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Direction of Map Converter...
Posted: 17 Jun 2005, 22:48
by Buggi
Just a poll to see where I should divide my time up into.
Yes, only pick ONE! I'm only one Monkey.
-Buggi
Posted: 17 Jun 2005, 23:17
by genblood
.
.. IMHO .. Ability to Add Features ... like rocks, bolders damaged tanks
, damaged planes and beer cans ...

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..
Posted: 18 Jun 2005, 00:48
by zwzsg
Ability to add features, including my own custom features, is what I lack most.
Posted: 18 Jun 2005, 02:42
by mufdvr222
And for something different, Features, am doing Painted Desert at the moment,, it needs rocks

Posted: 18 Jun 2005, 03:35
by Buggi
Behold...
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
Posted: 18 Jun 2005, 11:16
by Michilus_nimbus

We're getting closer to an urban map, people!
Posted: 19 Jun 2005, 01:53
by Buggi
One response?
Is this worth the effort?

Posted: 19 Jun 2005, 02:06
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....
Posted: 19 Jun 2005, 02:21
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..
Posted: 19 Jun 2005, 02:47
by Neuralize
Buggi's the man. In fact, he should on the SY team, as it is obvious that he has talent.
Posted: 19 Jun 2005, 03:24
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
Posted: 19 Jun 2005, 03:36
by Warlord Zsinj
But there's a world of feature models out there, just waiting for us to steal

Posted: 19 Jun 2005, 16:36
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
Posted: 19 Jun 2005, 19:41
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
Posted: 20 Jun 2005, 01:58
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.
Posted: 20 Jun 2005, 06:04
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
Posted: 20 Jun 2005, 10:20
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.
Posted: 20 Jun 2005, 10:33
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...
Posted: 20 Jun 2005, 19:01
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
Posted: 20 Jun 2005, 20:19
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?