Map Maker Beta ...
Moderator: EagleMountainDK
RE: Map Maker Beta ...
You need to download the 0.9a main distro (~ 100MB) then get the 0.9d hotfix patch from post #1 of this thread. Lots was added between 0.8 and 0.9
RE: Map Maker Beta ...
The problem is I can't find where MM0.9a download is located. I found the post where you say you are uploading it but no mention of where. ?
[Edit] Thanks people. I'm downloading it now on my other 'puter.
[Edit] Thanks people. I'm downloading it now on my other 'puter.
All your Tanks are Belong to us!
panzer
panzer
RE: Map Maker Beta ...
OK. I have MM working and at the right version now.
So where are you guys storing your working files like the heigth map and the terrain map?
So where are you guys storing your working files like the heigth map and the terrain map?
All your Tanks are Belong to us!
panzer
panzer
The Problem with Mud
The PCK manual has mud as 64 64 16 while the AI_Map key has it as 96 96 78.
But PCK LOS tool that identifies terrain thinks 64 64 16 mud is Clear.
Should we use 96 96 78 as our mud color?
But PCK LOS tool that identifies terrain thinks 64 64 16 mud is Clear.
Should we use 96 96 78 as our mud color?
All your Tanks are Belong to us!
panzer
panzer
RE: The Problem with Mud
I thought that MM0.9a was running but am getting Error (24): ActiveX Plugin not installed.[:@]
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panzer
panzer
- invernomuto
- Posts: 942
- Joined: Fri Oct 08, 2004 4:29 pm
- Location: Turin, Italy
RE: The Problem with Mud
Another problem: cannot find grass or wheat structures. They're not in vegetation dir.
RE: The Problem with Mud
ORIGINAL: invernomuto
Another problem: cannot find grass or wheat structures. They're not in vegetation dir.
They are on my development machine and will be available for the next release of the MM.
RE: Map Maker Beta ...
ORIGINAL: Mobius
What is the underlying terrain type for the fields? Plowed fields? Shouldn't there be a difference between a bare plowed field and a grain field?
Mobius,
Yes, there should be a difference between the two types of fields ... unfortunately we don't have a terrain type for a grain field.
I found that to properly represent a grain field (for now) is to mix two terrain types ... PLOWED + MARSH.
The plowed field is the overall color .... the marsh terrain type is used under the grain models so that it will see the grain model as an obstacle for LOS purposes.
The marsh is compatible with the plowed field in several ways ...
1. Movement Cost for infantry is unaffected (vehicle in marsh is affected so it will momentarily slow them down more)
2. Accuracy Modifier for infantry and vehicle remain the same ( infantry -1, vehicle 0)
3. Base Firepower Modifier for infantry the same (-1 stationary), with added -1 for shift move.
So, in map maker terms .... to make a grain field you need to use the plowed field with rows of marsh. Then, use the AutoGen on the marsh terrain for the grain model.
Note, Stridor and Saf_Biffa are the only ones that have the grain and grass models.
Rob
RE: The Problem with Mud
ORIGINAL: Mobius
The PCK manual has mud as 64 64 16 while the AI_Map key has it as 96 96 78.
But PCK LOS tool that identifies terrain thinks 64 64 16 mud is Clear.
Should we use 96 96 78 as our mud color?
Mobius,
Both MUD colors are screwed up ... Pck and MM reads both as clear (as far as my tests go).
The only mud color that works is the LIGHT MUD ... 150,150,120 ... use this until it gets fixed.
Rob
Autumn Trees
It would be nice if there were some autumn color trees. I use a mix of winter and evergreen for my Voin map. As it is early October and a few days before the snows began.
Working with MM0.8a still.

Working with MM0.8a still.

- Attachments
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- showvoin.jpg (100.67 KiB) Viewed 144 times
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panzer
panzer
RE: Map Maker Beta ...
Steve,
Ben got it to work with the above program which registers the activeX components. I am still not 100% sure why some people need to manually register and others just have it work automatically (as it did for me on several machines and os's). I suspect it has something to do with 3rd party spam/viurus software.
The three objects you need to register are com.ocx, cp.ocx and ms.ocx and these are found in the Editor sub dir off the main PCK dir. Try reinstalling 0.9a then apply the 0.9d hotfix. Next download the activeX management program (which is free to use for 30days) and register those files manually. You can then uninstall the utility as you don't need it again.
You should definately try to get 0.9d to work as it adds so much more capability for map design than 0.8a.
ORIGINAL: benpark
I just checked the scenario editor right click, and it's not working either.
Anyone know a way to jump start this feature if not working properly? Thanks.
EDIT:
I found a program called "Activex Manager". This allowed me to install the cp.ocx file. It seems to be working now.
Link to file (and others for Activex management):
http://www.download.com/3120-20_4-0.htm ... x&tag=srch
Ben got it to work with the above program which registers the activeX components. I am still not 100% sure why some people need to manually register and others just have it work automatically (as it did for me on several machines and os's). I suspect it has something to do with 3rd party spam/viurus software.
The three objects you need to register are com.ocx, cp.ocx and ms.ocx and these are found in the Editor sub dir off the main PCK dir. Try reinstalling 0.9a then apply the 0.9d hotfix. Next download the activeX management program (which is free to use for 30days) and register those files manually. You can then uninstall the utility as you don't need it again.
You should definately try to get 0.9d to work as it adds so much more capability for map design than 0.8a.
RE: Map Maker Beta ...
I used the activex manager and installed the three files but alas MM0.9a doesn't work. I have MM0.08a renamed in the same directory and it is prefectly happy using the 0.9a MapMaker directory.
When using MM0.8 I had a difficult time placing foxholes structures in the small green foxhole area. When the map zoomed it it became difficult to control. In one instants the icon went out of sight and I could no longer find it. It must have gone off map as when I compiled the map ScreenEdit locked up. When I tried to run a PCK scenario which uses this map it also locked up on setup.
I could not find which structure was causing the problem so I deleted all structures on this map. It was able to be saved and then worked again.
I think there should be a check to delete any object that somehow gets cast off map.
When using MM0.8 I had a difficult time placing foxholes structures in the small green foxhole area. When the map zoomed it it became difficult to control. In one instants the icon went out of sight and I could no longer find it. It must have gone off map as when I compiled the map ScreenEdit locked up. When I tried to run a PCK scenario which uses this map it also locked up on setup.
I could not find which structure was causing the problem so I deleted all structures on this map. It was able to be saved and then worked again.
I think there should be a check to delete any object that somehow gets cast off map.
All your Tanks are Belong to us!
panzer
panzer
RE: Map Maker Beta ...
Having a mixed install with 0.9 and 0.8 files hanging around will cause problems at some point I am sure.
Can you give any more info (eg SS) of what the problem is, rather than just it doesn't work. It doesn't appear to be a AX problem at this point.
See posts 315-324 of this thread, JMASS may have had a similar issue which Rick found an answer for.
Don't quite follow. Version 0.9 is so different internally from 0.8 that I doubt the problem exists there. The best way to do all that anyway is to just place the structures and then colour under them in scenedit rather than the other way around. I don't even call the map an AI map in 0.9 anymore as the AI map gets "computed" at build time to stop problems as described above.
Never seen this problem in 0.9 so it may not exist any more, there is unlikely to be any further work on the MM at any rate.
Can you give any more info (eg SS) of what the problem is, rather than just it doesn't work. It doesn't appear to be a AX problem at this point.
See posts 315-324 of this thread, JMASS may have had a similar issue which Rick found an answer for.
When using MM0.8 I had a difficult time placing foxholes structures in the small green foxhole area. When the map zoomed it it became difficult to control. In one instants the icon went out of sight and I could no longer find it. It must have gone off map as when I compiled the map ScreenEdit locked up. When I tried to run a PCK scenario which uses this map it also locked up on setup.
I could not find which structure was causing the problem so I deleted all structures on this map. It was able to be saved and then worked again.
Don't quite follow. Version 0.9 is so different internally from 0.8 that I doubt the problem exists there. The best way to do all that anyway is to just place the structures and then colour under them in scenedit rather than the other way around. I don't even call the map an AI map in 0.9 anymore as the AI map gets "computed" at build time to stop problems as described above.
I think there should be a check to delete any object that somehow gets cast off map.
Never seen this problem in 0.9 so it may not exist any more, there is unlikely to be any further work on the MM at any rate.
- RyanCrierie
- Posts: 1327
- Joined: Fri Oct 14, 2005 7:15 am
- Contact:
RE: Map Maker Beta ...
there is unlikely to be any further work on the MM at any rate.
What about the option to "cut" impassable terrain color on the AI map when you place a structure
What about the option to "cut" impassable terrain color on the AI map when you place a structure
RE: Map Maker Beta ...
ORIGINAL: Stridor
... there is unlikely to be any further work on the MM at any rate.
This got me concerned - but then it occurred to me that MM .9d is pretty darn good just as it is!
Im sure there are always things that could be done, but it is so much easier to do maps now than it was. Now I have to go back and finish reading the scenario editor guide so I can finish the Hedgehog of Piepsk!
Rick
RE: Map Maker Beta ...
The com.ocx doesn't seem like it is added. ActiveX manager says it is added but the report doesn't show it as being installed nor does properties in the ME show it as being installed.ORIGINAL: Stridor
Can you give any more info (eg SS) of what the problem is, rather than just it doesn't work. It doesn't appear to be a AX problem at this point.
All your Tanks are Belong to us!
panzer
panzer
RE: Map Maker Beta ...
After you download the file and before you unzip, check it in properties. Make sure that Windows doesn't think it's "blocked".
In Windows explorer, right click and check the properties. You can do this after unzipping, but then you have to find every file.
This was a problem on a couple of my installs. I initially tried to fix on file by file basis, but it didn't seem to work. Finally redownloaded, unblocked and then reinstalled, then it worked.
Rick
RE: Map Maker Beta ...
I've resigned to stay at MM0.8a since I've tried every suggestion and MM0.9 will not work.
So now that I've made a new map what is required for a system without MM to run one of these maps? I've tried to run my new map on a system without MM and the game locks up when loading scenario. The log file says the error is some file in Editor.
So now that I've made a new map what is required for a system without MM to run one of these maps? I've tried to run my new map on a system without MM and the game locks up when loading scenario. The log file says the error is some file in Editor.
All your Tanks are Belong to us!
panzer
panzer
Prochorovka
The first map is mostly done. I don't know how to place RR tracks so I left them off.
The map is bounded on the top by the railroad enbankment.
The way I did this took a lot of work. I started with a Google map of the area SW of prochorovka. The upper right corner had some sort of battle memorial so this musf be the place. The map will actually be 2km x 2km of real grounds to get some terrain variation. 1km x 1km this area would mostly be a flat field. And the game will eventually be able to handle this size so I would only have to stretch it out.
Since I don't have an elevation map I used google's elevation tool to find the elevation of a number of spots and placed them on an image of the area. Then I painted on contour areas in 8 ft. levels.

The map is bounded on the top by the railroad enbankment.
The way I did this took a lot of work. I started with a Google map of the area SW of prochorovka. The upper right corner had some sort of battle memorial so this musf be the place. The map will actually be 2km x 2km of real grounds to get some terrain variation. 1km x 1km this area would mostly be a flat field. And the game will eventually be able to handle this size so I would only have to stretch it out.
Since I don't have an elevation map I used google's elevation tool to find the elevation of a number of spots and placed them on an image of the area. Then I painted on contour areas in 8 ft. levels.

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- prochorovka2.jpg (105.02 KiB) Viewed 147 times
All your Tanks are Belong to us!
panzer
panzer
RE: Map Maker Beta ...
ORIGINAL: Mobius
I've resigned to stay at MM0.8a since I've tried every suggestion and MM0.9 will not work.
So now that I've made a new map what is required for a system without MM to run one of these maps? I've tried to run my new map on a system without MM and the game locks up when loading scenario. The log file says the error is some file in Editor.
Mobius,
I was wondering if maps made with MM can be used by others who do not have it.
Question ... On your other computer (the cpu lacking MM) can you load the map up in the Scene Editor? If the editor can't read it then Pck probably can't. It might narrow down your problem.
Also, look in the folder for your map ... there is a file called MEDIA.XML ... This points to resources, or links, to the MEDIA/MODS folder ... Links that would be dead on another computer without MM.
Also, regarding the railroad tracks ... I have redone the RR Tracks but you'll probably have to add them in manually through scene editor and add them to the media xml.
Rob