
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

But there's a world of feature models out there, just waiting for us to steal ;)
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Yes... but then... Alot of us have enough ability to make a 3do, I am quite capable of building my own custom features for a map... And if everyone uploads the features seperatly, not just packed into the map file, then Others can borrow the features for there maps! Simple. It won't take to long befor we have loads of features...
The only slight problem will be the textures for the objects... adding in a custom texture will go towards the units texture file size limit as well (i would have thought...) so something will need to be worked out about letting us have more textures.

aGorm
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

It would be wise (VERY WISE) to start compiling features NOW before I release this software... that way it'll ship with a current load of features.

But I would like to make clear, this does NOT control trees or grass. Those are still generated via the method already in the system.

Just keep your feature textures very small and I'm sure there won't be an issue. I mean, how many freaking textures does a rock need anyway?

-Buggi
Jonny C
Posts: 94
Joined: 31 May 2005, 18:06

Post by Jonny C »

hi its Jonny C.
I'm desperatly trying to finish my map "Bionica" (currently its 99% done). I just wanna add some trees...
I've spent like 3 hours trying to do it and i'm getting really tired now. I've got a metal section which is yellow and a grass section which is green (this is the MetalMap.bmp i'm talking about here...)
now my problem is that if i choose to have the 'tree density' at around 50% i get 1000000's of trees (its insane) with about 5% of the trees spilling into the metal areas. Then if i re-compile the map with the tree density 1 notch to the right (51%) then i get 1 tree.

WHAT THE FLIP IS WRONG WITH THAT??? :?
lol

Please can somone help. I'm desperate to finish my lovly map :)

Jonny C.
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Tree's are placed by the color of your ground texture. If every square inch of your map is green, you're bound to get a lot of trees. And grass.

The metal map makes no influence on your trees, not sure where you got that impression.

-Buggi
Jonny C
Posts: 94
Joined: 31 May 2005, 18:06

Post by Jonny C »

i created my map "Bionica" with some grass texture from the original TA, i wanted to have trees on their but i seem to only be able to have a huge thick forrest or 2/3 trees. The texture is lots of diffrent colours (brown, green etc) so i don't know if thats the problem... Any idea?
(the map also has some metal patches from the TA as well... and i DON'T want trees on their.. lol)

Jonny C.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Buggi wrote:Tree's are placed by the color of your ground texture. If every square inch of your map is green, you're bound to get a lot of trees. And grass.

The metal map makes no influence on your trees, not sure where you got that impression.

-Buggi
In one of the versions of the original mapconv program, you could place trees by putting different values of green pixels on the metal map, could you not? Seems odd that that functionality would be lost to the randomly placing on green tiles function again...
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Green pixels on metal map meant geovents.

There was no way to control trees or grass in the original mapconv.

So JC you move the tree slider to say "50%" in the text box and it still gives you massive numbers of trees?

Or is your 50% reference somethign your typing in? Because it doesn't go off what you type in, it goes off what the slider is at.

-Buggi
Jonny C
Posts: 94
Joined: 31 May 2005, 18:06

Post by Jonny C »

well here's what i do
i load all my files into the program (Sharp Map.exe) and then set height etc. then i MOVE THE SLIDER to 50%.
i then compile, everything works except i have 100000000000000s of trees (you commander can't move and the groun is covered).

so as you'de expect i go back to the sharp map program (i often leave it runnng once its compiled) and delete all temp files etc. etc. then i move the slider 1 notch the the right (the smaller ammount posssible)

then i re-compile, eveything works fine but when i run the map in the game there is either 0 trees or maby 1 or 2 (especialy around my little mountains) so in my entire map i have no more than 5 tress... (bit lame) lol

why is it so sensative?
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