Map Maker Beta ...

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Stridor
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RE: Lablel Facing

Post by Stridor »

ORIGINAL: Mobius

Is there a way to get the label to face the viewer all the time? I've tried hand coding but nothing works.

Steve, some of the issues you are finding are due to being on 0.8a, some are not.

The 90 degree shadow regardless of sun angle is a PCK bug.

Whilst scenedit correctly uses the isfacingcamera tag (so labels work fine there), PCK game engine does not and is bugged. 0.9a added a work around by double facing the label so that at least it could be seen. The definitive fix needs to come from Matrix.
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Mobius
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RE: Lablel Facing

Post by Mobius »

ORIGINAL: Stridor
Whilst scenedit correctly uses the isfacingcamera tag (so labels work fine there), PCK game engine does not and is bugged. 0.9a added a work around by double facing the label so that at least it could be seen. The definitive fix needs to come from Matrix.
I've found that I can change the yaw angle to face the center of the map if the label is near the edge.
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rickier65
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RE: Map Maker Beta ...

Post by rickier65 »

ORIGINAL: Stridor

Rick MM 0.9E apart from generating a mod list for you will also copy the needed files into the map dir. Because you restored your map dir made from and earlier MM version those files won't be there. Any new maps made with 0.9E+ will fix that issue. Alternatively the next PCK patch should include those files. Either way it is now fixed.

Ah - very good Thanks!

And thanks for the MM tool. I don't think I would have made it through the alternative methods for building a map from scratch.

I'm going to start work creating a template for the Piepsk map now.

Thanks,
Rick
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Mobius
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RE: Map Maker Beta ...

Post by Mobius »

John, as you know I'm using an older version of MM.  On later versions is there a way to set a water layer at a higher elevation than the 0 elevation level?   Besides having a river at 0 level I have a little lake that is higher up that I would like given the lake surface treatment. 
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Stridor
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RE: Map Maker Beta ...

Post by Stridor »

ORIGINAL: Mobius

John, as you know I'm using an older version of MM.  On later versions is there a way to set a water layer at a higher elevation than the 0 elevation level?   Besides having a river at 0 level I have a little lake that is higher up that I would like given the lake surface treatment. 

Steve,

You can do what you want to do with the following technique.

In 3dsmax (or MS3D) define a flat plane (sized to the "pond") textured on top with the PCK "stream" texture (or otherwise) and above the Z axis a distance equal to the max depth of the "pond". Export as a directX model. (Remember the 0.3937 max->X scale factor). Place this pond model in your media/mods/mobius/ directory. You will also need to place a reference.xml file with a single line reference to the pond model in this same directory. Now place a small bitmap of the pond in the map maker/structures directory named the same as the pond model (bmp extension)

Example

media/mods/mobius/pond.x
meda/mods/mobius/reference.xml (this file contains the media link, see the other examples in the mods directory)
map maker/structures/pond.bmp (is the thumbnail file that MM looks for)

Restart MM and you can now place the pond water on your map in MM. Remember if you redistribute this map you will need to include the pond model.

Should be pretty simple to do.

At yours and Rick's request, the next MM version will allow you custom define minimap.png colors to your liking (among other improvements). When I release it it will be as another massive build with all the new mod files put out by guys like SAF_Biffa and benpark (with fixed model normals and lighting). Hopefully this new version will work on your machine. I am still unsure why you can get 0.9 to work, especially as there are no activeX changes from 0.8 to 0.9.
Mraah
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RE: Map Maker Beta ...

Post by Mraah »

Stridor,

Well, it's been a long time for a bug report ... but I found a couple of typo's that result in the map not being able to load into Scene Editor :

1) In the folder Map Maker/Structures/Large Structures ... Change the bmp file named bifutil to read bifutil1 .

2) In the folder Media\Mods\SAF_Biffa\Industrial ... In the resourses.xml, change the resourse ID bifact to read bifact1 .

When you release another major, full beta then I'll run through all the objects/textures again to see if any fail.

By the way, I made some new texture bmp's for the LOD trees. I noticed these weren't included. I tested them to see if it would make a difference in FPS but it seems better to have high poly models than 6 times more low polys. For example, I ran 2400 trees using 16 poly trees (38,400 polys) ... then, I replaced these with about 12,000 trees using a 3 poly LOD (36,000 polys) ... It seems it's worse having more models with less polys than it is having less models with more polys ... It's a result I wasn't expecting [&:].

Rob
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Mobius
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Skymat turns white

Post by Mobius »

For some reason my sky mat is showing up as white even though it is set to green or brown. This happens most often when I save a map as a new name. Even if I don't change anything else. Sometimes I've been able to change it by resetting the skymat color. But other times it will not change to a color no matter what I do.

[Edit] More testing found when I took the underline "_" out of the name the skymat returned. Either some wierd name parsing is happing or the path to some mesh was too long. ????[&:]

Whoop, no. If I don't capitalize the first letter of the name the skymat also works. Maybe that's it??
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Mobius
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RE: Skymat turns white

Post by Mobius »

I take it tha the mapmaker xml in the map folder is used just for MM and doesn't need to be exported for the map user. And it appears it controls a lot of the map settings. If I want to hand edit the map Scene xml and have it remembered I have to hand edit those values in the mapmaker.xml.
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rickier65
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RE: Skymat turns white

Post by rickier65 »

Stridor,

A suggestion for future edits for MM.

Right now you have to load a HM as the first step in using MM. Since you now have tools for doing your own Heightmap in MM, I'd suggest that you consider loading the lo-res flat default HM at start-up. Loading external Height maps should still be there as option of course.

Right now I think the only required outside map you really need for MM is the Terrain Map. If you do default load a HM, then you could have loading the Terrain Map as the first step.

Just a thought.

Rick
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Stridor
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RE: Map Maker Beta

Post by Stridor »

ORIGINAL: Rick

Stridor,

A suggestion for future edits for MM.

Right now you have to load a HM as the first step in using MM. Since you now have tools for doing your own Heightmap in MM, I'd suggest that you consider loading the lo-res flat default HM at start-up. Loading external Height maps should still be there as option of course.

Right now I think the only required outside map you really need for MM is the Terrain Map. If you do default load a HM, then you could have loading the Terrain Map as the first step.

Just a thought.

Rick

Yeah I guess I could do that.

What about an option to enter in the top left and bottom right long/lat coords to auto load the HM from SRTM data servers?

A water height level and x,y plane tilt to allow for running water?

Auto calc of red areas under houses?

Minimal distance setting between autogen objects?

Regards

S.


rickier65
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RE: Map Maker Beta

Post by rickier65 »

ORIGINAL: Stridor

Yeah I guess I could do that.

What about an option to enter in the top left and bottom right long/lat coords to auto load the HM from SRTM data servers?

A water height level and x,y plane tilt to allow for running water?

Auto calc of red areas under houses?

Minimal distance setting between autogen objects?

Regards

S.

You think big - I think in small steps. When I read through you tutorial on converting SRTM data It occurred to me just how much potential there is.

Rick
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Mobius
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RE: Map Maker Beta

Post by Mobius »

ORIGINAL: Stridor
A water height level and x,y plane tilt to allow for running water?
Can you make a smaller size water plane than the entire 1000mx1000m?
For example just where the ground is below 'sea level'?
Because from some angles you get a wierd combination of the water plane and low but not below sea level land.
ORIGINAL: Stridor
Auto calc of red areas under houses?
And other special terrain colors? Foxholes being the hardest to position on their green areas.
I actually position them via MM then have the game going on one screen and the terrain map in my paint program in another and change the terrain map to fit with the placement of the foxhole sprite.
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Stridor
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RE: Map Maker Beta

Post by Stridor »

Actually most of those suggestions would entail a huge amount of work so I made them tounge in cheek.
ORIGINAL: Mobius
Can you make a smaller size water plane than the entire 1000mx1000m?
For example just where the ground is below 'sea level'?
Because from some angles you get a wierd combination of the water plane and low but not below sea level land.

That happens when the ground near sea level is very near 0. To fix the issue use the HM lock tools to lock the offending area and then raise it up 0.25 m. Alternatively you can enter a small height entry change in the box.
And other special terrain colors? Foxholes being the hardest to position on their green areas.
I actually position them via MM then have the game going on one screen and the terrain map in my paint program in another and change the terrain map to fit with the placement of the foxhole sprite.

It is possible, if I do it for one I can do it for all. To make it work I need MM to talk to my konvix program which can calculate a directX bounding box and then feed the results back into MM which would then have to work out which pixels to make red (or green). Not a simple job, but possible.

Regards

S.
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